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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
108
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117
118 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)"};
119 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"};
120
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
140
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
164
165 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"};
166
167 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"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 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)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 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)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 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);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 "       float sobel = 1.0;\n"
698 "       // vec2 ts = textureSize(Texture_First, 0);\n"
699 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 "       vec2 px = PixelSize;\n"
701 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
703 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
706 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
709 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
712 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
731 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
733 "#endif\n"
734 "\n"
735 "#ifdef USESATURATION\n"
736 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USEGAMMARAMPS\n"
743 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
746 "#endif\n"
747 "}\n"
748 "#endif\n"
749 "#else // !MODE_POSTPROCESS\n"
750 "\n"
751 "\n"
752 "\n"
753 "\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
757 "#endif\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
760 "#endif\n"
761 "#ifdef VERTEX_SHADER\n"
762 "void main(void)\n"
763 "{\n"
764 "       gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#endif\n"
768 "#ifdef USESPECULAR\n"
769 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 "#endif\n"
771 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
772 "}\n"
773 "#endif\n"
774 "\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
778 "#endif\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
781 "#endif\n"
782 "\n"
783 "void main(void)\n"
784 "{\n"
785 "       gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
788 "#endif\n"
789 "\n"
790 "#ifdef USESPECULAR\n"
791 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 "       gl_FragColor *= tex2;\n"
794 "# endif\n"
795 "# ifdef USEGLOW\n"
796 "       gl_FragColor += tex2;\n"
797 "# endif\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
800 "# endif\n"
801 "#endif\n"
802 "}\n"
803 "#endif\n"
804 "#else // !MODE_GENERIC\n"
805 "\n"
806 "\n"
807 "\n"
808 "\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
812 "void main(void)\n"
813 "{\n"
814 "       gl_FrontColor = gl_Color;\n"
815 "       TexCoord = gl_MultiTexCoord0.xy;\n"
816 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
817 "}\n"
818 "#endif\n"
819 "\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
823 "\n"
824 "void main(void)\n"
825 "{\n"
826 "       int i;\n"
827 "       vec2 tc = TexCoord;\n"
828 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 "       tc += BloomBlur_Parameters.xy;\n"
830 "       for (i = 1;i < SAMPLES;i++)\n"
831 "       {\n"
832 "               color += texture2D(Texture_First, tc).rgb;\n"
833 "               tc += BloomBlur_Parameters.xy;\n"
834 "       }\n"
835 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
836 "}\n"
837 "#endif\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
844 "\n"
845 "void main(void)\n"
846 "{\n"
847 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 "       ModelViewProjectionPosition = gl_Position;\n"
850 "}\n"
851 "#endif\n"
852 "\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
857 "\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
865 "\n"
866 "void main(void)\n"
867 "{\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 "       // FIXME temporary hack to detect the case that the reflection\n"
873 "       // gets blackened at edges due to leaving the area that contains actual\n"
874 "       // content.\n"
875 "       // Remove this 'ack once we have a better way to stop this thing from\n"
876 "       // 'appening.\n"
877 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
883 "}\n"
884 "#endif\n"
885 "#else // !MODE_REFRACTION\n"
886 "\n"
887 "\n"
888 "\n"
889 "\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
897 "\n"
898 "void main(void)\n"
899 "{\n"
900 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 "       ModelViewProjectionPosition = gl_Position;\n"
907 "}\n"
908 "#endif\n"
909 "\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
914 "\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
922 "\n"
923 "void main(void)\n"
924 "{\n"
925 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 "       // FIXME temporary hack to detect the case that the reflection\n"
931 "       // gets blackened at edges due to leaving the area that contains actual\n"
932 "       // content.\n"
933 "       // Remove this 'ack once we have a better way to stop this thing from\n"
934 "       // 'appening.\n"
935 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
947 "}\n"
948 "#endif\n"
949 "#else // !MODE_WATER\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "// common definitions between vertex shader and fragment shader:\n"
955 "\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
959 "#endif\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
962 "#endif\n"
963 "\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
966 "#endif\n"
967 "\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
974 "#endif\n"
975 "#ifdef USEFOG\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
977 "#endif\n"
978 "\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
987 "#endif\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
995 "#endif\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
999 "#endif\n"
1000 "uniform vec4 FogPlane;\n"
1001 "\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1004 "#endif\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "// 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"
1011 "\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1014 "\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1018 "#ifdef USEGLOW\n"
1019 "uniform sampler2D Texture_Glow;\n"
1020 "#endif\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1027 "#endif\n"
1028 "#endif\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1032 "#endif\n"
1033 "#ifdef USEFOG\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "#endif\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1038 "#endif\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1041 "#endif\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#endif\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#endif\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1056 "#endif\n"
1057 "\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1061 "\n"
1062 "#ifdef USEFOG\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 "{\n"
1068 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "       float fogfrac;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 "       fogfrac = fogheightpixel.a;\n"
1074 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "#else\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 "# else\n"
1079 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 "# endif\n"
1081 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#endif\n"
1083 "}\n"
1084 "#endif\n"
1085 "\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "{\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 "       // 14 sample relief mapping: linear search and then binary search\n"
1092 "       // this basically steps forward a small amount repeatedly until it finds\n"
1093 "       // itself inside solid, then jitters forward and back using decreasing\n"
1094 "       // amounts to find the impact\n"
1095 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 RT = vec3(TexCoord, 1);\n"
1099 "       OffsetVector *= 0.1;\n"
1100 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1114 "       return RT.xy;\n"
1115 "#else\n"
1116 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 "       // this basically moves forward the full distance, and then backs up based\n"
1118 "       // on height of samples\n"
1119 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       TexCoord += OffsetVector;\n"
1123 "       OffsetVector *= 0.333;\n"
1124 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       return TexCoord;\n"
1128 "#endif\n"
1129 "}\n"
1130 "#endif // USEOFFSETMAPPING\n"
1131 "\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "# else\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1144 "# endif\n"
1145 "#endif\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "# else\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1164 "# endif\n"
1165 "#endif\n"
1166 "\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# else\n"
1176 "#  ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "}\n"
1184 "#  else\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 "{\n"
1187 "       vec3 adir = abs(dir);\n"
1188 "       float ma = adir.z;\n"
1189 "       vec4 proj = vec4(dir, 2.5);\n"
1190 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1194 "}\n"
1195 "#  endif\n"
1196 "# endif\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1204 "}\n"
1205 "#endif\n"
1206 "\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1209 "{\n"
1210 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "       float f;\n"
1212 "#  ifdef USESHADOWSAMPLER\n"
1213 "\n"
1214 "#    ifdef USESHADOWMAPPCF\n"
1215 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 "       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"
1217 "#    else\n"
1218 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1219 "#    endif\n"
1220 "\n"
1221 "#  else\n"
1222 "\n"
1223 "#    ifdef USESHADOWMAPPCF\n"
1224 "#      if USESHADOWMAPPCF > 1\n"
1225 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 "       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"
1228 "       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"
1229 "       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"
1230 "       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"
1231 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "#      else\n"
1234 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 "       vec2 offset = fract(shadowmaptc.xy);\n"
1236 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1238 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1239 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1241 "#      endif\n"
1242 "#    else\n"
1243 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1244 "#    endif\n"
1245 "\n"
1246 "#  endif\n"
1247 "#  ifdef USESHADOWMAPORTHO\n"
1248 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1249 "#  else\n"
1250 "       return f;\n"
1251 "#  endif\n"
1252 "}\n"
1253 "# endif\n"
1254 "\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1257 "{\n"
1258 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1259 "       float f;\n"
1260 "\n"
1261 "#  ifdef USESHADOWSAMPLER\n"
1262 "#    ifdef USESHADOWMAPPCF\n"
1263 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 "       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"
1266 "#    else\n"
1267 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1268 "#    endif\n"
1269 "#  else\n"
1270 "#    ifdef USESHADOWMAPPCF\n"
1271 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "#      ifdef GL_ARB_texture_gather\n"
1273 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "#      else\n"
1275 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 "#      endif\n"
1277 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "#      if USESHADOWMAPPCF > 1\n"
1279 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1283 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1284 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1285 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1286 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1287 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1288 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 "       locols.yz += group2.ab;\n"
1291 "       hicols.yz += group8.rg;\n"
1292 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 "                               mix(locols, hicols, offset.y);\n"
1295 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 "       f = dot(cols, vec4(1.0/25.0));\n"
1298 "#      else\n"
1299 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1302 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1303 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1306 "#      endif\n"
1307 "#     else\n"
1308 "#      ifdef GL_EXT_gpu_shader4\n"
1309 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "#      else\n"
1311 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1312 "#      endif\n"
1313 "#      if USESHADOWMAPPCF > 1\n"
1314 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 "       center *= ShadowMap_TextureScale;\n"
1316 "       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"
1317 "       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"
1318 "       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"
1319 "       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"
1320 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      else\n"
1323 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1326 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1327 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1329 "#      endif\n"
1330 "#     endif\n"
1331 "#    else\n"
1332 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1333 "#    endif\n"
1334 "#  endif\n"
1335 "#  ifdef USESHADOWMAPORTHO\n"
1336 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1337 "#  else\n"
1338 "       return f;\n"
1339 "#  endif\n"
1340 "}\n"
1341 "# endif\n"
1342 "\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1345 "{\n"
1346 "       // apply depth texture cubemap as light filter\n"
1347 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "       float f;\n"
1349 "#  ifdef USESHADOWSAMPLER\n"
1350 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 "#  else\n"
1352 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1353 "#  endif\n"
1354 "       return f;\n"
1355 "}\n"
1356 "# endif\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1359 "\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1368 "#endif\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1370 "void main(void)\n"
1371 "{\n"
1372 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       gl_FrontColor = gl_Color;\n"
1375 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1376 "#endif\n"
1377 "\n"
1378 "       // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1384 "#endif\n"
1385 "\n"
1386 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "}\n"
1391 "#endif // VERTEX_SHADER\n"
1392 "\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1394 "void main(void)\n"
1395 "{\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 "       // apply offsetmapping\n"
1398 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef USEALPHAKILL\n"
1403 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1404 "               discard;\n"
1405 "#endif\n"
1406 "\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 "#else\n"
1418 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1420 "#endif\n"
1421 "\n"
1422 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "}\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1433 "void main(void)\n"
1434 "{\n"
1435 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "}\n"
1438 "#endif // VERTEX_SHADER\n"
1439 "\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1449 "#endif\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "void main(void)\n"
1452 "{\n"
1453 "       // calculate viewspace pixel position\n"
1454 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 "       vec3 position;\n"
1456 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 "       // decode viewspace pixel normal\n"
1459 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 "       // surfacenormal = pixel normal in viewspace\n"
1462 "       // LightVector = pixel to light in viewspace\n"
1463 "       // CubeVector = position in lightspace\n"
1464 "       // eyevector = pixel to view in viewspace\n"
1465 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 "       // calculate diffuse shading\n"
1469 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#endif\n"
1472 "#ifdef USESPECULAR\n"
1473 "       // calculate directional shading\n"
1474 "       vec3 eyevector = position * -1.0;\n"
1475 "#  ifdef USEEXACTSPECULARMATH\n"
1476 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 "#  else\n"
1478 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  endif\n"
1481 "#endif\n"
1482 "\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 "       fade *= ShadowMapCompare(CubeVector);\n"
1485 "#endif\n"
1486 "\n"
1487 "#ifdef USEDIFFUSE\n"
1488 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 "#else\n"
1490 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#endif\n"
1492 "#ifdef USESPECULAR\n"
1493 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 "#else\n"
1495 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1496 "#endif\n"
1497 "\n"
1498 "# ifdef USECUBEFILTER\n"
1499 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 "       gl_FragData[0].rgb *= cubecolor;\n"
1501 "       gl_FragData[1].rgb *= cubecolor;\n"
1502 "# endif\n"
1503 "}\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1506 "\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#endif\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1517 "#endif\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1520 "#endif\n"
1521 "void main(void)\n"
1522 "{\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 "       gl_FrontColor = gl_Color;\n"
1525 "#endif\n"
1526 "       // copy the surface texcoord\n"
1527 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#endif\n"
1531 "#ifdef USELIGHTMAP\n"
1532 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "       // transform vertex position into light attenuation/cubemap space\n"
1537 "       // (-1 to +1 across the light box)\n"
1538 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "\n"
1540 "# ifdef USEDIFFUSE\n"
1541 "       // transform unnormalized light direction into tangent space\n"
1542 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 "       //  normalize it per pixel)\n"
1544 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1548 "# endif\n"
1549 "#endif\n"
1550 "\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1555 "#endif\n"
1556 "\n"
1557 "       // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1563 "#endif\n"
1564 "\n"
1565 "#ifdef USEFOG\n"
1566 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1568 "#endif\n"
1569 "\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1572 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1573 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1574 "#endif\n"
1575 "\n"
1576 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1581 "#endif\n"
1582 "\n"
1583 "#ifdef USEREFLECTION\n"
1584 "       ModelViewProjectionPosition = gl_Position;\n"
1585 "#endif\n"
1586 "}\n"
1587 "#endif // VERTEX_SHADER\n"
1588 "\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "#endif\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1602 "#ifdef USEGLOW\n"
1603 "uniform myhalf3 Color_Glow;\n"
1604 "#endif\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1611 "#endif\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#endif\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "void main(void)\n"
1624 "{\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 "       // apply offsetmapping\n"
1627 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1629 "#endif\n"
1630 "\n"
1631 "       // combine the diffuse textures (base, pants, shirt)\n"
1632 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 "       if (color.a < 0.5)\n"
1635 "               discard;\n"
1636 "#endif\n"
1637 "       color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#endif\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 "       color.a = 1.0;\n"
1647 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1648 "#endif\n"
1649 "\n"
1650 "       // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 "#else\n"
1654 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the material colors\n"
1658 "       myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 "# else\n"
1663 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1664 "# endif\n"
1665 "#endif\n"
1666 "\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1672 "#endif\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 "       // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#endif\n"
1690 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1691 "#endif\n"
1692 "#else\n"
1693 "       color.rgb = diffusetex * Color_Ambient;\n"
1694 "#endif\n"
1695 "       color.rgb *= LightColor;\n"
1696 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "#endif\n"
1700 "# ifdef USECUBEFILTER\n"
1701 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "# endif\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#define SHADING\n"
1710 "#ifdef USEDIFFUSE\n"
1711 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#endif\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 "#define SHADING\n"
1717 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 "       // convert modelspace light vector to tangentspace\n"
1721 "       myhalf3 lightnormal;\n"
1722 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 "#define SHADING\n"
1738 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1741 "#endif\n"
1742 "\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 "       color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1755 "\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "#ifdef SHADING\n"
1760 "# ifdef USEDIFFUSE\n"
1761 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "#  ifdef USESPECULAR\n"
1763 "#   ifdef USEEXACTSPECULARMATH\n"
1764 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 "#   else\n"
1766 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   endif\n"
1769 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 "#  else\n"
1771 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1772 "#  endif\n"
1773 "# else\n"
1774 "       color.rgb = diffusetex * Color_Ambient;\n"
1775 "# endif\n"
1776 "#endif\n"
1777 "\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1786 "#endif\n"
1787 "\n"
1788 "#ifdef USEGLOW\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 "#else\n"
1792 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1793 "#endif\n"
1794 "#endif\n"
1795 "\n"
1796 "#ifdef USEFOG\n"
1797 "       color.rgb = FogVertex(color.rgb);\n"
1798 "#endif\n"
1799 "\n"
1800 "       // 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"
1801 "#ifdef USEREFLECTION\n"
1802 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 "       // FIXME temporary hack to detect the case that the reflection\n"
1807 "       // gets blackened at edges due to leaving the area that contains actual\n"
1808 "       // content.\n"
1809 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1810 "       // 'appening.\n"
1811 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1817 "#endif\n"
1818 "\n"
1819 "       gl_FragColor = vec4(color);\n"
1820 "}\n"
1821 "#endif // FRAGMENT_SHADER\n"
1822 "\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1832 ;
1833
1834 /*
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1845
1846
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1853
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1860 */
1861
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1870 "#endif\n"
1871 "\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1873 "# define USEFOG\n"
1874 "#endif\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1877 "#endif\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1880 "#endif\n"
1881 "\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1888 "void main\n"
1889 "(\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1911 ")\n"
1912 "{\n"
1913 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1915 "}\n"
1916 "#endif\n"
1917 "\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1919 "void main\n"
1920 "(\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "}\n"
1927 "#endif\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1929 "\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1934 "\n"
1935 "#ifdef VERTEX_SHADER\n"
1936 "void main\n"
1937 "(\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1945 ")\n"
1946 "{\n"
1947 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 "#ifdef USEBLOOM\n"
1950 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1951 "#endif\n"
1952 "}\n"
1953 "#endif\n"
1954 "\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1956 "void main\n"
1957 "(\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1961 "#ifdef USEBLOOM\n"
1962 "uniform sampler2D Texture_Second,\n"
1963 "#endif\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#endif\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1969 "#endif\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1972 "#endif\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1980 ")\n"
1981 "{\n"
1982 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 "#ifdef USEBLOOM\n"
1984 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// 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"
1993 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1999 "#endif\n"
2000 "\n"
2001 "#ifdef USESATURATION\n"
2002 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2012 "#endif\n"
2013 "}\n"
2014 "#endif\n"
2015 "#else // !MODE_POSTPROCESS\n"
2016 "\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2033 ")\n"
2034 "{\n"
2035 "       gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#endif\n"
2039 "#ifdef USESPECULAR\n"
2040 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 "#endif\n"
2042 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "}\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2055 "#endif\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2058 "#endif\n"
2059 "out float4 gl_FragColor : COLOR\n"
2060 ")\n"
2061 "{\n"
2062 "       gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#endif\n"
2066 "\n"
2067 "#ifdef USESPECULAR\n"
2068 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 "       gl_FragColor *= tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEGLOW\n"
2073 "       gl_FragColor += tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2077 "# endif\n"
2078 "#endif\n"
2079 "}\n"
2080 "#endif\n"
2081 "#else // !MODE_GENERIC\n"
2082 "\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2088 "void main\n"
2089 "(\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2095 ")\n"
2096 "{\n"
2097 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2098 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "}\n"
2100 "#endif\n"
2101 "\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2103 "\n"
2104 "void main\n"
2105 "(\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       int i;\n"
2113 "       float2 tc = TexCoord;\n"
2114 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 "       tc += BloomBlur_Parameters.xy;\n"
2116 "       for (i = 1;i < SAMPLES;i++)\n"
2117 "       {\n"
2118 "               color += tex2D(Texture_First, tc).rgb;\n"
2119 "               tc += BloomBlur_Parameters.xy;\n"
2120 "       }\n"
2121 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "}\n"
2123 "#endif\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2127 "void main\n"
2128 "(\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 ")\n"
2139 "{\n"
2140 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "       ModelViewProjectionPosition = gl_Position;\n"
2143 "}\n"
2144 "#endif\n"
2145 "\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2147 "void main\n"
2148 "(\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2160 ")\n"
2161 "{\n"
2162 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 "       // FIXME temporary hack to detect the case that the reflection\n"
2167 "       // gets blackened at edges due to leaving the area that contains actual\n"
2168 "       // content.\n"
2169 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2170 "       // 'appening.\n"
2171 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2177 "}\n"
2178 "#endif\n"
2179 "#else // !MODE_REFRACTION\n"
2180 "\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2186 "\n"
2187 "void main\n"
2188 "(\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 "       // FIXME temporary hack to detect the case that the reflection\n"
2234 "       // gets blackened at edges due to leaving the area that contains actual\n"
2235 "       // content.\n"
2236 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2237 "       // 'appening.\n"
2238 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2250 "}\n"
2251 "#endif\n"
2252 "#else // !MODE_WATER\n"
2253 "\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "// 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"
2258 "\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2261 "\n"
2262 "#ifdef USEFOG\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2264 "{\n"
2265 "       float fogfrac;\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 "       fogfrac = fogheightpixel.a;\n"
2269 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "#else\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 "# else\n"
2274 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 "# endif\n"
2276 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2277 "#endif\n"
2278 "}\n"
2279 "#endif\n"
2280 "\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "{\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 "       // 14 sample relief mapping: linear search and then binary search\n"
2286 "       // this basically steps forward a small amount repeatedly until it finds\n"
2287 "       // itself inside solid, then jitters forward and back using decreasing\n"
2288 "       // amounts to find the impact\n"
2289 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 RT = float3(TexCoord, 1);\n"
2293 "       OffsetVector *= 0.1;\n"
2294 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2308 "       return RT.xy;\n"
2309 "#else\n"
2310 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 "       // this basically moves forward the full distance, and then backs up based\n"
2312 "       // on height of samples\n"
2313 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       TexCoord += OffsetVector;\n"
2317 "       OffsetVector *= 0.333;\n"
2318 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       return TexCoord;\n"
2322 "#endif\n"
2323 "}\n"
2324 "#endif // USEOFFSETMAPPING\n"
2325 "\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# else\n"
2331 "#  ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 "{\n"
2334 "       float3 adir = abs(dir);\n"
2335 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2338 "}\n"
2339 "#  else\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 "{\n"
2342 "       float3 adir = abs(dir);\n"
2343 "       float ma = adir.z;\n"
2344 "       float4 proj = float4(dir, 2.5);\n"
2345 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2349 "}\n"
2350 "#  endif\n"
2351 "# endif\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "    float3 adir = abs(dir);\n"
2358 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2359 "}\n"
2360 "#endif\n"
2361 "\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "#else\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2367 "#endif\n"
2368 "{\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 "#else\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "#endif\n"
2374 "       float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "\n"
2377 "#    ifdef USESHADOWMAPPCF\n"
2378 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 "    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"
2380 "#    else\n"
2381 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2382 "#    endif\n"
2383 "\n"
2384 "#  else\n"
2385 "\n"
2386 "#    ifdef USESHADOWMAPPCF\n"
2387 "#      if USESHADOWMAPPCF > 1\n"
2388 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 "    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"
2391 "    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"
2392 "    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"
2393 "    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"
2394 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "#      else\n"
2397 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 "    float2 offset = frac(shadowmaptc.xy);\n"
2399 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2401 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2402 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2404 "#      endif\n"
2405 "#    else\n"
2406 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2407 "#    endif\n"
2408 "\n"
2409 "#  endif\n"
2410 "#  ifdef USESHADOWMAPORTHO\n"
2411 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2412 "#  else\n"
2413 "       return f;\n"
2414 "#  endif\n"
2415 "}\n"
2416 "# endif\n"
2417 "\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "#else\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2423 "#endif\n"
2424 "{\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 "#else\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2429 "#endif\n"
2430 "    float f;\n"
2431 "\n"
2432 "#  ifdef USESHADOWSAMPLER\n"
2433 "#    ifdef USESHADOWMAPPCF\n"
2434 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2435 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 "    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"
2437 "#    else\n"
2438 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2439 "#    endif\n"
2440 "#  else\n"
2441 "#    ifdef USESHADOWMAPPCF\n"
2442 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "#      ifdef GL_ARB_texture_gather\n"
2444 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "#      else\n"
2446 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 "#      endif\n"
2448 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 "    center *= ShadowMap_TextureScale;\n"
2450 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2453 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2454 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "#     else\n"
2458 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2459 "#      if USESHADOWMAPPCF > 1\n"
2460 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 "    center *= ShadowMap_TextureScale;\n"
2462 "    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"
2463 "    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"
2464 "    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"
2465 "    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"
2466 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 "#      else\n"
2469 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2472 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2473 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2475 "#      endif\n"
2476 "#     endif\n"
2477 "#    else\n"
2478 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2479 "#    endif\n"
2480 "#  endif\n"
2481 "#  ifdef USESHADOWMAPORTHO\n"
2482 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2483 "#  else\n"
2484 "       return f;\n"
2485 "#  endif\n"
2486 "}\n"
2487 "# endif\n"
2488 "\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 "{\n"
2492 "    // apply depth texture cubemap as light filter\n"
2493 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "    float f;\n"
2495 "#  ifdef USESHADOWSAMPLER\n"
2496 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 "#  else\n"
2498 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2499 "#  endif\n"
2500 "    return f;\n"
2501 "}\n"
2502 "# endif\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2505 "\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2511 "void main\n"
2512 "(\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2517 "#endif\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "#endif\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2529 "#endif\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2535 "#endif\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2539 ")\n"
2540 "{\n"
2541 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       gl_FrontColor = gl_Color;\n"
2544 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 "#endif\n"
2546 "\n"
2547 "       // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 "#endif\n"
2554 "\n"
2555 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2573 "#endif\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#endif\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2581 "#endif\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2584 ")\n"
2585 "{\n"
2586 "       float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 "       // apply offsetmapping\n"
2589 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2591 "#endif\n"
2592 "\n"
2593 "#ifdef USEALPHAKILL\n"
2594 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2595 "               discard;\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2603 "#endif\n"
2604 "\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 "#else\n"
2609 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2611 "#endif\n"
2612 "\n"
2613 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2630 ")\n"
2631 "{\n"
2632 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "}\n"
2635 "#endif // VERTEX_SHADER\n"
2636 "\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2651 "#endif\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2658 "#endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "# else\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2665 "# endif\n"
2666 "#endif\n"
2667 "\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "# else\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2673 "# endif\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2678 "#endif\n"
2679 "\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "# else\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2685 "# endif\n"
2686 "#endif\n"
2687 "\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2691 "#endif\n"
2692 "\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2695 ")\n"
2696 "{\n"
2697 "       // calculate viewspace pixel position\n"
2698 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 "       float3 position;\n"
2701 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 "       // decode viewspace pixel normal\n"
2704 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 "       // surfacenormal = pixel normal in viewspace\n"
2707 "       // LightVector = pixel to light in viewspace\n"
2708 "       // CubeVector = position in lightspace\n"
2709 "       // eyevector = pixel to view in viewspace\n"
2710 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 "       // calculate diffuse shading\n"
2714 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#endif\n"
2717 "#ifdef USESPECULAR\n"
2718 "       // calculate directional shading\n"
2719 "       float3 eyevector = position * -1.0;\n"
2720 "#  ifdef USEEXACTSPECULARMATH\n"
2721 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 "#  else\n"
2723 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  endif\n"
2726 "#endif\n"
2727 "\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 "       fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# endif\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2742 "#endif\n"
2743 "       );\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEDIFFUSE\n"
2747 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#endif\n"
2751 "#ifdef USESPECULAR\n"
2752 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 "#else\n"
2754 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2755 "#endif\n"
2756 "\n"
2757 "# ifdef USECUBEFILTER\n"
2758 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 "       gl_FragData0.rgb *= cubecolor;\n"
2760 "       gl_FragData1.rgb *= cubecolor;\n"
2761 "# endif\n"
2762 "}\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef VERTEX_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2776 "#endif\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#endif\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2796 "#endif\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2800 "#endif\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2803 "#endif\n"
2804 "\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#endif\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "#endif\n"
2833 "out float4 gl_Position : POSITION\n"
2834 ")\n"
2835 "{\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 "       gl_FrontColor = gl_Color;\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2910 "#endif\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#endif\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2918 "#endif\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2921 "#endif\n"
2922 "#ifdef USEFOG\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#endif\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2927 "#endif\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#endif\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2941 "#endif\n"
2942 "\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2947 "#endif\n"
2948 "#ifdef USEGLOW\n"
2949 "uniform sampler2D Texture_Glow,\n"
2950 "#endif\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2956 "#endif\n"
2957 "#ifdef USEGLOW\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2959 "#endif\n"
2960 "#endif\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2964 "#endif\n"
2965 "#ifdef USEFOG\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2968 "#endif\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2971 "#endif\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#endif\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#endif\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2986 "#endif\n"
2987 "\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2991 "#endif\n"
2992 "#ifdef USEFOG\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2997 "#endif\n"
2998 "\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3007 "#endif\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3012 "#ifdef USEGLOW\n"
3013 "uniform half3 Color_Glow,\n"
3014 "#endif\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3021 "#endif\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#endif\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "# else\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3046 "# endif\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "# else\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3054 "# endif\n"
3055 "#endif\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3059 "#endif\n"
3060 "\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "# else\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3066 "# endif\n"
3067 "#endif\n"
3068 "\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "\n"
3075 "out float4 gl_FragColor : COLOR\n"
3076 ")\n"
3077 "{\n"
3078 "       float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#endif\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 "       // apply offsetmapping\n"
3084 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3086 "#endif\n"
3087 "\n"
3088 "       // combine the diffuse textures (base, pants, shirt)\n"
3089 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 "       if (color.a < 0.5)\n"
3092 "               discard;\n"
3093 "#endif\n"
3094 "       color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#endif\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 "       color.a = 1.0;\n"
3104 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3105 "#endif\n"
3106 "\n"
3107 "       // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 "#else\n"
3111 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3112 "#endif\n"
3113 "\n"
3114 "       // get the material colors\n"
3115 "       half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 "# else\n"
3120 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3121 "# endif\n"
3122 "#endif\n"
3123 "\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3129 "#endif\n"
3130 "\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 "       // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 "       half3 lightnormal = half3(normalize(LightVector));\n"
3138 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 "#else\n"
3144 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 "#endif\n"
3147 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3148 "#endif\n"
3149 "#else\n"
3150 "       color.rgb = diffusetex * Color_Ambient;\n"
3151 "#endif\n"
3152 "       color.rgb *= LightColor;\n"
3153 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# endif\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3168 "#endif\n"
3169 "       );\n"
3170 "\n"
3171 "#endif\n"
3172 "# ifdef USECUBEFILTER\n"
3173 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "# endif\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#define SHADING\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#endif\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 "#define SHADING\n"
3189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 "       // convert modelspace light vector to tangentspace\n"
3193 "       half3 lightnormal;\n"
3194 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 "#define SHADING\n"
3210 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3213 "#endif\n"
3214 "\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 "       color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "#ifdef SHADING\n"
3232 "# ifdef USEDIFFUSE\n"
3233 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "#  ifdef USESPECULAR\n"
3235 "#   ifdef USEEXACTSPECULARMATH\n"
3236 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 "#   else\n"
3238 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   endif\n"
3241 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 "#  else\n"
3243 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3244 "#  endif\n"
3245 "# else\n"
3246 "       color.rgb = diffusetex * Color_Ambient;\n"
3247 "# endif\n"
3248 "#endif\n"
3249 "\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# endif\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3257 "# endif\n"
3258 "       );\n"
3259 "#endif\n"
3260 "\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3265 "#endif\n"
3266 "\n"
3267 "#ifdef USEGLOW\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 "#else\n"
3271 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3272 "#endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USEFOG\n"
3276 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3277 "#endif\n"
3278 "\n"
3279 "       // 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"
3280 "#ifdef USEREFLECTION\n"
3281 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 "       // FIXME temporary hack to detect the case that the reflection\n"
3286 "       // gets blackened at edges due to leaving the area that contains actual\n"
3287 "       // content.\n"
3288 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3289 "       // 'appening.\n"
3290 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3296 "#endif\n"
3297 "\n"
3298 "       gl_FragColor = float4(color);\n"
3299 "}\n"
3300 "#endif // FRAGMENT_SHADER\n"
3301 "\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3311 ;
3312
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3315
3316 //=======================================================================================================================================================
3317
3318 typedef struct shaderpermutationinfo_s
3319 {
3320         const char *pretext;
3321         const char *name;
3322 }
3323 shaderpermutationinfo_t;
3324
3325 typedef struct shadermodeinfo_s
3326 {
3327         const char *vertexfilename;
3328         const char *geometryfilename;
3329         const char *fragmentfilename;
3330         const char *pretext;
3331         const char *name;
3332 }
3333 shadermodeinfo_t;
3334
3335 typedef enum shaderpermutation_e
3336 {
3337         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 }
3369 shaderpermutation_t;
3370
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {
3374         {"#define USEDIFFUSE\n", " diffuse"},
3375         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376         {"#define USEVIEWTINT\n", " viewtint"},
3377         {"#define USECOLORMAPPING\n", " colormapping"},
3378         {"#define USESATURATION\n", " saturation"},
3379         {"#define USEFOGINSIDE\n", " foginside"},
3380         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382         {"#define USEGAMMARAMPS\n", " gammaramps"},
3383         {"#define USECUBEFILTER\n", " cubefilter"},
3384         {"#define USEGLOW\n", " glow"},
3385         {"#define USEBLOOM\n", " bloom"},
3386         {"#define USESPECULAR\n", " specular"},
3387         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389         {"#define USEREFLECTION\n", " reflection"},
3390         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401         {"#define USEALPHAKILL\n", " alphakill"},
3402         {"#define USEREFLECTCUBE\n", " reflectcube"},
3403 };
3404
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3407 {
3408         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423         SHADERMODE_COUNT
3424 }
3425 shadermode_t;
3426
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 };
3446
3447 #ifdef SUPPORTCG
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {
3450         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 };
3466 #endif
3467
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3470 {
3471         /// hash lookup data
3472         struct r_glsl_permutation_s *hashnext;
3473         unsigned int mode;
3474         unsigned int permutation;
3475
3476         /// indicates if we have tried compiling this permutation already
3477         qboolean compiled;
3478         /// 0 if compilation failed
3479         int program;
3480         /// locations of detected uniforms in program object, or -1 if not found
3481         int loc_Texture_First;
3482         int loc_Texture_Second;
3483         int loc_Texture_GammaRamps;
3484         int loc_Texture_Normal;
3485         int loc_Texture_Color;
3486         int loc_Texture_Gloss;
3487         int loc_Texture_Glow;
3488         int loc_Texture_SecondaryNormal;
3489         int loc_Texture_SecondaryColor;
3490         int loc_Texture_SecondaryGloss;
3491         int loc_Texture_SecondaryGlow;
3492         int loc_Texture_Pants;
3493         int loc_Texture_Shirt;
3494         int loc_Texture_FogHeightTexture;
3495         int loc_Texture_FogMask;
3496         int loc_Texture_Lightmap;
3497         int loc_Texture_Deluxemap;
3498         int loc_Texture_Attenuation;
3499         int loc_Texture_Cube;
3500         int loc_Texture_Refraction;
3501         int loc_Texture_Reflection;
3502         int loc_Texture_ShadowMapRect;
3503         int loc_Texture_ShadowMapCube;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;        
3563 }
3564 r_glsl_permutation_t;
3565
3566 #define SHADERPERMUTATION_HASHSIZE 256
3567
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3574
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 {
3577         //unsigned int hashdepth = 0;
3578         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579         r_glsl_permutation_t *p;
3580         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581         {
3582                 if (p->mode == mode && p->permutation == permutation)
3583                 {
3584                         //if (hashdepth > 10)
3585                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586                         return p;
3587                 }
3588                 //hashdepth++;
3589         }
3590         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591         p->mode = mode;
3592         p->permutation = permutation;
3593         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594         r_glsl_permutationhash[mode][hashindex] = p;
3595         //if (hashdepth > 10)
3596         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3597         return p;
3598 }
3599
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3601 {
3602         char *shaderstring;
3603         if (!filename || !filename[0])
3604                 return NULL;
3605         if (!strcmp(filename, "glsl/default.glsl"))
3606         {
3607                 if (!glslshaderstring)
3608                 {
3609                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610                         if (glslshaderstring)
3611                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612                         else
3613                                 glslshaderstring = (char *)builtinshaderstring;
3614                 }
3615                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617                 return shaderstring;
3618         }
3619         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3620         if (shaderstring)
3621         {
3622                 if (printfromdisknotice)
3623                         Con_DPrintf("from disk %s... ", filename);
3624                 return shaderstring;
3625         }
3626         return shaderstring;
3627 }
3628
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3630 {
3631         int i;
3632         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633         int vertstrings_count = 0;
3634         int geomstrings_count = 0;
3635         int fragstrings_count = 0;
3636         char *vertexstring, *geometrystring, *fragmentstring;
3637         const char *vertstrings_list[32+3];
3638         const char *geomstrings_list[32+3];
3639         const char *fragstrings_list[32+3];
3640         char permutationname[256];
3641
3642         if (p->compiled)
3643                 return;
3644         p->compiled = true;
3645         p->program = 0;
3646
3647         permutationname[0] = 0;
3648         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651
3652         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653
3654         // the first pretext is which type of shader to compile as
3655         // (later these will all be bound together as a program object)
3656         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659
3660         // the second pretext is the mode (for example a light source)
3661         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665
3666         // now add all the permutation pretexts
3667         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668         {
3669                 if (permutation & (1<<i))
3670                 {
3671                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3675                 }
3676                 else
3677                 {
3678                         // keep line numbers correct
3679                         vertstrings_list[vertstrings_count++] = "\n";
3680                         geomstrings_list[geomstrings_count++] = "\n";
3681                         fragstrings_list[fragstrings_count++] = "\n";
3682                 }
3683         }
3684
3685         // now append the shader text itself
3686         vertstrings_list[vertstrings_count++] = vertexstring;
3687         geomstrings_list[geomstrings_count++] = geometrystring;
3688         fragstrings_list[fragstrings_count++] = fragmentstring;
3689
3690         // if any sources were NULL, clear the respective list
3691         if (!vertexstring)
3692                 vertstrings_count = 0;
3693         if (!geometrystring)
3694                 geomstrings_count = 0;
3695         if (!fragmentstring)
3696                 fragstrings_count = 0;
3697
3698         // compile the shader program
3699         if (vertstrings_count + geomstrings_count + fragstrings_count)
3700                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3701         if (p->program)
3702         {
3703                 CHECKGLERROR
3704                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705                 // look up all the uniform variable names we care about, so we don't
3706                 // have to look them up every time we set them
3707
3708                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3709                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3710                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3713                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3740                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3742                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3745                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3746                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3747                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3755                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3756                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3758                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3761                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3762                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3765                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3766                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3769                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3770                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3776                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3777                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3778                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3779                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3780                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3782                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3783                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3784                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3790                 // initialize the samplers to refer to the texture units we use
3791                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3792                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3793                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3794                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3795                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3796                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3797                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3798                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3802                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3803                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3804                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3806                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3807                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3808                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3809                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3810                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3811                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3812                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3814                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3817                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3819                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3821                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3822                 CHECKGLERROR
3823                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3824         }
3825         else
3826                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3827
3828         // free the strings
3829         if (vertexstring)
3830                 Mem_Free(vertexstring);
3831         if (geometrystring)
3832                 Mem_Free(geometrystring);
3833         if (fragmentstring)
3834                 Mem_Free(fragmentstring);
3835 }
3836
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 {
3839         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840         if (r_glsl_permutation != perm)
3841         {
3842                 r_glsl_permutation = perm;
3843                 if (!r_glsl_permutation->program)
3844                 {
3845                         if (!r_glsl_permutation->compiled)
3846                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3847                         if (!r_glsl_permutation->program)
3848                         {
3849                                 // remove features until we find a valid permutation
3850                                 int i;
3851                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852                                 {
3853                                         // reduce i more quickly whenever it would not remove any bits
3854                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855                                         if (!(permutation & j))
3856                                                 continue;
3857                                         permutation -= j;
3858                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859                                         if (!r_glsl_permutation->compiled)
3860                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3861                                         if (r_glsl_permutation->program)
3862                                                 break;
3863                                 }
3864                                 if (i >= SHADERPERMUTATION_COUNT)
3865                                 {
3866                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868                                         qglUseProgramObjectARB(0);CHECKGLERROR
3869                                         return; // no bit left to clear, entire mode is broken
3870                                 }
3871                         }
3872                 }
3873                 CHECKGLERROR
3874                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875         }
3876         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3879 }
3880
3881 #ifdef SUPPORTCG
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3885 {
3886         /// hash lookup data
3887         struct r_cg_permutation_s *hashnext;
3888         unsigned int mode;
3889         unsigned int permutation;
3890
3891         /// indicates if we have tried compiling this permutation already
3892         qboolean compiled;
3893         /// 0 if compilation failed
3894         CGprogram vprogram;
3895         CGprogram fprogram;
3896         /// locations of detected parameters in programs, or NULL if not found
3897         CGparameter vp_EyePosition;
3898         CGparameter vp_FogPlane;
3899         CGparameter vp_LightDir;
3900         CGparameter vp_LightPosition;
3901         CGparameter vp_ModelToLight;
3902         CGparameter vp_TexMatrix;
3903         CGparameter vp_BackgroundTexMatrix;
3904         CGparameter vp_ModelViewProjectionMatrix;
3905         CGparameter vp_ModelViewMatrix;
3906         CGparameter vp_ShadowMapMatrix;
3907
3908         CGparameter fp_Texture_First;
3909         CGparameter fp_Texture_Second;
3910         CGparameter fp_Texture_GammaRamps;
3911         CGparameter fp_Texture_Normal;
3912         CGparameter fp_Texture_Color;
3913         CGparameter fp_Texture_Gloss;
3914         CGparameter fp_Texture_Glow;
3915         CGparameter fp_Texture_SecondaryNormal;
3916         CGparameter fp_Texture_SecondaryColor;
3917         CGparameter fp_Texture_SecondaryGloss;
3918         CGparameter fp_Texture_SecondaryGlow;
3919         CGparameter fp_Texture_Pants;
3920         CGparameter fp_Texture_Shirt;
3921         CGparameter fp_Texture_FogHeightTexture;
3922         CGparameter fp_Texture_FogMask;
3923         CGparameter fp_Texture_Lightmap;
3924         CGparameter fp_Texture_Deluxemap;
3925         CGparameter fp_Texture_Attenuation;
3926         CGparameter fp_Texture_Cube;
3927         CGparameter fp_Texture_Refraction;
3928         CGparameter fp_Texture_Reflection;
3929         CGparameter fp_Texture_ShadowMapRect;
3930         CGparameter fp_Texture_ShadowMapCube;
3931         CGparameter fp_Texture_ShadowMap2D;
3932         CGparameter fp_Texture_CubeProjection;
3933         CGparameter fp_Texture_ScreenDepth;
3934         CGparameter fp_Texture_ScreenNormalMap;
3935         CGparameter fp_Texture_ScreenDiffuse;
3936         CGparameter fp_Texture_ScreenSpecular;
3937         CGparameter fp_Texture_ReflectMask;
3938         CGparameter fp_Texture_ReflectCube;
3939         CGparameter fp_Alpha;
3940         CGparameter fp_BloomBlur_Parameters;
3941         CGparameter fp_ClientTime;
3942         CGparameter fp_Color_Ambient;
3943         CGparameter fp_Color_Diffuse;
3944         CGparameter fp_Color_Specular;
3945         CGparameter fp_Color_Glow;
3946         CGparameter fp_Color_Pants;
3947         CGparameter fp_Color_Shirt;
3948         CGparameter fp_DeferredColor_Ambient;
3949         CGparameter fp_DeferredColor_Diffuse;
3950         CGparameter fp_DeferredColor_Specular;
3951         CGparameter fp_DeferredMod_Diffuse;
3952         CGparameter fp_DeferredMod_Specular;
3953         CGparameter fp_DistortScaleRefractReflect;
3954         CGparameter fp_EyePosition;
3955         CGparameter fp_FogColor;
3956         CGparameter fp_FogHeightFade;
3957         CGparameter fp_FogPlane;
3958         CGparameter fp_FogPlaneViewDist;
3959         CGparameter fp_FogRangeRecip;
3960         CGparameter fp_LightColor;
3961         CGparameter fp_LightDir;
3962         CGparameter fp_LightPosition;
3963         CGparameter fp_OffsetMapping_Scale;
3964         CGparameter fp_PixelSize;
3965         CGparameter fp_ReflectColor;
3966         CGparameter fp_ReflectFactor;
3967         CGparameter fp_ReflectOffset;
3968         CGparameter fp_RefractColor;
3969         CGparameter fp_Saturation;
3970         CGparameter fp_ScreenCenterRefractReflect;
3971         CGparameter fp_ScreenScaleRefractReflect;
3972         CGparameter fp_ScreenToDepth;
3973         CGparameter fp_ShadowMap_Parameters;
3974         CGparameter fp_ShadowMap_TextureScale;
3975         CGparameter fp_SpecularPower;
3976         CGparameter fp_UserVec1;
3977         CGparameter fp_UserVec2;
3978         CGparameter fp_UserVec3;
3979         CGparameter fp_UserVec4;
3980         CGparameter fp_ViewTintColor;
3981         CGparameter fp_ViewToLight;
3982         CGparameter fp_PixelToScreenTexCoord;
3983         CGparameter fp_ModelToReflectCube;
3984 }
3985 r_cg_permutation_t;
3986
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3993
3994 #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));}}
3995
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 {
3998         //unsigned int hashdepth = 0;
3999         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000         r_cg_permutation_t *p;
4001         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002         {
4003                 if (p->mode == mode && p->permutation == permutation)
4004                 {
4005                         //if (hashdepth > 10)
4006                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4007                         return p;
4008                 }
4009                 //hashdepth++;
4010         }
4011         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012         p->mode = mode;
4013         p->permutation = permutation;
4014         p->hashnext = r_cg_permutationhash[mode][hashindex];
4015         r_cg_permutationhash[mode][hashindex] = p;
4016         //if (hashdepth > 10)
4017         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4018         return p;
4019 }
4020
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4022 {
4023         char *shaderstring;
4024         if (!filename || !filename[0])
4025                 return NULL;
4026         if (!strcmp(filename, "cg/default.cg"))
4027         {
4028                 if (!cgshaderstring)
4029                 {
4030                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031                         if (cgshaderstring)
4032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033                         else
4034                                 cgshaderstring = (char *)builtincgshaderstring;
4035                 }
4036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038                 return shaderstring;
4039         }
4040         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4041         if (shaderstring)
4042         {
4043                 if (printfromdisknotice)
4044                         Con_DPrintf("from disk %s... ", filename);
4045                 return shaderstring;
4046         }
4047         return shaderstring;
4048 }
4049
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 {
4052         // TODO: load or create .fp and .vp shader files
4053 }
4054
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4056 {
4057         int i;
4058         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059         int vertstrings_count = 0, vertstring_length = 0;
4060         int geomstrings_count = 0, geomstring_length = 0;
4061         int fragstrings_count = 0, fragstring_length = 0;
4062         char *t;
4063         char *vertexstring, *geometrystring, *fragmentstring;
4064         char *vertstring, *geomstring, *fragstring;
4065         const char *vertstrings_list[32+3];
4066         const char *geomstrings_list[32+3];
4067         const char *fragstrings_list[32+3];
4068         char permutationname[256];
4069         char cachename[256];
4070         CGprofile vertexProfile;
4071         CGprofile fragmentProfile;
4072
4073         if (p->compiled)
4074                 return;
4075         p->compiled = true;
4076         p->vprogram = NULL;
4077         p->fprogram = NULL;
4078
4079         permutationname[0] = 0;
4080         cachename[0] = 0;
4081         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4082         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084
4085         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086         strlcat(cachename, "cg/", sizeof(cachename));
4087
4088         // the first pretext is which type of shader to compile as
4089         // (later these will all be bound together as a program object)
4090         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093
4094         // the second pretext is the mode (for example a light source)
4095         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099         strlcat(cachename, modeinfo->name, sizeof(cachename));
4100
4101         // now add all the permutation pretexts
4102         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103         {
4104                 if (permutation & (1<<i))
4105                 {
4106                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4111                 }
4112                 else
4113                 {
4114                         // keep line numbers correct
4115                         vertstrings_list[vertstrings_count++] = "\n";
4116                         geomstrings_list[geomstrings_count++] = "\n";
4117                         fragstrings_list[fragstrings_count++] = "\n";
4118                 }
4119         }
4120
4121         // replace spaces in the cachename with _ characters
4122         for (i = 0;cachename[i];i++)
4123                 if (cachename[i] == ' ')
4124                         cachename[i] = '_';
4125
4126         // now append the shader text itself
4127         vertstrings_list[vertstrings_count++] = vertexstring;
4128         geomstrings_list[geomstrings_count++] = geometrystring;
4129         fragstrings_list[fragstrings_count++] = fragmentstring;
4130
4131         // if any sources were NULL, clear the respective list
4132         if (!vertexstring)
4133                 vertstrings_count = 0;
4134         if (!geometrystring)
4135                 geomstrings_count = 0;
4136         if (!fragmentstring)
4137                 fragstrings_count = 0;
4138
4139         vertstring_length = 0;
4140         for (i = 0;i < vertstrings_count;i++)
4141                 vertstring_length += strlen(vertstrings_list[i]);
4142         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145
4146         geomstring_length = 0;
4147         for (i = 0;i < geomstrings_count;i++)
4148                 geomstring_length += strlen(geomstrings_list[i]);
4149         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152
4153         fragstring_length = 0;
4154         for (i = 0;i < fragstrings_count;i++)
4155                 fragstring_length += strlen(fragstrings_list[i]);
4156         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4159
4160         CHECKGLERROR
4161         CHECKCGERROR
4162         //vertexProfile = CG_PROFILE_ARBVP1;
4163         //fragmentProfile = CG_PROFILE_ARBFP1;
4164         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4169         CHECKGLERROR
4170
4171         // try to load the cached shader, or generate one
4172         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173
4174         // if caching failed, do a dynamic compile for now
4175         CHECKCGERROR
4176         if (vertstring[0] && !p->vprogram)
4177                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178         CHECKCGERROR
4179         if (fragstring[0] && !p->fprogram)
4180                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4181         CHECKCGERROR
4182
4183         // look up all the uniform variable names we care about, so we don't
4184         // have to look them up every time we set them
4185         if (p->vprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4191                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4192                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4193                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4194                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4200                 CHECKCGERROR
4201         }
4202         if (p->fprogram)
4203         {
4204                 CHECKCGERROR
4205                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4208                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4239                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4241                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4254                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4255                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4257                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4260                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4261                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4262                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4264                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4268                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4269                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4276                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4277                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4278                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4279                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4283                 CHECKCGERROR
4284         }
4285
4286         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288         else
4289                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4290
4291         // free the strings
4292         if (vertstring)
4293                 Mem_Free(vertstring);
4294         if (geomstring)
4295                 Mem_Free(geomstring);
4296         if (fragstring)
4297                 Mem_Free(fragstring);
4298         if (vertexstring)
4299                 Mem_Free(vertexstring);
4300         if (geometrystring)
4301                 Mem_Free(geometrystring);
4302         if (fragmentstring)
4303                 Mem_Free(fragmentstring);
4304 }
4305
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 {
4308         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4309         CHECKGLERROR
4310         CHECKCGERROR
4311         if (r_cg_permutation != perm)
4312         {
4313                 r_cg_permutation = perm;
4314                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315                 {
4316                         if (!r_cg_permutation->compiled)
4317                                 R_CG_CompilePermutation(perm, mode, permutation);
4318                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                         {
4320                                 // remove features until we find a valid permutation
4321                                 int i;
4322                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                                 {
4324                                         // reduce i more quickly whenever it would not remove any bits
4325                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326                                         if (!(permutation & j))
4327                                                 continue;
4328                                         permutation -= j;
4329                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330                                         if (!r_cg_permutation->compiled)
4331                                                 R_CG_CompilePermutation(perm, mode, permutation);
4332                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4333                                                 break;
4334                                 }
4335                                 if (i >= SHADERPERMUTATION_COUNT)
4336                                 {
4337                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339                                         return; // no bit left to clear, entire mode is broken
4340                                 }
4341                         }
4342                 }
4343                 CHECKGLERROR
4344                 CHECKCGERROR
4345                 if (r_cg_permutation->vprogram)
4346                 {
4347                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4350                 }
4351                 else
4352                 {
4353                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 if (r_cg_permutation->fprogram)
4357                 {
4358                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 else
4363                 {
4364                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367         }
4368         CHECKCGERROR
4369         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4372 }
4373
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 {
4376         cgGLSetTextureParameter(param, R_GetTexture(tex));
4377         cgGLEnableTextureParameter(param);
4378 }
4379 #endif
4380
4381 void R_GLSL_Restart_f(void)
4382 {
4383         unsigned int i, limit;
4384         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385                 Mem_Free(glslshaderstring);
4386         glslshaderstring = NULL;
4387         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388                 Mem_Free(cgshaderstring);
4389         cgshaderstring = NULL;
4390         switch(vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 {
4394                         r_glsl_permutation_t *p;
4395                         r_glsl_permutation = NULL;
4396                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397                         for (i = 0;i < limit;i++)
4398                         {
4399                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400                                 {
4401                                         GL_Backend_FreeProgram(p->program);
4402                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4403                                 }
4404                         }
4405                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4406                 }
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 {
4411                         r_cg_permutation_t *p;
4412                         r_cg_permutation = NULL;
4413                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418                         for (i = 0;i < limit;i++)
4419                         {
4420                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4421                                 {
4422                                         if (p->vprogram)
4423                                                 cgDestroyProgram(p->vprogram);
4424                                         if (p->fprogram)
4425                                                 cgDestroyProgram(p->fprogram);
4426                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4427                                 }
4428                         }
4429                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4430                 }
4431                 break;
4432 #endif
4433         case RENDERPATH_GL13:
4434         case RENDERPATH_GL11:
4435                 break;
4436         }
4437 }
4438
4439 void R_GLSL_DumpShader_f(void)
4440 {
4441         int i;
4442         qfile_t *file;
4443
4444         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4445         if (file)
4446         {
4447                 FS_Print(file, "/* The engine may define the following macros:\n");
4448                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449                 for (i = 0;i < SHADERMODE_COUNT;i++)
4450                         FS_Print(file, glslshadermodeinfo[i].pretext);
4451                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452                         FS_Print(file, shaderpermutationinfo[i].pretext);
4453                 FS_Print(file, "*/\n");
4454                 FS_Print(file, builtinshaderstring);
4455                 FS_Close(file);
4456                 Con_Printf("glsl/default.glsl written\n");
4457         }
4458         else
4459                 Con_Printf("failed to write to glsl/default.glsl\n");
4460
4461 #ifdef SUPPORTCG
4462         file = FS_OpenRealFile("cg/default.cg", "w", false);
4463         if (file)
4464         {
4465                 FS_Print(file, "/* The engine may define the following macros:\n");
4466                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467                 for (i = 0;i < SHADERMODE_COUNT;i++)
4468                         FS_Print(file, cgshadermodeinfo[i].pretext);
4469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470                         FS_Print(file, shaderpermutationinfo[i].pretext);
4471                 FS_Print(file, "*/\n");
4472                 FS_Print(file, builtincgshaderstring);
4473                 FS_Close(file);
4474                 Con_Printf("cg/default.cg written\n");
4475         }
4476         else
4477                 Con_Printf("failed to write to cg/default.cg\n");
4478 #endif
4479 }
4480
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4482 {
4483         if (!second)
4484                 texturemode = GL_MODULATE;
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 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))));
4489                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491                 break;
4492         case RENDERPATH_CGGL:
4493 #ifdef SUPPORTCG
4494                 CHECKCGERROR
4495                 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))));
4496                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4498 #endif
4499                 break;
4500         case RENDERPATH_GL13:
4501                 R_Mesh_TexBind(0, first );
4502                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503                 R_Mesh_TexBind(1, second);
4504                 if (second)
4505                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506                 break;
4507         case RENDERPATH_GL11:
4508                 R_Mesh_TexBind(0, first );
4509                 break;
4510         }
4511 }
4512
4513 void R_SetupShader_DepthOrShadow(void)
4514 {
4515         switch (vid.renderpath)
4516         {
4517         case RENDERPATH_GL20:
4518                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523 #endif
4524                 break;
4525         case RENDERPATH_GL13:
4526                 R_Mesh_TexBind(0, 0);
4527                 R_Mesh_TexBind(1, 0);
4528                 break;
4529         case RENDERPATH_GL11:
4530                 R_Mesh_TexBind(0, 0);
4531                 break;
4532         }
4533 }
4534
4535 void R_SetupShader_ShowDepth(void)
4536 {
4537         switch (vid.renderpath)
4538         {
4539         case RENDERPATH_GL20:
4540                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541                 break;
4542         case RENDERPATH_CGGL:
4543 #ifdef SUPPORTCG
4544                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4545 #endif
4546                 break;
4547         case RENDERPATH_GL13:
4548                 break;
4549         case RENDERPATH_GL11:
4550                 break;
4551         }
4552 }
4553
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4582 {
4583         // select a permutation of the lighting shader appropriate to this
4584         // combination of texture, entity, light source, and fogging, only use the
4585         // minimum features necessary to avoid wasting rendering time in the
4586         // fragment shader on features that are not being used
4587         unsigned int permutation = 0;
4588         unsigned int mode = 0;
4589         float m16f[16];
4590         if (rsurfacepass == RSURFPASS_BACKGROUND)
4591         {
4592                 // distorted background
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594                         mode = SHADERMODE_WATER;
4595                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596                         mode = SHADERMODE_REFRACTION;
4597                 else
4598                 {
4599                         mode = SHADERMODE_GENERIC;
4600                         permutation |= SHADERPERMUTATION_DIFFUSE;
4601                 }
4602                 GL_AlphaTest(false);
4603                 GL_BlendFunc(GL_ONE, GL_ZERO);
4604         }
4605         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4606         {
4607                 if (r_glsl_offsetmapping.integer)
4608                 {
4609                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4614                         {
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4617                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618                         }
4619                 }
4620                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4624                 // normalmap (deferred prepass), may use alpha test on diffuse
4625                 mode = SHADERMODE_DEFERREDGEOMETRY;
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 GL_AlphaTest(false);
4629                 GL_BlendFunc(GL_ONE, GL_ZERO);
4630         }
4631         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4632         {
4633                 if (r_glsl_offsetmapping.integer)
4634                 {
4635                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640                         {
4641                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4643                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4644                         }
4645                 }
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4648                 // light source
4649                 mode = SHADERMODE_LIGHTSOURCE;
4650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4654                 if (diffusescale > 0)
4655                         permutation |= SHADERPERMUTATION_DIFFUSE;
4656                 if (specularscale > 0)
4657                 {
4658                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659                         if (r_shadow_glossexact.integer)
4660                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4661                 }
4662                 if (r_refdef.fogenabled)
4663                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664                 if (rsurface.texture->colormapping)
4665                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4666                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4667                 {
4668                         if (r_shadow_usingshadowmaprect)
4669                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670                         if (r_shadow_usingshadowmap2d)
4671                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672                         if (r_shadow_usingshadowmapcube)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674                         else if(r_shadow_shadowmapvsdct)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4676
4677                         if (r_shadow_shadowmapsampler)
4678                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679                         if (r_shadow_shadowmappcf > 1)
4680                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681                         else if (r_shadow_shadowmappcf)
4682                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4683                 }
4684                 if (rsurface.texture->reflectmasktexture)
4685                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4688         }
4689         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4690         {
4691                 if (r_glsl_offsetmapping.integer)
4692                 {
4693                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4698                         {
4699                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4701                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4702                         }
4703                 }
4704                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706                 // unshaded geometry (fullbright or ambient model lighting)
4707                 mode = SHADERMODE_FLATCOLOR;
4708                 ambientscale = diffusescale = specularscale = 0;
4709                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710                         permutation |= SHADERPERMUTATION_GLOW;
4711                 if (r_refdef.fogenabled)
4712                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713                 if (rsurface.texture->colormapping)
4714                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4715                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4716                 {
4717                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718                         if (r_shadow_usingshadowmaprect)
4719                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720                         if (r_shadow_usingshadowmap2d)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4722
4723                         if (r_shadow_shadowmapsampler)
4724                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725                         if (r_shadow_shadowmappcf > 1)
4726                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727                         else if (r_shadow_shadowmappcf)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4729                 }
4730                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731                         permutation |= SHADERPERMUTATION_REFLECTION;
4732                 if (rsurface.texture->reflectmasktexture)
4733                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4736         }
4737         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4738         {
4739                 if (r_glsl_offsetmapping.integer)
4740                 {
4741                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4746                         {
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4749                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750                         }
4751                 }
4752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754                 // directional model lighting
4755                 mode = SHADERMODE_LIGHTDIRECTION;
4756                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757                         permutation |= SHADERPERMUTATION_GLOW;
4758                 permutation |= SHADERPERMUTATION_DIFFUSE;
4759                 if (specularscale > 0)
4760                 {
4761                         permutation |= SHADERPERMUTATION_SPECULAR;
4762                         if (r_shadow_glossexact.integer)
4763                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4764                 }
4765                 if (r_refdef.fogenabled)
4766                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767                 if (rsurface.texture->colormapping)
4768                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4769                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770                 {
4771                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772                         if (r_shadow_usingshadowmaprect)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774                         if (r_shadow_usingshadowmap2d)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776
4777                         if (r_shadow_shadowmapsampler)
4778                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779                         if (r_shadow_shadowmappcf > 1)
4780                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781                         else if (r_shadow_shadowmappcf)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783                 }
4784                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785                         permutation |= SHADERPERMUTATION_REFLECTION;
4786                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788                 if (rsurface.texture->reflectmasktexture)
4789                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792         }
4793         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4794         {
4795                 if (r_glsl_offsetmapping.integer)
4796                 {
4797                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802                         {
4803                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                         }
4807                 }
4808                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810                 // ambient model lighting
4811                 mode = SHADERMODE_LIGHTDIRECTION;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 if (r_refdef.fogenabled)
4815                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816                 if (rsurface.texture->colormapping)
4817                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4818                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819                 {
4820                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821                         if (r_shadow_usingshadowmaprect)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823                         if (r_shadow_usingshadowmap2d)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825
4826                         if (r_shadow_shadowmapsampler)
4827                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828                         if (r_shadow_shadowmappcf > 1)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830                         else if (r_shadow_shadowmappcf)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832                 }
4833                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834                         permutation |= SHADERPERMUTATION_REFLECTION;
4835                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837                 if (rsurface.texture->reflectmasktexture)
4838                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4841         }
4842         else
4843         {
4844                 if (r_glsl_offsetmapping.integer)
4845                 {
4846                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4851                         {
4852                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4854                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4855                         }
4856                 }
4857                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4859                 // lightmapped wall
4860                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861                         permutation |= SHADERPERMUTATION_GLOW;
4862                 if (r_refdef.fogenabled)
4863                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864                 if (rsurface.texture->colormapping)
4865                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4866                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4867                 {
4868                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869                         if (r_shadow_usingshadowmaprect)
4870                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871                         if (r_shadow_usingshadowmap2d)
4872                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4873
4874                         if (r_shadow_shadowmapsampler)
4875                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876                         if (r_shadow_shadowmappcf > 1)
4877                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878                         else if (r_shadow_shadowmappcf)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4880                 }
4881                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882                         permutation |= SHADERPERMUTATION_REFLECTION;
4883                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885                 if (rsurface.texture->reflectmasktexture)
4886                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4888                 {
4889                         // deluxemapping (light direction texture)
4890                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4892                         else
4893                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894                         permutation |= SHADERPERMUTATION_DIFFUSE;
4895                         if (specularscale > 0)
4896                         {
4897                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898                                 if (r_shadow_glossexact.integer)
4899                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4900                         }
4901                 }
4902                 else if (r_glsl_deluxemapping.integer >= 2)
4903                 {
4904                         // fake deluxemapping (uniform light direction in tangentspace)
4905                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906                         permutation |= SHADERPERMUTATION_DIFFUSE;
4907                         if (specularscale > 0)
4908                         {
4909                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910                                 if (r_shadow_glossexact.integer)
4911                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4912                         }
4913                 }
4914                 else if (rsurface.uselightmaptexture)
4915                 {
4916                         // ordinary lightmapping (q1bsp, q3bsp)
4917                         mode = SHADERMODE_LIGHTMAP;
4918                 }
4919                 else
4920                 {
4921                         // ordinary vertex coloring (q3bsp)
4922                         mode = SHADERMODE_VERTEXCOLOR;
4923                 }
4924                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926         }
4927         switch(vid.renderpath)
4928         {
4929         case RENDERPATH_GL20:
4930                 if (gl_mesh_separatearrays.integer)
4931                 {
4932                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4940                 }
4941                 else
4942                 {
4943                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4945                 }
4946                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948                 if (mode == SHADERMODE_LIGHTSOURCE)
4949                 {
4950                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953                         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);
4954                         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);
4955                         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);
4956         
4957                         // additive passes are only darkened by fog, not tinted
4958                         if (r_glsl_permutation->loc_FogColor >= 0)
4959                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4961                 }
4962                 else
4963                 {
4964                         if (mode == SHADERMODE_FLATCOLOR)
4965                         {
4966                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4967                         }
4968                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4969                         {
4970                                 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]);
4971                                 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]);
4972                                 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);
4973                                 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);
4974                                 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);
4975                                 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]);
4976                                 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]);
4977                         }
4978                         else
4979                         {
4980                                 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]);
4981                                 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]);
4982                                 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);
4983                                 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);
4984                                 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);
4985                         }
4986                         // additive passes are only darkened by fog, not tinted
4987                         if (r_glsl_permutation->loc_FogColor >= 0)
4988                         {
4989                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4991                                 else
4992                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4993                         }
4994                         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);
4995                         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]);
4996                         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]);
4997                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5002                 }
5003                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006                 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]);
5007                 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]);
5008
5009                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5013                 {
5014                         if (rsurface.texture->pantstexture)
5015                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5016                         else
5017                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5018                 }
5019                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5020                 {
5021                         if (rsurface.texture->shirttexture)
5022                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5023                         else
5024                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5025                 }
5026                 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]);
5027                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031                 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]);
5032                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5033
5034         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5035         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5036         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5037                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5038                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5039                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5040                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5041                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5042                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5043                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5044                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5045                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5046                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5047                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5048                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5050                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5051                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5052                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5053                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5054                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5055                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5056                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5057                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5058                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5059                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5060                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5061                 {
5062                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5063                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5064                         if (rsurface.rtlight)
5065                         {
5066                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5067                                 if (r_shadow_usingshadowmapcube)
5068                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5070                         }
5071                 }
5072                 CHECKGLERROR
5073                 break;
5074         case RENDERPATH_CGGL:
5075 #ifdef SUPPORTCG
5076                 if (gl_mesh_separatearrays.integer)
5077                 {
5078                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5086                 }
5087                 else
5088                 {
5089                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5091                 }
5092                 R_SetupShader_SetPermutationCG(mode, permutation);
5093                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094                 if (mode == SHADERMODE_LIGHTSOURCE)
5095                 {
5096                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5098                 }
5099                 else
5100                 {
5101                         if (mode == SHADERMODE_LIGHTDIRECTION)
5102                         {
5103                                 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
5104                         }
5105                 }
5106                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110                 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
5111                 CHECKGLERROR
5112
5113                 if (mode == SHADERMODE_LIGHTSOURCE)
5114                 {
5115                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117                         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
5118                         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
5119                         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
5120
5121                         // additive passes are only darkened by fog, not tinted
5122                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5124                 }
5125                 else
5126                 {
5127                         if (mode == SHADERMODE_FLATCOLOR)
5128                         {
5129                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5130                         }
5131                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5132                         {
5133                                 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
5134                                 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
5135                                 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
5136                                 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
5137                                 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
5138                                 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
5139                                 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
5140                         }
5141                         else
5142                         {
5143                                 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
5144                                 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
5145                                 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
5146                                 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
5147                                 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
5148                         }
5149                         // additive passes are only darkened by fog, not tinted
5150                         if (r_cg_permutation->fp_FogColor)
5151                         {
5152                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5154                                 else
5155                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5156                                 CHECKCGERROR
5157                         }
5158                         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
5159                         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
5160                         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
5161                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5166                 }
5167                 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
5168                 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
5169                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_Color_Pants)
5173                 {
5174                         if (rsurface.texture->pantstexture)
5175                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5176                         else
5177                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5178                         CHECKCGERROR
5179                 }
5180                 if (r_cg_permutation->fp_Color_Shirt)
5181                 {
5182                         if (rsurface.texture->shirttexture)
5183                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5184                         else
5185                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5186                         CHECKCGERROR
5187                 }
5188                 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
5189                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193                 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
5194                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5195
5196         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5197         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5198         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5199                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5200                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5201                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5202                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5210                 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
5211                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5212                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5222                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5223                 {
5224                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5225                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5226                         if (rsurface.rtlight)
5227                         {
5228                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5229                                 if (r_shadow_usingshadowmapcube)
5230                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5232                         }
5233                 }
5234
5235                 CHECKGLERROR
5236 #endif
5237                 break;
5238         case RENDERPATH_GL13:
5239         case RENDERPATH_GL11:
5240                 break;
5241         }
5242 }
5243
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5245 {
5246         // select a permutation of the lighting shader appropriate to this
5247         // combination of texture, entity, light source, and fogging, only use the
5248         // minimum features necessary to avoid wasting rendering time in the
5249         // fragment shader on features that are not being used
5250         unsigned int permutation = 0;
5251         unsigned int mode = 0;
5252         const float *lightcolorbase = rtlight->currentcolor;
5253         float ambientscale = rtlight->ambientscale;
5254         float diffusescale = rtlight->diffusescale;
5255         float specularscale = rtlight->specularscale;
5256         // this is the location of the light in view space
5257         vec3_t viewlightorigin;
5258         // this transforms from view space (camera) to light space (cubemap)
5259         matrix4x4_t viewtolight;
5260         matrix4x4_t lighttoview;
5261         float viewtolight16f[16];
5262         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5263         // light source
5264         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265         if (rtlight->currentcubemap != r_texture_whitecube)
5266                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267         if (diffusescale > 0)
5268                 permutation |= SHADERPERMUTATION_DIFFUSE;
5269         if (specularscale > 0)
5270         {
5271                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272                 if (r_shadow_glossexact.integer)
5273                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5274         }
5275         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5276         {
5277                 if (r_shadow_usingshadowmaprect)
5278                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279                 if (r_shadow_usingshadowmap2d)
5280                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281                 if (r_shadow_usingshadowmapcube)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283                 else if(r_shadow_shadowmapvsdct)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5285
5286                 if (r_shadow_shadowmapsampler)
5287                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288                 if (r_shadow_shadowmappcf > 1)
5289                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290                 else if (r_shadow_shadowmappcf)
5291                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5292         }
5293         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297         switch(vid.renderpath)
5298         {
5299         case RENDERPATH_GL20:
5300                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5303                 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);
5304                 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);
5305                 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);
5306                 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]);
5307                 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]);
5308                 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));
5309                 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]);
5310                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5311
5312                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5313                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5314                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5315                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5316                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5317                 if (r_shadow_usingshadowmapcube)
5318                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5320                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5321                 break;
5322         case RENDERPATH_CGGL:
5323 #ifdef SUPPORTCG
5324                 R_SetupShader_SetPermutationCG(mode, permutation);
5325                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327                 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
5328                 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
5329                 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
5330                 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
5331                 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
5332                 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
5333                 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
5334                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5335
5336                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5337                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5338                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5339                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5340                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5341                 if (r_shadow_usingshadowmapcube)
5342                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5344                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5345 #endif
5346                 break;
5347         case RENDERPATH_GL13:
5348         case RENDERPATH_GL11:
5349                 break;
5350         }
5351 }
5352
5353 #define SKINFRAME_HASH 1024
5354
5355 typedef struct
5356 {
5357         int loadsequence; // incremented each level change
5358         memexpandablearray_t array;
5359         skinframe_t *hash[SKINFRAME_HASH];
5360 }
5361 r_skinframe_t;
5362 r_skinframe_t r_skinframe;
5363
5364 void R_SkinFrame_PrepareForPurge(void)
5365 {
5366         r_skinframe.loadsequence++;
5367         // wrap it without hitting zero
5368         if (r_skinframe.loadsequence >= 200)
5369                 r_skinframe.loadsequence = 1;
5370 }
5371
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5373 {
5374         if (!skinframe)
5375                 return;
5376         // mark the skinframe as used for the purging code
5377         skinframe->loadsequence = r_skinframe.loadsequence;
5378 }
5379
5380 void R_SkinFrame_Purge(void)
5381 {
5382         int i;
5383         skinframe_t *s;
5384         for (i = 0;i < SKINFRAME_HASH;i++)
5385         {
5386                 for (s = r_skinframe.hash[i];s;s = s->next)
5387                 {
5388                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5389                         {
5390                                 if (s->merged == s->base)
5391                                         s->merged = NULL;
5392                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5394                                 R_PurgeTexture(s->merged);s->merged = NULL;
5395                                 R_PurgeTexture(s->base  );s->base   = NULL;
5396                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5397                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5398                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5399                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5400                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5401                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5402                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403                                 s->loadsequence = 0;
5404                         }
5405                 }
5406         }
5407 }
5408
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5410         skinframe_t *item;
5411         char basename[MAX_QPATH];
5412
5413         Image_StripImageExtension(name, basename, sizeof(basename));
5414
5415         if( last == NULL ) {
5416                 int hashindex;
5417                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418                 item = r_skinframe.hash[hashindex];
5419         } else {
5420                 item = last->next;
5421         }
5422
5423         // linearly search through the hash bucket
5424         for( ; item ; item = item->next ) {
5425                 if( !strcmp( item->basename, basename ) ) {
5426                         return item;
5427                 }
5428         }
5429         return NULL;
5430 }
5431
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5433 {
5434         skinframe_t *item;
5435         int hashindex;
5436         char basename[MAX_QPATH];
5437
5438         Image_StripImageExtension(name, basename, sizeof(basename));
5439
5440         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5443                         break;
5444
5445         if (!item) {
5446                 rtexture_t *dyntexture;
5447                 // check whether its a dynamic texture
5448                 dyntexture = CL_GetDynTexture( basename );
5449                 if (!add && !dyntexture)
5450                         return NULL;
5451                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452                 memset(item, 0, sizeof(*item));
5453                 strlcpy(item->basename, basename, sizeof(item->basename));
5454                 item->base = dyntexture; // either NULL or dyntexture handle
5455                 item->textureflags = textureflags;
5456                 item->comparewidth = comparewidth;
5457                 item->compareheight = compareheight;
5458                 item->comparecrc = comparecrc;
5459                 item->next = r_skinframe.hash[hashindex];
5460                 r_skinframe.hash[hashindex] = item;
5461         }
5462         else if( item->base == NULL )
5463         {
5464                 rtexture_t *dyntexture;
5465                 // check whether its a dynamic texture
5466                 // 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]
5467                 dyntexture = CL_GetDynTexture( basename );
5468                 item->base = dyntexture; // either NULL or dyntexture handle
5469         }
5470
5471         R_SkinFrame_MarkUsed(item);
5472         return item;
5473 }
5474
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5476         { \
5477                 unsigned long long avgcolor[5], wsum; \
5478                 int pix, comp, w; \
5479                 avgcolor[0] = 0; \
5480                 avgcolor[1] = 0; \
5481                 avgcolor[2] = 0; \
5482                 avgcolor[3] = 0; \
5483                 avgcolor[4] = 0; \
5484                 wsum = 0; \
5485                 for(pix = 0; pix < cnt; ++pix) \
5486                 { \
5487                         w = 0; \
5488                         for(comp = 0; comp < 3; ++comp) \
5489                                 w += getpixel; \
5490                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5491                         { \
5492                                 ++wsum; \
5493                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5494                                 w = getpixel; \
5495                                 for(comp = 0; comp < 3; ++comp) \
5496                                         avgcolor[comp] += getpixel * w; \
5497                                 avgcolor[3] += w; \
5498                         } \
5499                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500                         avgcolor[4] += getpixel; \
5501                 } \
5502                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5503                         avgcolor[3] = 1; \
5504                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5508         }
5509
5510 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5511 {
5512         int j;
5513         unsigned char *pixels;
5514         unsigned char *bumppixels;
5515         unsigned char *basepixels = NULL;
5516         int basepixels_width = 0;
5517         int basepixels_height = 0;
5518         skinframe_t *skinframe;
5519         rtexture_t *ddsbase = NULL;
5520         qboolean ddshasalpha = false;
5521         float ddsavgcolor[4];
5522         char basename[MAX_QPATH];
5523
5524         if (cls.state == ca_dedicated)
5525                 return NULL;
5526
5527         // return an existing skinframe if already loaded
5528         // if loading of the first image fails, don't make a new skinframe as it
5529         // would cause all future lookups of this to be missing
5530         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5531         if (skinframe && skinframe->base)
5532                 return skinframe;
5533
5534         Image_StripImageExtension(name, basename, sizeof(basename));
5535
5536         // check for DDS texture file first
5537         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5538         {
5539                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5540                 if (basepixels == NULL)
5541                         return NULL;
5542         }
5543
5544         if (developer_loading.integer)
5545                 Con_Printf("loading skin \"%s\"\n", name);
5546
5547         // we've got some pixels to store, so really allocate this new texture now
5548         if (!skinframe)
5549                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5550         skinframe->stain = NULL;
5551         skinframe->merged = NULL;
5552         skinframe->base = NULL;
5553         skinframe->pants = NULL;
5554         skinframe->shirt = NULL;
5555         skinframe->nmap = NULL;
5556         skinframe->gloss = NULL;
5557         skinframe->glow = NULL;
5558         skinframe->fog = NULL;
5559         skinframe->reflect = NULL;
5560         skinframe->hasalpha = false;
5561
5562         if (ddsbase)
5563         {
5564                 skinframe->base = ddsbase;
5565                 skinframe->hasalpha = ddshasalpha;
5566                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5567                 if (r_loadfog && skinframe->hasalpha)
5568                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5569                 //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]);
5570         }
5571         else
5572         {
5573                 basepixels_width = image_width;
5574                 basepixels_height = image_height;
5575                 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);
5576                 if (textureflags & TEXF_ALPHA)
5577                 {
5578                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5579                         {
5580                                 if (basepixels[j] < 255)
5581                                 {
5582                                         skinframe->hasalpha = true;
5583                                         break;
5584                                 }
5585                         }
5586                         if (r_loadfog && skinframe->hasalpha)
5587                         {
5588                                 // has transparent pixels
5589                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5590                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5591                                 {
5592                                         pixels[j+0] = 255;
5593                                         pixels[j+1] = 255;
5594                                         pixels[j+2] = 255;
5595                                         pixels[j+3] = basepixels[j+3];
5596                                 }
5597                                 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);
5598                                 Mem_Free(pixels);
5599                         }
5600                 }
5601                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5602                 //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]);
5603                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5604                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5605                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5606                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5607         }
5608
5609         if (r_loaddds)
5610         {
5611                 if (r_loadnormalmap)
5612                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5613                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5614                 if (r_loadgloss)
5615                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5616                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5617                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5618                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5619         }
5620
5621         // _norm is the name used by tenebrae and has been adopted as standard
5622         if (r_loadnormalmap && skinframe->nmap == NULL)
5623         {
5624                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5625                 {
5626                         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);
5627                         Mem_Free(pixels);
5628                         pixels = NULL;
5629                 }
5630                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5631                 {
5632                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5633                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5634                         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);
5635                         Mem_Free(pixels);
5636                         Mem_Free(bumppixels);
5637                 }
5638                 else if (r_shadow_bumpscale_basetexture.value > 0)
5639                 {
5640                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5641                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5642                         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);
5643                         Mem_Free(pixels);
5644                 }
5645                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5646                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5647         }
5648
5649         // _luma is supported only for tenebrae compatibility
5650         // _glow is the preferred name
5651         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5652         {
5653                 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);
5654                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5655                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5656                 Mem_Free(pixels);pixels = NULL;
5657         }
5658
5659         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5660         {
5661                 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);
5662                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5663                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5664                 Mem_Free(pixels);
5665                 pixels = NULL;
5666         }
5667
5668         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5669         {
5670                 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);
5671                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5672                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5673                 Mem_Free(pixels);
5674                 pixels = NULL;
5675         }
5676
5677         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5678         {
5679                 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);
5680                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5681                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5682                 Mem_Free(pixels);
5683                 pixels = NULL;
5684         }
5685
5686         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5687         {
5688                 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);
5689                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5690                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5691                 Mem_Free(pixels);
5692                 pixels = NULL;
5693         }
5694
5695         if (basepixels)
5696                 Mem_Free(basepixels);
5697
5698         return skinframe;
5699 }
5700
5701 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5702 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5703 {
5704         int i;
5705         unsigned char *temp1, *temp2;
5706         skinframe_t *skinframe;
5707
5708         if (cls.state == ca_dedicated)
5709                 return NULL;
5710
5711         // if already loaded just return it, otherwise make a new skinframe
5712         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5713         if (skinframe && skinframe->base)
5714                 return skinframe;
5715
5716         skinframe->stain = NULL;
5717         skinframe->merged = NULL;
5718         skinframe->base = NULL;
5719         skinframe->pants = NULL;
5720         skinframe->shirt = NULL;
5721         skinframe->nmap = NULL;
5722         skinframe->gloss = NULL;
5723         skinframe->glow = NULL;
5724         skinframe->fog = NULL;
5725         skinframe->reflect = NULL;
5726         skinframe->hasalpha = false;
5727
5728         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5729         if (!skindata)
5730                 return NULL;
5731
5732         if (developer_loading.integer)
5733                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5734
5735         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5736         {
5737                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5738                 temp2 = temp1 + width * height * 4;
5739                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5740                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5741                 Mem_Free(temp1);
5742         }
5743         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5744         if (textureflags & TEXF_ALPHA)
5745         {
5746                 for (i = 3;i < width * height * 4;i += 4)
5747                 {
5748                         if (skindata[i] < 255)
5749                         {
5750                                 skinframe->hasalpha = true;
5751                                 break;
5752                         }
5753                 }
5754                 if (r_loadfog && skinframe->hasalpha)
5755                 {
5756                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5757                         memcpy(fogpixels, skindata, width * height * 4);
5758                         for (i = 0;i < width * height * 4;i += 4)
5759                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5760                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5761                         Mem_Free(fogpixels);
5762                 }
5763         }
5764
5765         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5766         //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]);
5767
5768         return skinframe;
5769 }
5770
5771 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5772 {
5773         int i;
5774         int featuresmask;
5775         skinframe_t *skinframe;
5776
5777         if (cls.state == ca_dedicated)
5778                 return NULL;
5779
5780         // if already loaded just return it, otherwise make a new skinframe
5781         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5782         if (skinframe && skinframe->base)
5783                 return skinframe;
5784
5785         skinframe->stain = NULL;
5786         skinframe->merged = NULL;
5787         skinframe->base = NULL;
5788         skinframe->pants = NULL;
5789         skinframe->shirt = NULL;
5790         skinframe->nmap = NULL;
5791         skinframe->gloss = NULL;
5792         skinframe->glow = NULL;
5793         skinframe->fog = NULL;
5794         skinframe->reflect = NULL;
5795         skinframe->hasalpha = false;
5796
5797         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5798         if (!skindata)
5799                 return NULL;
5800
5801         if (developer_loading.integer)
5802                 Con_Printf("loading quake skin \"%s\"\n", name);
5803
5804         // 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)
5805         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5806         memcpy(skinframe->qpixels, skindata, width*height);
5807         skinframe->qwidth = width;
5808         skinframe->qheight = height;
5809
5810         featuresmask = 0;
5811         for (i = 0;i < width * height;i++)
5812                 featuresmask |= palette_featureflags[skindata[i]];
5813
5814         skinframe->hasalpha = false;
5815         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5816         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5817         skinframe->qgeneratemerged = true;
5818         skinframe->qgeneratebase = skinframe->qhascolormapping;
5819         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5820
5821         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5822         //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]);
5823
5824         return skinframe;
5825 }
5826
5827 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5828 {
5829         int width;
5830         int height;
5831         unsigned char *skindata;
5832
5833         if (!skinframe->qpixels)
5834                 return;
5835
5836         if (!skinframe->qhascolormapping)
5837                 colormapped = false;
5838
5839         if (colormapped)
5840         {
5841                 if (!skinframe->qgeneratebase)
5842                         return;
5843         }
5844         else
5845         {
5846                 if (!skinframe->qgeneratemerged)
5847                         return;
5848         }
5849
5850         width = skinframe->qwidth;
5851         height = skinframe->qheight;
5852         skindata = skinframe->qpixels;
5853
5854         if (skinframe->qgeneratenmap)
5855         {
5856                 unsigned char *temp1, *temp2;
5857                 skinframe->qgeneratenmap = false;
5858                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5859                 temp2 = temp1 + width * height * 4;
5860                 // use either a custom palette or the quake palette
5861                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5862                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5863                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5864                 Mem_Free(temp1);
5865         }
5866
5867         if (skinframe->qgenerateglow)
5868         {
5869                 skinframe->qgenerateglow = false;
5870                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5871         }
5872
5873         if (colormapped)
5874         {
5875                 skinframe->qgeneratebase = false;
5876                 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);
5877                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5878                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5879         }
5880         else
5881         {
5882                 skinframe->qgeneratemerged = false;
5883                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5884         }
5885
5886         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5887         {
5888                 Mem_Free(skinframe->qpixels);
5889                 skinframe->qpixels = NULL;
5890         }
5891 }
5892
5893 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)
5894 {
5895         int i;
5896         skinframe_t *skinframe;
5897
5898         if (cls.state == ca_dedicated)
5899                 return NULL;
5900
5901         // if already loaded just return it, otherwise make a new skinframe
5902         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5903         if (skinframe && skinframe->base)
5904                 return skinframe;
5905
5906         skinframe->stain = NULL;
5907         skinframe->merged = NULL;
5908         skinframe->base = NULL;
5909         skinframe->pants = NULL;
5910         skinframe->shirt = NULL;
5911         skinframe->nmap = NULL;
5912         skinframe->gloss = NULL;
5913         skinframe->glow = NULL;
5914         skinframe->fog = NULL;
5915         skinframe->reflect = NULL;
5916         skinframe->hasalpha = false;
5917
5918         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5919         if (!skindata)
5920                 return NULL;
5921
5922         if (developer_loading.integer)
5923                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5924
5925         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5926         if (textureflags & TEXF_ALPHA)
5927         {
5928                 for (i = 0;i < width * height;i++)
5929                 {
5930                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5931                         {
5932                                 skinframe->hasalpha = true;
5933                                 break;
5934                         }
5935                 }
5936                 if (r_loadfog && skinframe->hasalpha)
5937                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5938         }
5939
5940         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5941         //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]);
5942
5943         return skinframe;
5944 }
5945
5946 skinframe_t *R_SkinFrame_LoadMissing(void)
5947 {
5948         skinframe_t *skinframe;
5949
5950         if (cls.state == ca_dedicated)
5951                 return NULL;
5952
5953         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5954         skinframe->stain = NULL;
5955         skinframe->merged = NULL;
5956         skinframe->base = NULL;
5957         skinframe->pants = NULL;
5958         skinframe->shirt = NULL;
5959         skinframe->nmap = NULL;
5960         skinframe->gloss = NULL;
5961         skinframe->glow = NULL;
5962         skinframe->fog = NULL;
5963         skinframe->reflect = NULL;
5964         skinframe->hasalpha = false;
5965
5966         skinframe->avgcolor[0] = rand() / RAND_MAX;
5967         skinframe->avgcolor[1] = rand() / RAND_MAX;
5968         skinframe->avgcolor[2] = rand() / RAND_MAX;
5969         skinframe->avgcolor[3] = 1;
5970
5971         return skinframe;
5972 }
5973
5974 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5975 typedef struct suffixinfo_s
5976 {
5977         char *suffix;
5978         qboolean flipx, flipy, flipdiagonal;
5979 }
5980 suffixinfo_t;
5981 static suffixinfo_t suffix[3][6] =
5982 {
5983         {
5984                 {"px",   false, false, false},
5985                 {"nx",   false, false, false},
5986                 {"py",   false, false, false},
5987                 {"ny",   false, false, false},
5988                 {"pz",   false, false, false},
5989                 {"nz",   false, false, false}
5990         },
5991         {
5992                 {"posx", false, false, false},
5993                 {"negx", false, false, false},
5994                 {"posy", false, false, false},
5995                 {"negy", false, false, false},
5996                 {"posz", false, false, false},
5997                 {"negz", false, false, false}
5998         },
5999         {
6000                 {"rt",    true, false,  true},
6001                 {"lf",   false,  true,  true},
6002                 {"ft",    true,  true, false},
6003                 {"bk",   false, false, false},
6004                 {"up",    true, false,  true},
6005                 {"dn",    true, false,  true}
6006         }
6007 };
6008
6009 static int componentorder[4] = {0, 1, 2, 3};
6010
6011 rtexture_t *R_LoadCubemap(const char *basename)
6012 {
6013         int i, j, cubemapsize;
6014         unsigned char *cubemappixels, *image_buffer;
6015         rtexture_t *cubemaptexture;
6016         char name[256];
6017         // must start 0 so the first loadimagepixels has no requested width/height
6018         cubemapsize = 0;
6019         cubemappixels = NULL;
6020         cubemaptexture = NULL;
6021         // keep trying different suffix groups (posx, px, rt) until one loads
6022         for (j = 0;j < 3 && !cubemappixels;j++)
6023         {
6024                 // load the 6 images in the suffix group
6025                 for (i = 0;i < 6;i++)
6026                 {
6027                         // generate an image name based on the base and and suffix
6028                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6029                         // load it
6030                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6031                         {
6032                                 // an image loaded, make sure width and height are equal
6033                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6034                                 {
6035                                         // if this is the first image to load successfully, allocate the cubemap memory
6036                                         if (!cubemappixels && image_width >= 1)
6037                                         {
6038                                                 cubemapsize = image_width;
6039                                                 // note this clears to black, so unavailable sides are black
6040                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6041                                         }
6042                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6043                                         if (cubemappixels)
6044                                                 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);
6045                                 }
6046                                 else
6047                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6048                                 // free the image
6049                                 Mem_Free(image_buffer);
6050                         }
6051                 }
6052         }
6053         // if a cubemap loaded, upload it
6054         if (cubemappixels)
6055         {
6056                 if (developer_loading.integer)
6057                         Con_Printf("loading cubemap \"%s\"\n", basename);
6058
6059                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6060                 Mem_Free(cubemappixels);
6061         }
6062         else
6063         {
6064                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6065                 if (developer_loading.integer)
6066                 {
6067                         Con_Printf("(tried tried images ");
6068                         for (j = 0;j < 3;j++)
6069                                 for (i = 0;i < 6;i++)
6070                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6071                         Con_Print(" and was unable to find any of them).\n");
6072                 }
6073         }
6074         return cubemaptexture;
6075 }
6076
6077 rtexture_t *R_GetCubemap(const char *basename)
6078 {
6079         int i;
6080         for (i = 0;i < r_texture_numcubemaps;i++)
6081                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6082                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6083         if (i >= MAX_CUBEMAPS)
6084                 return r_texture_whitecube;
6085         r_texture_numcubemaps++;
6086         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6087         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6088         return r_texture_cubemaps[i].texture;
6089 }
6090
6091 void R_FreeCubemaps(void)
6092 {
6093         int i;
6094         for (i = 0;i < r_texture_numcubemaps;i++)
6095         {
6096                 if (developer_loading.integer)
6097                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6098                 if (r_texture_cubemaps[i].texture)
6099                         R_FreeTexture(r_texture_cubemaps[i].texture);
6100         }
6101         r_texture_numcubemaps = 0;
6102 }
6103
6104 void R_Main_FreeViewCache(void)
6105 {
6106         if (r_refdef.viewcache.entityvisible)
6107                 Mem_Free(r_refdef.viewcache.entityvisible);
6108         if (r_refdef.viewcache.world_pvsbits)
6109                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6110         if (r_refdef.viewcache.world_leafvisible)
6111                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6112         if (r_refdef.viewcache.world_surfacevisible)
6113                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6114         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6115 }
6116
6117 void R_Main_ResizeViewCache(void)
6118 {
6119         int numentities = r_refdef.scene.numentities;
6120         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6121         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6122         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6123         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6124         if (r_refdef.viewcache.maxentities < numentities)
6125         {
6126                 r_refdef.viewcache.maxentities = numentities;
6127                 if (r_refdef.viewcache.entityvisible)
6128                         Mem_Free(r_refdef.viewcache.entityvisible);
6129                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6130         }
6131         if (r_refdef.viewcache.world_numclusters != numclusters)
6132         {
6133                 r_refdef.viewcache.world_numclusters = numclusters;
6134                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6135                 if (r_refdef.viewcache.world_pvsbits)
6136                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6137                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6138         }
6139         if (r_refdef.viewcache.world_numleafs != numleafs)
6140         {
6141                 r_refdef.viewcache.world_numleafs = numleafs;
6142                 if (r_refdef.viewcache.world_leafvisible)
6143                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6144                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6145         }
6146         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6147         {
6148                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6149                 if (r_refdef.viewcache.world_surfacevisible)
6150                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6151                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6152         }
6153 }
6154
6155 extern rtexture_t *loadingscreentexture;
6156 void gl_main_start(void)
6157 {
6158         loadingscreentexture = NULL;
6159         r_texture_blanknormalmap = NULL;
6160         r_texture_white = NULL;
6161         r_texture_grey128 = NULL;
6162         r_texture_black = NULL;
6163         r_texture_whitecube = NULL;
6164         r_texture_normalizationcube = NULL;
6165         r_texture_fogattenuation = NULL;
6166         r_texture_fogheighttexture = NULL;
6167         r_texture_gammaramps = NULL;
6168         r_texture_numcubemaps = 0;
6169
6170         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6171         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6172
6173         switch(vid.renderpath)
6174         {
6175         case RENDERPATH_GL20:
6176         case RENDERPATH_CGGL:
6177                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6178                 Cvar_SetValueQuick(&gl_combine, 1);
6179                 Cvar_SetValueQuick(&r_glsl, 1);
6180                 r_loadnormalmap = true;
6181                 r_loadgloss = true;
6182                 r_loadfog = false;
6183                 break;
6184         case RENDERPATH_GL13:
6185                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6186                 Cvar_SetValueQuick(&gl_combine, 1);
6187                 Cvar_SetValueQuick(&r_glsl, 0);
6188                 r_loadnormalmap = false;
6189                 r_loadgloss = false;
6190                 r_loadfog = true;
6191                 break;
6192         case RENDERPATH_GL11:
6193                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6194                 Cvar_SetValueQuick(&gl_combine, 0);
6195                 Cvar_SetValueQuick(&r_glsl, 0);
6196                 r_loadnormalmap = false;
6197                 r_loadgloss = false;
6198                 r_loadfog = true;
6199                 break;
6200         }
6201
6202         R_AnimCache_Free();
6203         R_FrameData_Reset();
6204
6205         r_numqueries = 0;
6206         r_maxqueries = 0;
6207         memset(r_queries, 0, sizeof(r_queries));
6208
6209         r_qwskincache = NULL;
6210         r_qwskincache_size = 0;
6211
6212         // set up r_skinframe loading system for textures
6213         memset(&r_skinframe, 0, sizeof(r_skinframe));
6214         r_skinframe.loadsequence = 1;
6215         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6216
6217         r_main_texturepool = R_AllocTexturePool();
6218         R_BuildBlankTextures();
6219         R_BuildNoTexture();
6220         if (vid.support.arb_texture_cube_map)
6221         {
6222                 R_BuildWhiteCube();
6223                 R_BuildNormalizationCube();
6224         }
6225         r_texture_fogattenuation = NULL;
6226         r_texture_fogheighttexture = NULL;
6227         r_texture_gammaramps = NULL;
6228         //r_texture_fogintensity = NULL;
6229         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6230         memset(&r_waterstate, 0, sizeof(r_waterstate));
6231         r_glsl_permutation = NULL;
6232         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6233         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6234         glslshaderstring = NULL;
6235 #ifdef SUPPORTCG
6236         r_cg_permutation = NULL;
6237         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6238         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6239         cgshaderstring = NULL;
6240 #endif
6241         memset(&r_svbsp, 0, sizeof (r_svbsp));
6242
6243         r_refdef.fogmasktable_density = 0;
6244 }
6245
6246 void gl_main_shutdown(void)
6247 {
6248         R_AnimCache_Free();
6249         R_FrameData_Reset();
6250
6251         R_Main_FreeViewCache();
6252
6253         if (r_maxqueries)
6254                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6255
6256         r_numqueries = 0;
6257         r_maxqueries = 0;
6258         memset(r_queries, 0, sizeof(r_queries));
6259
6260         r_qwskincache = NULL;
6261         r_qwskincache_size = 0;
6262
6263         // clear out the r_skinframe state
6264         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6265         memset(&r_skinframe, 0, sizeof(r_skinframe));
6266
6267         if (r_svbsp.nodes)
6268                 Mem_Free(r_svbsp.nodes);
6269         memset(&r_svbsp, 0, sizeof (r_svbsp));
6270         R_FreeTexturePool(&r_main_texturepool);
6271         loadingscreentexture = NULL;
6272         r_texture_blanknormalmap = NULL;
6273         r_texture_white = NULL;
6274         r_texture_grey128 = NULL;
6275         r_texture_black = NULL;
6276         r_texture_whitecube = NULL;
6277         r_texture_normalizationcube = NULL;
6278         r_texture_fogattenuation = NULL;
6279         r_texture_fogheighttexture = NULL;
6280         r_texture_gammaramps = NULL;
6281         r_texture_numcubemaps = 0;
6282         //r_texture_fogintensity = NULL;
6283         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6284         memset(&r_waterstate, 0, sizeof(r_waterstate));
6285         r_glsl_permutation = NULL;
6286         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6287         glslshaderstring = NULL;
6288 #ifdef SUPPORTCG
6289         r_cg_permutation = NULL;
6290         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6291         cgshaderstring = NULL;
6292 #endif
6293         R_GLSL_Restart_f();
6294 }
6295
6296 extern void CL_ParseEntityLump(char *entitystring);
6297 void gl_main_newmap(void)
6298 {
6299         // FIXME: move this code to client
6300         int l;
6301         char *entities, entname[MAX_QPATH];
6302         if (r_qwskincache)
6303                 Mem_Free(r_qwskincache);
6304         r_qwskincache = NULL;
6305         r_qwskincache_size = 0;
6306         if (cl.worldmodel)
6307         {
6308                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6309                 l = (int)strlen(entname) - 4;
6310                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6311                 {
6312                         memcpy(entname + l, ".ent", 5);
6313                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6314                         {
6315                                 CL_ParseEntityLump(entities);
6316                                 Mem_Free(entities);
6317                                 return;
6318                         }
6319                 }
6320                 if (cl.worldmodel->brush.entities)
6321                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6322         }
6323         R_Main_FreeViewCache();
6324
6325         R_FrameData_Reset();
6326 }
6327
6328 void GL_Main_Init(void)
6329 {
6330         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6331
6332         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6333         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6334         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6335         if (gamemode == GAME_NEHAHRA)
6336         {
6337                 Cvar_RegisterVariable (&gl_fogenable);
6338                 Cvar_RegisterVariable (&gl_fogdensity);
6339                 Cvar_RegisterVariable (&gl_fogred);
6340                 Cvar_RegisterVariable (&gl_foggreen);
6341                 Cvar_RegisterVariable (&gl_fogblue);
6342                 Cvar_RegisterVariable (&gl_fogstart);
6343                 Cvar_RegisterVariable (&gl_fogend);
6344                 Cvar_RegisterVariable (&gl_skyclip);
6345         }
6346         Cvar_RegisterVariable(&r_motionblur);
6347         Cvar_RegisterVariable(&r_motionblur_maxblur);
6348         Cvar_RegisterVariable(&r_motionblur_bmin);
6349         Cvar_RegisterVariable(&r_motionblur_vmin);
6350         Cvar_RegisterVariable(&r_motionblur_vmax);
6351         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6352         Cvar_RegisterVariable(&r_motionblur_randomize);
6353         Cvar_RegisterVariable(&r_damageblur);
6354         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6355         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6356         Cvar_RegisterVariable(&r_equalize_entities_by);
6357         Cvar_RegisterVariable(&r_equalize_entities_to);
6358         Cvar_RegisterVariable(&r_depthfirst);
6359         Cvar_RegisterVariable(&r_useinfinitefarclip);
6360         Cvar_RegisterVariable(&r_farclip_base);
6361         Cvar_RegisterVariable(&r_farclip_world);
6362         Cvar_RegisterVariable(&r_nearclip);
6363         Cvar_RegisterVariable(&r_showbboxes);
6364         Cvar_RegisterVariable(&r_showsurfaces);
6365         Cvar_RegisterVariable(&r_showtris);
6366         Cvar_RegisterVariable(&r_shownormals);
6367         Cvar_RegisterVariable(&r_showlighting);
6368         Cvar_RegisterVariable(&r_showshadowvolumes);
6369         Cvar_RegisterVariable(&r_showcollisionbrushes);
6370         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6371         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6372         Cvar_RegisterVariable(&r_showdisabledepthtest);
6373         Cvar_RegisterVariable(&r_drawportals);
6374         Cvar_RegisterVariable(&r_drawentities);
6375         Cvar_RegisterVariable(&r_drawworld);
6376         Cvar_RegisterVariable(&r_cullentities_trace);
6377         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6378         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6379         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6380         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6381         Cvar_RegisterVariable(&r_drawviewmodel);
6382         Cvar_RegisterVariable(&r_drawexteriormodel);
6383         Cvar_RegisterVariable(&r_speeds);
6384         Cvar_RegisterVariable(&r_fullbrights);
6385         Cvar_RegisterVariable(&r_wateralpha);
6386         Cvar_RegisterVariable(&r_dynamic);
6387         Cvar_RegisterVariable(&r_fullbright);
6388         Cvar_RegisterVariable(&r_shadows);
6389         Cvar_RegisterVariable(&r_shadows_darken);
6390         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6391         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6392         Cvar_RegisterVariable(&r_shadows_throwdistance);
6393         Cvar_RegisterVariable(&r_shadows_throwdirection);
6394         Cvar_RegisterVariable(&r_shadows_focus);
6395         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6396         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6397         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6398         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6399         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6400         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6401         Cvar_RegisterVariable(&r_fog_exp2);
6402         Cvar_RegisterVariable(&r_drawfog);
6403         Cvar_RegisterVariable(&r_transparentdepthmasking);
6404         Cvar_RegisterVariable(&r_texture_dds_load);
6405         Cvar_RegisterVariable(&r_texture_dds_save);
6406         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6407         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6408         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6409         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6410         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6411         Cvar_RegisterVariable(&r_textureunits);
6412         Cvar_RegisterVariable(&gl_combine);
6413         Cvar_RegisterVariable(&r_glsl);
6414         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6415         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6416         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6417         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6418         Cvar_RegisterVariable(&r_glsl_postprocess);
6419         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6420         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6421         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6422         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6423         Cvar_RegisterVariable(&r_water);
6424         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6425         Cvar_RegisterVariable(&r_water_clippingplanebias);
6426         Cvar_RegisterVariable(&r_water_refractdistort);
6427         Cvar_RegisterVariable(&r_water_reflectdistort);
6428         Cvar_RegisterVariable(&r_lerpsprites);
6429         Cvar_RegisterVariable(&r_lerpmodels);
6430         Cvar_RegisterVariable(&r_lerplightstyles);
6431         Cvar_RegisterVariable(&r_waterscroll);
6432         Cvar_RegisterVariable(&r_bloom);
6433         Cvar_RegisterVariable(&r_bloom_colorscale);
6434         Cvar_RegisterVariable(&r_bloom_brighten);
6435         Cvar_RegisterVariable(&r_bloom_blur);
6436         Cvar_RegisterVariable(&r_bloom_resolution);
6437         Cvar_RegisterVariable(&r_bloom_colorexponent);
6438         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6439         Cvar_RegisterVariable(&r_hdr);
6440         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6441         Cvar_RegisterVariable(&r_hdr_glowintensity);
6442         Cvar_RegisterVariable(&r_hdr_range);
6443         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6444         Cvar_RegisterVariable(&developer_texturelogging);
6445         Cvar_RegisterVariable(&gl_lightmaps);
6446         Cvar_RegisterVariable(&r_test);
6447         Cvar_RegisterVariable(&r_glsl_saturation);
6448         Cvar_RegisterVariable(&r_framedatasize);
6449         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6450                 Cvar_SetValue("r_fullbrights", 0);
6451         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6452
6453         Cvar_RegisterVariable(&r_track_sprites);
6454         Cvar_RegisterVariable(&r_track_sprites_flags);
6455         Cvar_RegisterVariable(&r_track_sprites_scalew);
6456         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6457         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6458         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6459 }
6460
6461 extern void R_Textures_Init(void);
6462 extern void GL_Draw_Init(void);
6463 extern void GL_Main_Init(void);
6464 extern void R_Shadow_Init(void);
6465 extern void R_Sky_Init(void);
6466 extern void GL_Surf_Init(void);
6467 extern void R_Particles_Init(void);
6468 extern void R_Explosion_Init(void);
6469 extern void gl_backend_init(void);
6470 extern void Sbar_Init(void);
6471 extern void R_LightningBeams_Init(void);
6472 extern void Mod_RenderInit(void);
6473 extern void Font_Init(void);
6474
6475 void Render_Init(void)
6476 {
6477         gl_backend_init();
6478         R_Textures_Init();
6479         GL_Main_Init();
6480         Font_Init();
6481         GL_Draw_Init();
6482         R_Shadow_Init();
6483         R_Sky_Init();
6484         GL_Surf_Init();
6485         Sbar_Init();
6486         R_Particles_Init();
6487         R_Explosion_Init();
6488         R_LightningBeams_Init();
6489         Mod_RenderInit();
6490 }
6491
6492 /*
6493 ===============
6494 GL_Init
6495 ===============
6496 */
6497 extern char *ENGINE_EXTENSIONS;
6498 void GL_Init (void)
6499 {
6500         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6501         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6502         gl_version = (const char *)qglGetString(GL_VERSION);
6503         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6504
6505         if (!gl_extensions)
6506                 gl_extensions = "";
6507         if (!gl_platformextensions)
6508                 gl_platformextensions = "";
6509
6510         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6511         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6512         Con_Printf("GL_VERSION: %s\n", gl_version);
6513         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6514         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6515
6516         VID_CheckExtensions();
6517
6518         // LordHavoc: report supported extensions
6519         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6520
6521         // clear to black (loading plaque will be seen over this)
6522         CHECKGLERROR
6523         qglClearColor(0,0,0,1);CHECKGLERROR
6524         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6525 }
6526
6527 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6528 {
6529         int i;
6530         mplane_t *p;
6531         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6532         {
6533                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6534                 if (i == 4)
6535                         continue;
6536                 p = r_refdef.view.frustum + i;
6537                 switch(p->signbits)
6538                 {
6539                 default:
6540                 case 0:
6541                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6542                                 return true;
6543                         break;
6544                 case 1:
6545                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6546                                 return true;
6547                         break;
6548                 case 2:
6549                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6550                                 return true;
6551                         break;
6552                 case 3:
6553                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6554                                 return true;
6555                         break;
6556                 case 4:
6557                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6558                                 return true;
6559                         break;
6560                 case 5:
6561                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6562                                 return true;
6563                         break;
6564                 case 6:
6565                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6566                                 return true;
6567                         break;
6568                 case 7:
6569                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6570                                 return true;
6571                         break;
6572                 }
6573         }
6574         return false;
6575 }
6576
6577 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6578 {
6579         int i;
6580         const mplane_t *p;
6581         for (i = 0;i < numplanes;i++)
6582         {
6583                 p = planes + i;
6584                 switch(p->signbits)
6585                 {
6586                 default:
6587                 case 0:
6588                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6589                                 return true;
6590                         break;
6591                 case 1:
6592                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6593                                 return true;
6594                         break;
6595                 case 2:
6596                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6597                                 return true;
6598                         break;
6599                 case 3:
6600                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6601                                 return true;
6602                         break;
6603                 case 4:
6604                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6605                                 return true;
6606                         break;
6607                 case 5:
6608                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6609                                 return true;
6610                         break;
6611                 case 6:
6612                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6613                                 return true;
6614                         break;
6615                 case 7:
6616                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6617                                 return true;
6618                         break;
6619                 }
6620         }
6621         return false;
6622 }
6623
6624 //==================================================================================
6625
6626 // LordHavoc: this stores temporary data used within the same frame
6627
6628 qboolean r_framedata_failed;
6629 static size_t r_framedata_size;
6630 static size_t r_framedata_current;
6631 static void *r_framedata_base;
6632
6633 void R_FrameData_Reset(void)
6634 {
6635         if (r_framedata_base)
6636                 Mem_Free(r_framedata_base);
6637         r_framedata_base = NULL;
6638         r_framedata_size = 0;
6639         r_framedata_current = 0;
6640         r_framedata_failed = false;
6641 }
6642
6643 void R_FrameData_NewFrame(void)
6644 {
6645         size_t wantedsize;
6646         if (r_framedata_failed)
6647                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6648         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6649         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6650         if (r_framedata_size != wantedsize)
6651         {
6652                 r_framedata_size = wantedsize;
6653                 if (r_framedata_base)
6654                         Mem_Free(r_framedata_base);
6655                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6656         }
6657         r_framedata_current = 0;
6658         r_framedata_failed = false;
6659 }
6660
6661 void *R_FrameData_Alloc(size_t size)
6662 {
6663         void *data;
6664
6665         // align to 16 byte boundary
6666         size = (size + 15) & ~15;
6667         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6668         r_framedata_current += size;
6669
6670         // check overflow
6671         if (r_framedata_current > r_framedata_size)
6672                 r_framedata_failed = true;
6673
6674         // return NULL on everything after a failure
6675         if (r_framedata_failed)
6676                 return NULL;
6677
6678         return data;
6679 }
6680
6681 void *R_FrameData_Store(size_t size, void *data)
6682 {
6683         void *d = R_FrameData_Alloc(size);
6684         if (d)
6685                 memcpy(d, data, size);
6686         return d;
6687 }
6688
6689 //==================================================================================
6690
6691 // LordHavoc: animcache originally written by Echon, rewritten since then
6692
6693 /**
6694  * Animation cache prevents re-generating mesh data for an animated model
6695  * multiple times in one frame for lighting, shadowing, reflections, etc.
6696  */
6697
6698 void R_AnimCache_Free(void)
6699 {
6700 }
6701
6702 void R_AnimCache_ClearCache(void)
6703 {
6704         int i;
6705         entity_render_t *ent;
6706
6707         for (i = 0;i < r_refdef.scene.numentities;i++)
6708         {
6709                 ent = r_refdef.scene.entities[i];
6710                 ent->animcache_vertex3f = NULL;
6711                 ent->animcache_normal3f = NULL;
6712                 ent->animcache_svector3f = NULL;
6713                 ent->animcache_tvector3f = NULL;
6714                 ent->animcache_vertexposition = NULL;
6715                 ent->animcache_vertexmesh = NULL;
6716                 ent->animcache_vertexpositionbuffer = NULL;
6717                 ent->animcache_vertexmeshbuffer = NULL;
6718         }
6719 }
6720
6721 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6722 {
6723         int i;
6724         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6725                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6726         if (!ent->animcache_vertexposition)
6727                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6728         if (ent->animcache_vertexposition)
6729         {
6730                 for (i = 0;i < numvertices;i++)
6731                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6732                 // TODO: upload vertex buffer?
6733         }
6734         if (ent->animcache_vertexmesh)
6735         {
6736                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6737                 for (i = 0;i < numvertices;i++)
6738                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6739                 if (ent->animcache_svector3f)
6740                         for (i = 0;i < numvertices;i++)
6741                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6742                 if (ent->animcache_tvector3f)
6743                         for (i = 0;i < numvertices;i++)
6744                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6745                 if (ent->animcache_normal3f)
6746                         for (i = 0;i < numvertices;i++)
6747                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6748                 // TODO: upload vertex buffer?
6749         }
6750 }
6751
6752 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6753 {
6754         dp_model_t *model = ent->model;
6755         int numvertices;
6756         // see if it's already cached this frame
6757         if (ent->animcache_vertex3f)
6758         {
6759                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6760                 if (wantnormals || wanttangents)
6761                 {
6762                         if (ent->animcache_normal3f)
6763                                 wantnormals = false;
6764                         if (ent->animcache_svector3f)
6765                                 wanttangents = false;
6766                         if (wantnormals || wanttangents)
6767                         {
6768                                 numvertices = model->surfmesh.num_vertices;
6769                                 if (wantnormals)
6770                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6771                                 if (wanttangents)
6772                                 {
6773                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6774                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6775                                 }
6776                                 if (!r_framedata_failed)
6777                                 {
6778                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6779                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6780                                 }
6781                         }
6782                 }
6783         }
6784         else
6785         {
6786                 // see if this ent is worth caching
6787                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6788                         return false;
6789                 // get some memory for this entity and generate mesh data
6790                 numvertices = model->surfmesh.num_vertices;
6791                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6792                 if (wantnormals)
6793                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6794                 if (wanttangents)
6795                 {
6796                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6797                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6798                 }
6799                 if (!r_framedata_failed)
6800                 {
6801                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6802                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6803                 }
6804         }
6805         return !r_framedata_failed;
6806 }
6807
6808 void R_AnimCache_CacheVisibleEntities(void)
6809 {
6810         int i;
6811         qboolean wantnormals = true;
6812         qboolean wanttangents = !r_showsurfaces.integer;
6813
6814         switch(vid.renderpath)
6815         {
6816         case RENDERPATH_GL20:
6817         case RENDERPATH_CGGL:
6818                 break;
6819         case RENDERPATH_GL13:
6820         case RENDERPATH_GL11:
6821                 wanttangents = false;
6822                 break;
6823         }
6824
6825         if (r_shownormals.integer)
6826                 wanttangents = wantnormals = true;
6827
6828         // TODO: thread this
6829         // NOTE: R_PrepareRTLights() also caches entities
6830
6831         for (i = 0;i < r_refdef.scene.numentities;i++)
6832                 if (r_refdef.viewcache.entityvisible[i])
6833                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6834 }
6835
6836 //==================================================================================
6837
6838 static void R_View_UpdateEntityLighting (void)
6839 {
6840         int i;
6841         entity_render_t *ent;
6842         vec3_t tempdiffusenormal, avg;
6843         vec_t f, fa, fd, fdd;
6844         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6845
6846         for (i = 0;i < r_refdef.scene.numentities;i++)
6847         {
6848                 ent = r_refdef.scene.entities[i];
6849
6850                 // skip unseen models
6851                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6852                         continue;
6853
6854                 // skip bsp models
6855                 if (ent->model && ent->model->brush.num_leafs)
6856                 {
6857                         // TODO: use modellight for r_ambient settings on world?
6858                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6859                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6860                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6861                         continue;
6862                 }
6863
6864                 // fetch the lighting from the worldmodel data
6865                 VectorClear(ent->modellight_ambient);
6866                 VectorClear(ent->modellight_diffuse);
6867                 VectorClear(tempdiffusenormal);
6868                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6869                 {
6870                         vec3_t org;
6871                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6872                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6873                         if(ent->flags & RENDER_EQUALIZE)
6874                         {
6875                                 // first fix up ambient lighting...
6876                                 if(r_equalize_entities_minambient.value > 0)
6877                                 {
6878                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6879                                         if(fd > 0)
6880                                         {
6881                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6882                                                 if(fa < r_equalize_entities_minambient.value * fd)
6883                                                 {
6884                                                         // solve:
6885                                                         //   fa'/fd' = minambient
6886                                                         //   fa'+0.25*fd' = fa+0.25*fd
6887                                                         //   ...
6888                                                         //   fa' = fd' * minambient
6889                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6890                                                         //   ...
6891                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6892                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6893                                                         //   ...
6894                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6895                                                         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
6896                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6897                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6898                                                 }
6899                                         }
6900                                 }
6901
6902                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6903                                 {
6904                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6905                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6906                                         if(f > 0)
6907                                         {
6908                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6909                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6910                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6911                                         }
6912                                 }
6913                         }
6914                 }
6915                 else // highly rare
6916                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6917
6918                 // move the light direction into modelspace coordinates for lighting code
6919                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6920                 if(VectorLength2(ent->modellight_lightdir) == 0)
6921                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6922                 VectorNormalize(ent->modellight_lightdir);
6923         }
6924 }
6925
6926 #define MAX_LINEOFSIGHTTRACES 64
6927
6928 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6929 {
6930         int i;
6931         vec3_t boxmins, boxmaxs;
6932         vec3_t start;
6933         vec3_t end;
6934         dp_model_t *model = r_refdef.scene.worldmodel;
6935
6936         if (!model || !model->brush.TraceLineOfSight)
6937                 return true;
6938
6939         // expand the box a little
6940         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6941         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6942         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6943         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6944         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6945         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6946
6947         // return true if eye is inside enlarged box
6948         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6949                 return true;
6950
6951         // try center
6952         VectorCopy(eye, start);
6953         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6954         if (model->brush.TraceLineOfSight(model, start, end))
6955                 return true;
6956
6957         // try various random positions
6958         for (i = 0;i < numsamples;i++)
6959         {
6960                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6961                 if (model->brush.TraceLineOfSight(model, start, end))
6962                         return true;
6963         }
6964
6965         return false;
6966 }
6967
6968
6969 static void R_View_UpdateEntityVisible (void)
6970 {
6971         int i;
6972         int renderimask;
6973         int samples;
6974         entity_render_t *ent;
6975
6976         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6977                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6978                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6979                 :                                                          RENDER_EXTERIORMODEL;
6980         if (!r_drawviewmodel.integer)
6981                 renderimask |= RENDER_VIEWMODEL;
6982         if (!r_drawexteriormodel.integer)
6983                 renderimask |= RENDER_EXTERIORMODEL;
6984         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6985         {
6986                 // worldmodel can check visibility
6987                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6988                 for (i = 0;i < r_refdef.scene.numentities;i++)
6989                 {
6990                         ent = r_refdef.scene.entities[i];
6991                         if (!(ent->flags & renderimask))
6992                         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)))
6993                         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))
6994                                 r_refdef.viewcache.entityvisible[i] = true;
6995                 }
6996                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6997                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6998                 {
6999                         for (i = 0;i < r_refdef.scene.numentities;i++)
7000                         {
7001                                 ent = r_refdef.scene.entities[i];
7002                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7003                                 {
7004                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7005                                         if (samples < 0)
7006                                                 continue; // temp entities do pvs only
7007                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7008                                                 ent->last_trace_visibility = realtime;
7009                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7010                                                 r_refdef.viewcache.entityvisible[i] = 0;
7011                                 }
7012                         }
7013                 }
7014         }
7015         else
7016         {
7017                 // no worldmodel or it can't check visibility
7018                 for (i = 0;i < r_refdef.scene.numentities;i++)
7019                 {
7020                         ent = r_refdef.scene.entities[i];
7021                         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));
7022                 }
7023         }
7024 }
7025
7026 /// only used if skyrendermasked, and normally returns false
7027 int R_DrawBrushModelsSky (void)
7028 {
7029         int i, sky;
7030         entity_render_t *ent;
7031
7032         sky = false;
7033         for (i = 0;i < r_refdef.scene.numentities;i++)
7034         {
7035                 if (!r_refdef.viewcache.entityvisible[i])
7036                         continue;
7037                 ent = r_refdef.scene.entities[i];
7038                 if (!ent->model || !ent->model->DrawSky)
7039                         continue;
7040                 ent->model->DrawSky(ent);
7041                 sky = true;
7042         }
7043         return sky;
7044 }
7045
7046 static void R_DrawNoModel(entity_render_t *ent);
7047 static void R_DrawModels(void)
7048 {
7049         int i;
7050         entity_render_t *ent;
7051
7052         for (i = 0;i < r_refdef.scene.numentities;i++)
7053         {
7054                 if (!r_refdef.viewcache.entityvisible[i])
7055                         continue;
7056                 ent = r_refdef.scene.entities[i];
7057                 r_refdef.stats.entities++;
7058                 if (ent->model && ent->model->Draw != NULL)
7059                         ent->model->Draw(ent);
7060                 else
7061                         R_DrawNoModel(ent);
7062         }
7063 }
7064
7065 static void R_DrawModelsDepth(void)
7066 {
7067         int i;
7068         entity_render_t *ent;
7069
7070         for (i = 0;i < r_refdef.scene.numentities;i++)
7071         {
7072                 if (!r_refdef.viewcache.entityvisible[i])
7073                         continue;
7074                 ent = r_refdef.scene.entities[i];
7075                 if (ent->model && ent->model->DrawDepth != NULL)
7076                         ent->model->DrawDepth(ent);
7077         }
7078 }
7079
7080 static void R_DrawModelsDebug(void)
7081 {
7082         int i;
7083         entity_render_t *ent;
7084
7085         for (i = 0;i < r_refdef.scene.numentities;i++)
7086         {
7087                 if (!r_refdef.viewcache.entityvisible[i])
7088                         continue;
7089                 ent = r_refdef.scene.entities[i];
7090                 if (ent->model && ent->model->DrawDebug != NULL)
7091                         ent->model->DrawDebug(ent);
7092         }
7093 }
7094
7095 static void R_DrawModelsAddWaterPlanes(void)
7096 {
7097         int i;
7098         entity_render_t *ent;
7099
7100         for (i = 0;i < r_refdef.scene.numentities;i++)
7101         {
7102                 if (!r_refdef.viewcache.entityvisible[i])
7103                         continue;
7104                 ent = r_refdef.scene.entities[i];
7105                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7106                         ent->model->DrawAddWaterPlanes(ent);
7107         }
7108 }
7109
7110 static void R_View_SetFrustum(void)
7111 {
7112         int i;
7113         double slopex, slopey;
7114         vec3_t forward, left, up, origin;
7115
7116         // we can't trust r_refdef.view.forward and friends in reflected scenes
7117         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7118
7119 #if 0
7120         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7121         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7122         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7123         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7124         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7125         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7126         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7127         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7128         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7129         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7130         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7131         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7132 #endif
7133
7134 #if 0
7135         zNear = r_refdef.nearclip;
7136         nudge = 1.0 - 1.0 / (1<<23);
7137         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7138         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7139         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7140         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7141         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7142         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7143         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7144         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7145 #endif
7146
7147
7148
7149 #if 0
7150         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7151         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7152         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7153         r_refdef.view.frustum[0].dist = m[15] - m[12];
7154
7155         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7156         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7157         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7158         r_refdef.view.frustum[1].dist = m[15] + m[12];
7159
7160         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7161         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7162         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7163         r_refdef.view.frustum[2].dist = m[15] - m[13];
7164
7165         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7166         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7167         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7168         r_refdef.view.frustum[3].dist = m[15] + m[13];
7169
7170         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7171         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7172         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7173         r_refdef.view.frustum[4].dist = m[15] - m[14];
7174
7175         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7176         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7177         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7178         r_refdef.view.frustum[5].dist = m[15] + m[14];
7179 #endif
7180
7181         if (r_refdef.view.useperspective)
7182         {
7183                 slopex = 1.0 / r_refdef.view.frustum_x;
7184                 slopey = 1.0 / r_refdef.view.frustum_y;
7185                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7186                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7187                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7188                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7189                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7190
7191                 // Leaving those out was a mistake, those were in the old code, and they
7192                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7193                 // I couldn't reproduce it after adding those normalizations. --blub
7194                 VectorNormalize(r_refdef.view.frustum[0].normal);
7195                 VectorNormalize(r_refdef.view.frustum[1].normal);
7196                 VectorNormalize(r_refdef.view.frustum[2].normal);
7197                 VectorNormalize(r_refdef.view.frustum[3].normal);
7198
7199                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7200                 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]);
7201                 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]);
7202                 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]);
7203                 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]);
7204
7205                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7206                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7207                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7208                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7209                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7210         }
7211         else
7212         {
7213                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7214                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7215                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7216                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7217                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7218                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7219                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7220                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7221                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7222                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7223         }
7224         r_refdef.view.numfrustumplanes = 5;
7225
7226         if (r_refdef.view.useclipplane)
7227         {
7228                 r_refdef.view.numfrustumplanes = 6;
7229                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7230         }
7231
7232         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7233                 PlaneClassify(r_refdef.view.frustum + i);
7234
7235         // LordHavoc: note to all quake engine coders, Quake had a special case
7236         // for 90 degrees which assumed a square view (wrong), so I removed it,
7237         // Quake2 has it disabled as well.
7238
7239         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7240         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7241         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7242         //PlaneClassify(&frustum[0]);
7243
7244         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7245         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7246         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7247         //PlaneClassify(&frustum[1]);
7248
7249         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7250         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7251         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7252         //PlaneClassify(&frustum[2]);
7253
7254         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7255         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7256         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7257         //PlaneClassify(&frustum[3]);
7258
7259         // nearclip plane
7260         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7261         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7262         //PlaneClassify(&frustum[4]);
7263 }
7264
7265 void R_View_Update(void)
7266 {
7267         R_Main_ResizeViewCache();
7268         R_View_SetFrustum();
7269         R_View_WorldVisibility(r_refdef.view.useclipplane);
7270         R_View_UpdateEntityVisible();
7271         R_View_UpdateEntityLighting();
7272 }
7273
7274 void R_SetupView(qboolean allowwaterclippingplane)
7275 {
7276         const float *customclipplane = NULL;
7277         float plane[4];
7278         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7279         {
7280                 // LordHavoc: couldn't figure out how to make this approach the
7281                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7282                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7283                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7284                         dist = r_refdef.view.clipplane.dist;
7285                 plane[0] = r_refdef.view.clipplane.normal[0];
7286                 plane[1] = r_refdef.view.clipplane.normal[1];
7287                 plane[2] = r_refdef.view.clipplane.normal[2];
7288                 plane[3] = dist;
7289                 customclipplane = plane;
7290         }
7291
7292         if (!r_refdef.view.useperspective)
7293                 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);
7294         else if (vid.stencil && r_useinfinitefarclip.integer)
7295                 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);
7296         else
7297                 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);
7298         R_SetViewport(&r_refdef.view.viewport);
7299 }
7300
7301 void R_EntityMatrix(const matrix4x4_t *matrix)
7302 {
7303         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7304         {
7305                 gl_modelmatrixchanged = false;
7306                 gl_modelmatrix = *matrix;
7307                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7308                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7309                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7310                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7311                 CHECKGLERROR
7312                 switch(vid.renderpath)
7313                 {
7314                 case RENDERPATH_GL20:
7315                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7316                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7317                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7318                         break;
7319                 case RENDERPATH_CGGL:
7320 #ifdef SUPPORTCG
7321                         CHECKCGERROR
7322                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7323                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7324                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7325 #endif
7326                         break;
7327                 case RENDERPATH_GL13:
7328                 case RENDERPATH_GL11:
7329                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7330                         break;
7331                 }
7332         }
7333 }
7334
7335 void R_ResetViewRendering2D(void)
7336 {
7337         r_viewport_t viewport;
7338         DrawQ_Finish();
7339
7340         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7341         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);
7342         R_SetViewport(&viewport);
7343         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7344         GL_Color(1, 1, 1, 1);
7345         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7346         GL_BlendFunc(GL_ONE, GL_ZERO);
7347         GL_AlphaTest(false);
7348         GL_ScissorTest(false);
7349         GL_DepthMask(false);
7350         GL_DepthRange(0, 1);
7351         GL_DepthTest(false);
7352         R_EntityMatrix(&identitymatrix);
7353         R_Mesh_ResetTextureState();
7354         GL_PolygonOffset(0, 0);
7355         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7356         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7357         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7358         qglStencilMask(~0);CHECKGLERROR
7359         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7360         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7361         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7362 }
7363
7364 void R_ResetViewRendering3D(void)
7365 {
7366         DrawQ_Finish();
7367
7368         R_SetupView(true);
7369         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7370         GL_Color(1, 1, 1, 1);
7371         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7372         GL_BlendFunc(GL_ONE, GL_ZERO);
7373         GL_AlphaTest(false);
7374         GL_ScissorTest(true);
7375         GL_DepthMask(true);
7376         GL_DepthRange(0, 1);
7377         GL_DepthTest(true);
7378         R_EntityMatrix(&identitymatrix);
7379         R_Mesh_ResetTextureState();
7380         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7381         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7382         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7383         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7384         qglStencilMask(~0);CHECKGLERROR
7385         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7386         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7387         GL_CullFace(r_refdef.view.cullface_back);
7388 }
7389
7390 /*
7391 ================
7392 R_RenderView_UpdateViewVectors
7393 ================
7394 */
7395 static void R_RenderView_UpdateViewVectors(void)
7396 {
7397         // break apart the view matrix into vectors for various purposes
7398         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7399         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7400         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7401         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7402         // make an inverted copy of the view matrix for tracking sprites
7403         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7404 }
7405
7406 void R_RenderScene(void);
7407 void R_RenderWaterPlanes(void);
7408
7409 static void R_Water_StartFrame(void)
7410 {
7411         int i;
7412         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7413         r_waterstate_waterplane_t *p;
7414
7415         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7416                 return;
7417
7418         switch(vid.renderpath)
7419         {
7420         case RENDERPATH_GL20:
7421         case RENDERPATH_CGGL:
7422                 break;
7423         case RENDERPATH_GL13:
7424         case RENDERPATH_GL11:
7425                 return;
7426         }
7427
7428         // set waterwidth and waterheight to the water resolution that will be
7429         // used (often less than the screen resolution for faster rendering)
7430         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7431         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7432
7433         // calculate desired texture sizes
7434         // can't use water if the card does not support the texture size
7435         if (!r_water.integer || r_showsurfaces.integer)
7436                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7437         else if (vid.support.arb_texture_non_power_of_two)
7438         {
7439                 texturewidth = waterwidth;
7440                 textureheight = waterheight;
7441                 camerawidth = waterwidth;
7442                 cameraheight = waterheight;
7443         }
7444         else
7445         {
7446                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7447                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7448                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7449                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7450         }
7451
7452         // allocate textures as needed
7453         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7454         {
7455                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7456                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7457                 {
7458                         if (p->texture_refraction)
7459                                 R_FreeTexture(p->texture_refraction);
7460                         p->texture_refraction = NULL;
7461                         if (p->texture_reflection)
7462                                 R_FreeTexture(p->texture_reflection);
7463                         p->texture_reflection = NULL;
7464                         if (p->texture_camera)
7465                                 R_FreeTexture(p->texture_camera);
7466                         p->texture_camera = NULL;
7467                 }
7468                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7469                 r_waterstate.texturewidth = texturewidth;
7470                 r_waterstate.textureheight = textureheight;
7471                 r_waterstate.camerawidth = camerawidth;
7472                 r_waterstate.cameraheight = cameraheight;
7473         }
7474
7475         if (r_waterstate.texturewidth)
7476         {
7477                 r_waterstate.enabled = true;
7478
7479                 // when doing a reduced render (HDR) we want to use a smaller area
7480                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7481                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7482
7483                 // set up variables that will be used in shader setup
7484                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7485                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7486                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7487                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7488         }
7489
7490         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7491         r_waterstate.numwaterplanes = 0;
7492 }
7493
7494 void R_Water_AddWaterPlane(msurface_t *surface)
7495 {
7496         int triangleindex, planeindex;
7497         const int *e;
7498         vec3_t vert[3];
7499         vec3_t normal;
7500         vec3_t center;
7501         mplane_t plane;
7502         int cam_ent;
7503         r_waterstate_waterplane_t *p;
7504         texture_t *t = R_GetCurrentTexture(surface->texture);
7505         cam_ent = t->camera_entity;
7506         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7507                 cam_ent = 0;
7508
7509         // just use the first triangle with a valid normal for any decisions
7510         VectorClear(normal);
7511         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7512         {
7513                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7514                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7515                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7516                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7517                 if (VectorLength2(normal) >= 0.001)
7518                         break;
7519         }
7520
7521         VectorCopy(normal, plane.normal);
7522         VectorNormalize(plane.normal);
7523         plane.dist = DotProduct(vert[0], plane.normal);
7524         PlaneClassify(&plane);
7525         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7526         {
7527                 // skip backfaces (except if nocullface is set)
7528                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7529                         return;
7530                 VectorNegate(plane.normal, plane.normal);
7531                 plane.dist *= -1;
7532                 PlaneClassify(&plane);
7533         }
7534
7535
7536         // find a matching plane if there is one
7537         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7538                 if(p->camera_entity == t->camera_entity)
7539                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7540                                 break;
7541         if (planeindex >= r_waterstate.maxwaterplanes)
7542                 return; // nothing we can do, out of planes
7543
7544         // if this triangle does not fit any known plane rendered this frame, add one
7545         if (planeindex >= r_waterstate.numwaterplanes)
7546         {
7547                 // store the new plane
7548                 r_waterstate.numwaterplanes++;
7549                 p->plane = plane;
7550                 // clear materialflags and pvs
7551                 p->materialflags = 0;
7552                 p->pvsvalid = false;
7553                 p->camera_entity = t->camera_entity;
7554         }
7555         // merge this surface's materialflags into the waterplane
7556         p->materialflags |= t->currentmaterialflags;
7557         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7558         {
7559                 // merge this surface's PVS into the waterplane
7560                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7561                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7562                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7563                 {
7564                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7565                         p->pvsvalid = true;
7566                 }
7567         }
7568 }
7569
7570 static void R_Water_ProcessPlanes(void)
7571 {
7572         r_refdef_view_t originalview;
7573         r_refdef_view_t myview;
7574         int planeindex;
7575         r_waterstate_waterplane_t *p;
7576         vec3_t visorigin;
7577
7578         originalview = r_refdef.view;
7579
7580         // make sure enough textures are allocated
7581         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7582         {
7583                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7584                 {
7585                         if (!p->texture_refraction)
7586                                 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);
7587                         if (!p->texture_refraction)
7588                                 goto error;
7589                 }
7590                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7591                 {
7592                         if (!p->texture_camera)
7593                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7594                         if (!p->texture_camera)
7595                                 goto error;
7596                 }
7597
7598                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7599                 {
7600                         if (!p->texture_reflection)
7601                                 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);
7602                         if (!p->texture_reflection)
7603                                 goto error;
7604                 }
7605         }
7606
7607         // render views
7608         r_refdef.view = originalview;
7609         r_refdef.view.showdebug = false;
7610         r_refdef.view.width = r_waterstate.waterwidth;
7611         r_refdef.view.height = r_waterstate.waterheight;
7612         r_refdef.view.useclipplane = true;
7613         myview = r_refdef.view;
7614         r_waterstate.renderingscene = true;
7615         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7616         {
7617                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7618                 {
7619                         r_refdef.view = myview;
7620                         // render reflected scene and copy into texture
7621                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7622                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7623                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7624                         r_refdef.view.clipplane = p->plane;
7625                         // reverse the cullface settings for this render
7626                         r_refdef.view.cullface_front = GL_FRONT;
7627                         r_refdef.view.cullface_back = GL_BACK;
7628                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7629                         {
7630                                 r_refdef.view.usecustompvs = true;
7631                                 if (p->pvsvalid)
7632                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7633                                 else
7634                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7635                         }
7636
7637                         R_ResetViewRendering3D();
7638                         R_ClearScreen(r_refdef.fogenabled);
7639                         R_View_Update();
7640                         R_RenderScene();
7641
7642                         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);
7643                 }
7644
7645                 // render the normal view scene and copy into texture
7646                 // (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)
7647                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7648                 {
7649                         r_waterstate.renderingrefraction = true;
7650                         r_refdef.view = myview;
7651
7652                         r_refdef.view.clipplane = p->plane;
7653                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7654                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7655
7656                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7657                         {
7658                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7659                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7660                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7661                                 R_RenderView_UpdateViewVectors();
7662                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7663                         }
7664
7665                         PlaneClassify(&r_refdef.view.clipplane);
7666
7667                         R_ResetViewRendering3D();
7668                         R_ClearScreen(r_refdef.fogenabled);
7669                         R_View_Update();
7670                         R_RenderScene();
7671
7672                         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);
7673                         r_waterstate.renderingrefraction = false;
7674                 }
7675                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7676                 {
7677                         r_refdef.view = myview;
7678
7679                         r_refdef.view.clipplane = p->plane;
7680                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7681                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7682
7683                         r_refdef.view.width = r_waterstate.camerawidth;
7684                         r_refdef.view.height = r_waterstate.cameraheight;
7685                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7686                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7687
7688                         if(p->camera_entity)
7689                         {
7690                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7691                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7692                         }
7693
7694                         // reverse the cullface settings for this render
7695                         r_refdef.view.cullface_front = GL_FRONT;
7696                         r_refdef.view.cullface_back = GL_BACK;
7697                         // also reverse the view matrix
7698                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7699                         R_RenderView_UpdateViewVectors();
7700                         if(p->camera_entity)
7701                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7702                         
7703                         // camera needs no clipplane
7704                         r_refdef.view.useclipplane = false;
7705
7706                         PlaneClassify(&r_refdef.view.clipplane);
7707
7708                         R_ResetViewRendering3D();
7709                         R_ClearScreen(r_refdef.fogenabled);
7710                         R_View_Update();
7711                         R_RenderScene();
7712
7713                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7714                         r_waterstate.renderingrefraction = false;
7715                 }
7716
7717         }
7718         r_waterstate.renderingscene = false;
7719         r_refdef.view = originalview;
7720         R_ResetViewRendering3D();
7721         R_ClearScreen(r_refdef.fogenabled);
7722         R_View_Update();
7723         return;
7724 error:
7725         r_refdef.view = originalview;
7726         r_waterstate.renderingscene = false;
7727         Cvar_SetValueQuick(&r_water, 0);
7728         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7729         return;
7730 }
7731
7732 void R_Bloom_StartFrame(void)
7733 {
7734         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7735
7736         switch(vid.renderpath)
7737         {
7738         case RENDERPATH_GL20:
7739         case RENDERPATH_CGGL:
7740                 break;
7741         case RENDERPATH_GL13:
7742         case RENDERPATH_GL11:
7743                 return;
7744         }
7745
7746         // set bloomwidth and bloomheight to the bloom resolution that will be
7747         // used (often less than the screen resolution for faster rendering)
7748         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7749         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7750         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7751         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7752         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7753
7754         // calculate desired texture sizes
7755         if (vid.support.arb_texture_non_power_of_two)
7756         {
7757                 screentexturewidth = r_refdef.view.width;
7758                 screentextureheight = r_refdef.view.height;
7759                 bloomtexturewidth = r_bloomstate.bloomwidth;
7760                 bloomtextureheight = r_bloomstate.bloomheight;
7761         }
7762         else
7763         {
7764                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7765                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7766                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7767                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7768         }
7769
7770         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))
7771         {
7772                 Cvar_SetValueQuick(&r_hdr, 0);
7773                 Cvar_SetValueQuick(&r_bloom, 0);
7774                 Cvar_SetValueQuick(&r_motionblur, 0);
7775                 Cvar_SetValueQuick(&r_damageblur, 0);
7776         }
7777
7778         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)))
7779                 screentexturewidth = screentextureheight = 0;
7780         if (!r_hdr.integer && !r_bloom.integer)
7781                 bloomtexturewidth = bloomtextureheight = 0;
7782
7783         // allocate textures as needed
7784         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7785         {
7786                 if (r_bloomstate.texture_screen)
7787                         R_FreeTexture(r_bloomstate.texture_screen);
7788                 r_bloomstate.texture_screen = NULL;
7789                 r_bloomstate.screentexturewidth = screentexturewidth;
7790                 r_bloomstate.screentextureheight = screentextureheight;
7791                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7792                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7793         }
7794         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7795         {
7796                 if (r_bloomstate.texture_bloom)
7797                         R_FreeTexture(r_bloomstate.texture_bloom);
7798                 r_bloomstate.texture_bloom = NULL;
7799                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7800                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7801                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7802                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7803         }
7804
7805         // when doing a reduced render (HDR) we want to use a smaller area
7806         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7807         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7808         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7809         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7810         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7811
7812         // set up a texcoord array for the full resolution screen image
7813         // (we have to keep this around to copy back during final render)
7814         r_bloomstate.screentexcoord2f[0] = 0;
7815         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7816         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7817         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7818         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7819         r_bloomstate.screentexcoord2f[5] = 0;
7820         r_bloomstate.screentexcoord2f[6] = 0;
7821         r_bloomstate.screentexcoord2f[7] = 0;
7822
7823         // set up a texcoord array for the reduced resolution bloom image
7824         // (which will be additive blended over the screen image)
7825         r_bloomstate.bloomtexcoord2f[0] = 0;
7826         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7827         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7828         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7829         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7830         r_bloomstate.bloomtexcoord2f[5] = 0;
7831         r_bloomstate.bloomtexcoord2f[6] = 0;
7832         r_bloomstate.bloomtexcoord2f[7] = 0;
7833
7834         if (r_hdr.integer || r_bloom.integer)
7835         {
7836                 r_bloomstate.enabled = true;
7837                 r_bloomstate.hdr = r_hdr.integer != 0;
7838         }
7839
7840         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);
7841 }
7842
7843 void R_Bloom_CopyBloomTexture(float colorscale)
7844 {
7845         r_refdef.stats.bloom++;
7846
7847         // scale down screen texture to the bloom texture size
7848         CHECKGLERROR
7849         R_SetViewport(&r_bloomstate.viewport);
7850         GL_BlendFunc(GL_ONE, GL_ZERO);
7851         GL_Color(colorscale, colorscale, colorscale, 1);
7852         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7853         // TODO: do boxfilter scale-down in shader?
7854         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7855         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7856         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7857
7858         // we now have a bloom image in the framebuffer
7859         // copy it into the bloom image texture for later processing
7860         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);
7861         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7862 }
7863
7864 void R_Bloom_CopyHDRTexture(void)
7865 {
7866         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);
7867         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7868 }
7869
7870 void R_Bloom_MakeTexture(void)
7871 {
7872         int x, range, dir;
7873         float xoffset, yoffset, r, brighten;
7874
7875         r_refdef.stats.bloom++;
7876
7877         R_ResetViewRendering2D();
7878
7879         // we have a bloom image in the framebuffer
7880         CHECKGLERROR
7881         R_SetViewport(&r_bloomstate.viewport);
7882
7883         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7884         {
7885                 x *= 2;
7886                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7887                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7888                 GL_Color(r,r,r,1);
7889                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7890                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7891                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7892                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7893
7894                 // copy the vertically blurred bloom view to a texture
7895                 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);
7896                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7897         }
7898
7899         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7900         brighten = r_bloom_brighten.value;
7901         if (r_hdr.integer)
7902                 brighten *= r_hdr_range.value;
7903         brighten = sqrt(brighten);
7904         if(range >= 1)
7905                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7906         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7907
7908         for (dir = 0;dir < 2;dir++)
7909         {
7910                 // blend on at multiple vertical offsets to achieve a vertical blur
7911                 // TODO: do offset blends using GLSL
7912                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7913                 GL_BlendFunc(GL_ONE, GL_ZERO);
7914                 for (x = -range;x <= range;x++)
7915                 {
7916                         if (!dir){xoffset = 0;yoffset = x;}
7917                         else {xoffset = x;yoffset = 0;}
7918                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7919                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7920                         // compute a texcoord array with the specified x and y offset
7921                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7922                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7923                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7924                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7925                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7926                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7927                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7928                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7929                         // this r value looks like a 'dot' particle, fading sharply to
7930                         // black at the edges
7931                         // (probably not realistic but looks good enough)
7932                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7933                         //r = brighten/(range*2+1);
7934                         r = brighten / (range * 2 + 1);
7935                         if(range >= 1)
7936                                 r *= (1 - x*x/(float)(range*range));
7937                         GL_Color(r, r, r, 1);
7938                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7939                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7940                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7941                         GL_BlendFunc(GL_ONE, GL_ONE);
7942                 }
7943
7944                 // copy the vertically blurred bloom view to a texture
7945                 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);
7946                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7947         }
7948
7949         // apply subtract last
7950         // (just like it would be in a GLSL shader)
7951         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7952         {
7953                 GL_BlendFunc(GL_ONE, GL_ZERO);
7954                 GL_Color(1,1,1,1);
7955                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7956                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7957                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7958                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7959
7960                 GL_BlendFunc(GL_ONE, GL_ONE);
7961                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7962                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7963                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7964                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7965                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7966                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7967                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7968
7969                 // copy the darkened bloom view to a texture
7970                 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);
7971                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7972         }
7973 }
7974
7975 void R_HDR_RenderBloomTexture(void)
7976 {
7977         int oldwidth, oldheight;
7978         float oldcolorscale;
7979
7980         oldcolorscale = r_refdef.view.colorscale;
7981         oldwidth = r_refdef.view.width;
7982         oldheight = r_refdef.view.height;
7983         r_refdef.view.width = r_bloomstate.bloomwidth;
7984         r_refdef.view.height = r_bloomstate.bloomheight;
7985
7986         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7987         // TODO: add exposure compensation features
7988         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7989
7990         r_refdef.view.showdebug = false;
7991         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7992
7993         R_ResetViewRendering3D();
7994
7995         R_ClearScreen(r_refdef.fogenabled);
7996         if (r_timereport_active)
7997                 R_TimeReport("HDRclear");
7998
7999         R_View_Update();
8000         if (r_timereport_active)
8001                 R_TimeReport("visibility");
8002
8003         // only do secondary renders with HDR if r_hdr is 2 or higher
8004         r_waterstate.numwaterplanes = 0;
8005         if (r_waterstate.enabled && r_hdr.integer >= 2)
8006                 R_RenderWaterPlanes();
8007
8008         r_refdef.view.showdebug = true;
8009         R_RenderScene();
8010         r_waterstate.numwaterplanes = 0;
8011
8012         R_ResetViewRendering2D();
8013
8014         R_Bloom_CopyHDRTexture();
8015         R_Bloom_MakeTexture();
8016
8017         // restore the view settings
8018         r_refdef.view.width = oldwidth;
8019         r_refdef.view.height = oldheight;
8020         r_refdef.view.colorscale = oldcolorscale;
8021
8022         R_ResetViewRendering3D();
8023
8024         R_ClearScreen(r_refdef.fogenabled);
8025         if (r_timereport_active)
8026                 R_TimeReport("viewclear");
8027 }
8028
8029 static void R_BlendView(void)
8030 {
8031         unsigned int permutation;
8032         float uservecs[4][4];
8033
8034         switch (vid.renderpath)
8035         {
8036         case RENDERPATH_GL20:
8037         case RENDERPATH_CGGL:
8038                 permutation =
8039                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8040                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8041                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8042                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8043                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8044
8045                 if (r_bloomstate.texture_screen)
8046                 {
8047                         // make sure the buffer is available
8048                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8049
8050                         R_ResetViewRendering2D();
8051
8052                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8053                         {
8054                                 // declare variables
8055                                 float speed;
8056                                 static float avgspeed;
8057
8058                                 speed = VectorLength(cl.movement_velocity);
8059
8060                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8061                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8062
8063                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8064                                 speed = bound(0, speed, 1);
8065                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8066
8067                                 // calculate values into a standard alpha
8068                                 cl.motionbluralpha = 1 - exp(-
8069                                                 (
8070                                                  (r_motionblur.value * speed / 80)
8071                                                  +
8072                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8073                                                 )
8074                                                 /
8075                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8076                                            );
8077
8078                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8079                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8080                                 // apply the blur
8081                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8082                                 {
8083                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8084                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8085                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8086                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8087                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8088                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8089                                 }
8090                         }
8091
8092                         // copy view into the screen texture
8093                         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);
8094                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8095                 }
8096                 else if (!r_bloomstate.texture_bloom)
8097                 {
8098                         // we may still have to do view tint...
8099                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8100                         {
8101                                 // apply a color tint to the whole view
8102                                 R_ResetViewRendering2D();
8103                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8104                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8105                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8106                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8107                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8108                         }
8109                         break; // no screen processing, no bloom, skip it
8110                 }
8111
8112                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8113                 {
8114                         // render simple bloom effect
8115                         // copy the screen and shrink it and darken it for the bloom process
8116                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8117                         // make the bloom texture
8118                         R_Bloom_MakeTexture();
8119                 }
8120
8121 #if _MSC_VER >= 1400
8122 #define sscanf sscanf_s
8123 #endif
8124                 memset(uservecs, 0, sizeof(uservecs));
8125                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8126                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8127                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8128                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8129
8130                 R_ResetViewRendering2D();
8131                 GL_Color(1, 1, 1, 1);
8132                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8133                 GL_BlendFunc(GL_ONE, GL_ZERO);
8134
8135                 switch(vid.renderpath)
8136                 {
8137                 case RENDERPATH_GL20:
8138                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8139                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8140                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8141                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8142                         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]);
8143                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8144                         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]);
8145                         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]);
8146                         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]);
8147                         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]);
8148                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8149                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8150                         break;
8151                 case RENDERPATH_CGGL:
8152 #ifdef SUPPORTCG
8153                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8154                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8155                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8156                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8157                         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
8158                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8159                         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
8160                         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
8161                         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
8162                         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
8163                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8164                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8165 #endif
8166                         break;
8167                 default:
8168                         break;
8169                 }
8170                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8171                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8172                 break;
8173         case RENDERPATH_GL13:
8174         case RENDERPATH_GL11:
8175                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8176                 {
8177                         // apply a color tint to the whole view
8178                         R_ResetViewRendering2D();
8179                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8180                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8181                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8182                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8183                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8184                 }
8185                 break;
8186         }
8187 }
8188
8189 matrix4x4_t r_waterscrollmatrix;
8190
8191 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8192 {
8193         if (r_refdef.fog_density)
8194         {
8195                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8196                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8197                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8198
8199                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8200                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8201                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8202                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8203
8204                 {
8205                         vec3_t fogvec;
8206                         VectorCopy(r_refdef.fogcolor, fogvec);
8207                         //   color.rgb *= ContrastBoost * SceneBrightness;
8208                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8209                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8210                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8211                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8212                 }
8213         }
8214 }
8215
8216 void R_UpdateVariables(void)
8217 {
8218         R_Textures_Frame();
8219
8220         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8221
8222         r_refdef.farclip = r_farclip_base.value;
8223         if (r_refdef.scene.worldmodel)
8224                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8225         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8226
8227         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8228                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8229         r_refdef.polygonfactor = 0;
8230         r_refdef.polygonoffset = 0;
8231         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8232         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8233
8234         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8235         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8236         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8237         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8238         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8239         if (r_showsurfaces.integer)
8240         {
8241                 r_refdef.scene.rtworld = false;
8242                 r_refdef.scene.rtworldshadows = false;
8243                 r_refdef.scene.rtdlight = false;
8244                 r_refdef.scene.rtdlightshadows = false;
8245                 r_refdef.lightmapintensity = 0;
8246         }
8247
8248         if (gamemode == GAME_NEHAHRA)
8249         {
8250                 if (gl_fogenable.integer)
8251                 {
8252                         r_refdef.oldgl_fogenable = true;
8253                         r_refdef.fog_density = gl_fogdensity.value;
8254                         r_refdef.fog_red = gl_fogred.value;
8255                         r_refdef.fog_green = gl_foggreen.value;
8256                         r_refdef.fog_blue = gl_fogblue.value;
8257                         r_refdef.fog_alpha = 1;
8258                         r_refdef.fog_start = 0;
8259                         r_refdef.fog_end = gl_skyclip.value;
8260                         r_refdef.fog_height = 1<<30;
8261                         r_refdef.fog_fadedepth = 128;
8262                 }
8263                 else if (r_refdef.oldgl_fogenable)
8264                 {
8265                         r_refdef.oldgl_fogenable = false;
8266                         r_refdef.fog_density = 0;
8267                         r_refdef.fog_red = 0;
8268                         r_refdef.fog_green = 0;
8269                         r_refdef.fog_blue = 0;
8270                         r_refdef.fog_alpha = 0;
8271                         r_refdef.fog_start = 0;
8272                         r_refdef.fog_end = 0;
8273                         r_refdef.fog_height = 1<<30;
8274                         r_refdef.fog_fadedepth = 128;
8275                 }
8276         }
8277
8278         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8279         r_refdef.fog_start = max(0, r_refdef.fog_start);
8280         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8281
8282         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8283
8284         if (r_refdef.fog_density && r_drawfog.integer)
8285         {
8286                 r_refdef.fogenabled = true;
8287                 // this is the point where the fog reaches 0.9986 alpha, which we
8288                 // consider a good enough cutoff point for the texture
8289                 // (0.9986 * 256 == 255.6)
8290                 if (r_fog_exp2.integer)
8291                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8292                 else
8293                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8294                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8295                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8296                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8297                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8298                         R_BuildFogHeightTexture();
8299                 // fog color was already set
8300                 // update the fog texture
8301                 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)
8302                         R_BuildFogTexture();
8303                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8304                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8305         }
8306         else
8307                 r_refdef.fogenabled = false;
8308
8309         switch(vid.renderpath)
8310         {
8311         case RENDERPATH_GL20:
8312         case RENDERPATH_CGGL:
8313                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8314                 {
8315                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8316                         {
8317                                 // build GLSL gamma texture
8318 #define RAMPWIDTH 256
8319                                 unsigned short ramp[RAMPWIDTH * 3];
8320                                 unsigned char rampbgr[RAMPWIDTH][4];
8321                                 int i;
8322
8323                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8324
8325                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8326                                 for(i = 0; i < RAMPWIDTH; ++i)
8327                                 {
8328                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8329                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8330                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8331                                         rampbgr[i][3] = 0;
8332                                 }
8333                                 if (r_texture_gammaramps)
8334                                 {
8335                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8336                                 }
8337                                 else
8338                                 {
8339                                         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);
8340                                 }
8341                         }
8342                 }
8343                 else
8344                 {
8345                         // remove GLSL gamma texture
8346                 }
8347                 break;
8348         case RENDERPATH_GL13:
8349         case RENDERPATH_GL11:
8350                 break;
8351         }
8352 }
8353
8354 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8355 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8356 /*
8357 ================
8358 R_SelectScene
8359 ================
8360 */
8361 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8362         if( scenetype != r_currentscenetype ) {
8363                 // store the old scenetype
8364                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8365                 r_currentscenetype = scenetype;
8366                 // move in the new scene
8367                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8368         }
8369 }
8370
8371 /*
8372 ================
8373 R_GetScenePointer
8374 ================
8375 */
8376 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8377 {
8378         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8379         if( scenetype == r_currentscenetype ) {
8380                 return &r_refdef.scene;
8381         } else {
8382                 return &r_scenes_store[ scenetype ];
8383         }
8384 }
8385
8386 /*
8387 ================
8388 R_RenderView
8389 ================
8390 */
8391 void R_RenderView(void)
8392 {
8393         if (r_timereport_active)
8394                 R_TimeReport("start");
8395         r_textureframe++; // used only by R_GetCurrentTexture
8396         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8397
8398         if (!r_drawentities.integer)
8399                 r_refdef.scene.numentities = 0;
8400
8401         R_AnimCache_ClearCache();
8402         R_FrameData_NewFrame();
8403
8404         if (r_refdef.view.isoverlay)
8405         {
8406                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8407                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8408                 R_TimeReport("depthclear");
8409
8410                 r_refdef.view.showdebug = false;
8411
8412                 r_waterstate.enabled = false;
8413                 r_waterstate.numwaterplanes = 0;
8414
8415                 R_RenderScene();
8416
8417                 CHECKGLERROR
8418                 return;
8419         }
8420
8421         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8422                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8423
8424         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8425
8426         R_RenderView_UpdateViewVectors();
8427
8428         R_Shadow_UpdateWorldLightSelection();
8429
8430         R_Bloom_StartFrame();
8431         R_Water_StartFrame();
8432
8433         CHECKGLERROR
8434         if (r_timereport_active)
8435                 R_TimeReport("viewsetup");
8436
8437         R_ResetViewRendering3D();
8438
8439         if (r_refdef.view.clear || r_refdef.fogenabled)
8440         {
8441                 R_ClearScreen(r_refdef.fogenabled);
8442                 if (r_timereport_active)
8443                         R_TimeReport("viewclear");
8444         }
8445         r_refdef.view.clear = true;
8446
8447         // this produces a bloom texture to be used in R_BlendView() later
8448         if (r_hdr.integer && r_bloomstate.bloomwidth)
8449         {
8450                 R_HDR_RenderBloomTexture();
8451                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8452                 r_textureframe++; // used only by R_GetCurrentTexture
8453         }
8454
8455         r_refdef.view.showdebug = true;
8456
8457         R_View_Update();
8458         if (r_timereport_active)
8459                 R_TimeReport("visibility");
8460
8461         r_waterstate.numwaterplanes = 0;
8462         if (r_waterstate.enabled)
8463                 R_RenderWaterPlanes();
8464
8465         R_RenderScene();
8466         r_waterstate.numwaterplanes = 0;
8467
8468         R_BlendView();
8469         if (r_timereport_active)
8470                 R_TimeReport("blendview");
8471
8472         GL_Scissor(0, 0, vid.width, vid.height);
8473         GL_ScissorTest(false);
8474         CHECKGLERROR
8475 }
8476
8477 void R_RenderWaterPlanes(void)
8478 {
8479         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8480         {
8481                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8482                 if (r_timereport_active)
8483                         R_TimeReport("waterworld");
8484         }
8485
8486         // don't let sound skip if going slow
8487         if (r_refdef.scene.extraupdate)
8488                 S_ExtraUpdate ();
8489
8490         R_DrawModelsAddWaterPlanes();
8491         if (r_timereport_active)
8492                 R_TimeReport("watermodels");
8493
8494         if (r_waterstate.numwaterplanes)
8495         {
8496                 R_Water_ProcessPlanes();
8497                 if (r_timereport_active)
8498                         R_TimeReport("waterscenes");
8499         }
8500 }
8501
8502 extern void R_DrawLightningBeams (void);
8503 extern void VM_CL_AddPolygonsToMeshQueue (void);
8504 extern void R_DrawPortals (void);
8505 extern cvar_t cl_locs_show;
8506 static void R_DrawLocs(void);
8507 static void R_DrawEntityBBoxes(void);
8508 static void R_DrawModelDecals(void);
8509 extern void R_DrawModelShadows(void);
8510 extern void R_DrawModelShadowMaps(void);
8511 extern cvar_t cl_decals_newsystem;
8512 extern qboolean r_shadow_usingdeferredprepass;
8513 void R_RenderScene(void)
8514 {
8515         qboolean shadowmapping = false;
8516
8517         if (r_timereport_active)
8518                 R_TimeReport("beginscene");
8519
8520         r_refdef.stats.renders++;
8521
8522         R_UpdateFogColor();
8523
8524         // don't let sound skip if going slow
8525         if (r_refdef.scene.extraupdate)
8526                 S_ExtraUpdate ();
8527
8528         R_MeshQueue_BeginScene();
8529
8530         R_SkyStartFrame();
8531
8532         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);
8533
8534         if (r_timereport_active)
8535                 R_TimeReport("skystartframe");
8536
8537         if (cl.csqc_vidvars.drawworld)
8538         {
8539                 // don't let sound skip if going slow
8540                 if (r_refdef.scene.extraupdate)
8541                         S_ExtraUpdate ();
8542
8543                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8544                 {
8545                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8546                         if (r_timereport_active)
8547                                 R_TimeReport("worldsky");
8548                 }
8549
8550                 if (R_DrawBrushModelsSky() && r_timereport_active)
8551                         R_TimeReport("bmodelsky");
8552
8553                 if (skyrendermasked && skyrenderlater)
8554                 {
8555                         // we have to force off the water clipping plane while rendering sky
8556                         R_SetupView(false);
8557                         R_Sky();
8558                         R_SetupView(true);
8559                         if (r_timereport_active)
8560                                 R_TimeReport("sky");
8561                 }
8562         }
8563
8564         R_AnimCache_CacheVisibleEntities();
8565         if (r_timereport_active)
8566                 R_TimeReport("animation");
8567
8568         R_Shadow_PrepareLights();
8569         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8570                 R_Shadow_PrepareModelShadows();
8571         if (r_timereport_active)
8572                 R_TimeReport("preparelights");
8573
8574         if (R_Shadow_ShadowMappingEnabled())
8575                 shadowmapping = true;
8576
8577         if (r_shadow_usingdeferredprepass)
8578                 R_Shadow_DrawPrepass();
8579
8580         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8581         {
8582                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8583                 if (r_timereport_active)
8584                         R_TimeReport("worlddepth");
8585         }
8586         if (r_depthfirst.integer >= 2)
8587         {
8588                 R_DrawModelsDepth();
8589                 if (r_timereport_active)
8590                         R_TimeReport("modeldepth");
8591         }
8592
8593         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8594         {
8595                 R_DrawModelShadowMaps();
8596                 R_ResetViewRendering3D();
8597                 // don't let sound skip if going slow
8598                 if (r_refdef.scene.extraupdate)
8599                         S_ExtraUpdate ();
8600         }
8601
8602         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8603         {
8604                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8605                 if (r_timereport_active)
8606                         R_TimeReport("world");
8607         }
8608
8609         // don't let sound skip if going slow
8610         if (r_refdef.scene.extraupdate)
8611                 S_ExtraUpdate ();
8612
8613         R_DrawModels();
8614         if (r_timereport_active)
8615                 R_TimeReport("models");
8616
8617         // don't let sound skip if going slow
8618         if (r_refdef.scene.extraupdate)
8619                 S_ExtraUpdate ();
8620
8621         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8622         {
8623                 R_DrawModelShadows();
8624                 R_ResetViewRendering3D();
8625                 // don't let sound skip if going slow
8626                 if (r_refdef.scene.extraupdate)
8627                         S_ExtraUpdate ();
8628         }
8629
8630         if (!r_shadow_usingdeferredprepass)
8631         {
8632                 R_Shadow_DrawLights();
8633                 if (r_timereport_active)
8634                         R_TimeReport("rtlights");
8635         }
8636
8637         // don't let sound skip if going slow
8638         if (r_refdef.scene.extraupdate)
8639                 S_ExtraUpdate ();
8640
8641         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8642         {
8643                 R_DrawModelShadows();
8644                 R_ResetViewRendering3D();
8645                 // don't let sound skip if going slow
8646                 if (r_refdef.scene.extraupdate)
8647                         S_ExtraUpdate ();
8648         }
8649
8650         if (cl.csqc_vidvars.drawworld)
8651         {
8652                 if (cl_decals_newsystem.integer)
8653                 {
8654                         R_DrawModelDecals();
8655                         if (r_timereport_active)
8656                                 R_TimeReport("modeldecals");
8657                 }
8658                 else
8659                 {
8660                         R_DrawDecals();
8661                         if (r_timereport_active)
8662                                 R_TimeReport("decals");
8663                 }
8664
8665                 R_DrawParticles();
8666                 if (r_timereport_active)
8667                         R_TimeReport("particles");
8668
8669                 R_DrawExplosions();
8670                 if (r_timereport_active)
8671                         R_TimeReport("explosions");
8672
8673                 R_DrawLightningBeams();
8674                 if (r_timereport_active)
8675                         R_TimeReport("lightning");
8676         }
8677
8678         VM_CL_AddPolygonsToMeshQueue();
8679
8680         if (r_refdef.view.showdebug)
8681         {
8682                 if (cl_locs_show.integer)
8683                 {
8684                         R_DrawLocs();
8685                         if (r_timereport_active)
8686                                 R_TimeReport("showlocs");
8687                 }
8688
8689                 if (r_drawportals.integer)
8690                 {
8691                         R_DrawPortals();
8692                         if (r_timereport_active)
8693                                 R_TimeReport("portals");
8694                 }
8695
8696                 if (r_showbboxes.value > 0)
8697                 {
8698                         R_DrawEntityBBoxes();
8699                         if (r_timereport_active)
8700                                 R_TimeReport("bboxes");
8701                 }
8702         }
8703
8704         R_MeshQueue_RenderTransparent();
8705         if (r_timereport_active)
8706                 R_TimeReport("drawtrans");
8707
8708         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))
8709         {
8710                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8711                 if (r_timereport_active)
8712                         R_TimeReport("worlddebug");
8713                 R_DrawModelsDebug();
8714                 if (r_timereport_active)
8715                         R_TimeReport("modeldebug");
8716         }
8717
8718         if (cl.csqc_vidvars.drawworld)
8719         {
8720                 R_Shadow_DrawCoronas();
8721                 if (r_timereport_active)
8722                         R_TimeReport("coronas");
8723         }
8724
8725         // don't let sound skip if going slow
8726         if (r_refdef.scene.extraupdate)
8727                 S_ExtraUpdate ();
8728
8729         R_ResetViewRendering2D();
8730 }
8731
8732 static const unsigned short bboxelements[36] =
8733 {
8734         5, 1, 3, 5, 3, 7,
8735         6, 2, 0, 6, 0, 4,
8736         7, 3, 2, 7, 2, 6,
8737         4, 0, 1, 4, 1, 5,
8738         4, 5, 7, 4, 7, 6,
8739         1, 0, 2, 1, 2, 3,
8740 };
8741
8742 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8743 {
8744         int i;
8745         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8746
8747         RSurf_ActiveWorldEntity();
8748
8749         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8750         GL_DepthMask(false);
8751         GL_DepthRange(0, 1);
8752         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8753         R_Mesh_ResetTextureState();
8754
8755         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8756         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8757         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8758         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8759         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8760         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8761         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8762         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8763         R_FillColors(color4f, 8, cr, cg, cb, ca);
8764         if (r_refdef.fogenabled)
8765         {
8766                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8767                 {
8768                         f1 = RSurf_FogVertex(v);
8769                         f2 = 1 - f1;
8770                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8771                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8772                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8773                 }
8774         }
8775         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8776         R_Mesh_ResetTextureState();
8777         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8778         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8779 }
8780
8781 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8782 {
8783         int i;
8784         float color[4];
8785         prvm_edict_t *edict;
8786         prvm_prog_t *prog_save = prog;
8787
8788         // this function draws bounding boxes of server entities
8789         if (!sv.active)
8790                 return;
8791
8792         GL_CullFace(GL_NONE);
8793         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8794
8795         prog = 0;
8796         SV_VM_Begin();
8797         for (i = 0;i < numsurfaces;i++)
8798         {
8799                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8800                 switch ((int)edict->fields.server->solid)
8801                 {
8802                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8803                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8804                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8805                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8806                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8807                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8808                 }
8809                 color[3] *= r_showbboxes.value;
8810                 color[3] = bound(0, color[3], 1);
8811                 GL_DepthTest(!r_showdisabledepthtest.integer);
8812                 GL_CullFace(r_refdef.view.cullface_front);
8813                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8814         }
8815         SV_VM_End();
8816         prog = prog_save;
8817 }
8818
8819 static void R_DrawEntityBBoxes(void)
8820 {
8821         int i;
8822         prvm_edict_t *edict;
8823         vec3_t center;
8824         prvm_prog_t *prog_save = prog;
8825
8826         // this function draws bounding boxes of server entities
8827         if (!sv.active)
8828                 return;
8829
8830         prog = 0;
8831         SV_VM_Begin();
8832         for (i = 0;i < prog->num_edicts;i++)
8833         {
8834                 edict = PRVM_EDICT_NUM(i);
8835                 if (edict->priv.server->free)
8836                         continue;
8837                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8838                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8839                         continue;
8840                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8841                         continue;
8842                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8843                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8844         }
8845         SV_VM_End();
8846         prog = prog_save;
8847 }
8848
8849 static const int nomodelelement3i[24] =
8850 {
8851         5, 2, 0,
8852         5, 1, 2,
8853         5, 0, 3,
8854         5, 3, 1,
8855         0, 2, 4,
8856         2, 1, 4,
8857         3, 0, 4,
8858         1, 3, 4
8859 };
8860
8861 static const unsigned short nomodelelement3s[24] =
8862 {
8863         5, 2, 0,
8864         5, 1, 2,
8865         5, 0, 3,
8866         5, 3, 1,
8867         0, 2, 4,
8868         2, 1, 4,
8869         3, 0, 4,
8870         1, 3, 4
8871 };
8872
8873 static const float nomodelvertex3f[6*3] =
8874 {
8875         -16,   0,   0,
8876          16,   0,   0,
8877           0, -16,   0,
8878           0,  16,   0,
8879           0,   0, -16,
8880           0,   0,  16
8881 };
8882
8883 static const float nomodelcolor4f[6*4] =
8884 {
8885         0.0f, 0.0f, 0.5f, 1.0f,
8886         0.0f, 0.0f, 0.5f, 1.0f,
8887         0.0f, 0.5f, 0.0f, 1.0f,
8888         0.0f, 0.5f, 0.0f, 1.0f,
8889         0.5f, 0.0f, 0.0f, 1.0f,
8890         0.5f, 0.0f, 0.0f, 1.0f
8891 };
8892
8893 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8894 {
8895         int i;
8896         float f1, f2, *c;
8897         float color4f[6*4];
8898
8899         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);
8900
8901         // this is only called once per entity so numsurfaces is always 1, and
8902         // surfacelist is always {0}, so this code does not handle batches
8903
8904         if (rsurface.ent_flags & RENDER_ADDITIVE)
8905         {
8906                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8907                 GL_DepthMask(false);
8908         }
8909         else if (rsurface.colormod[3] < 1)
8910         {
8911                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8912                 GL_DepthMask(false);
8913         }
8914         else
8915         {
8916                 GL_BlendFunc(GL_ONE, GL_ZERO);
8917                 GL_DepthMask(true);
8918         }
8919         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8920         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8921         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8922         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8923         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8924         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8925         for (i = 0, c = color4f;i < 6;i++, c += 4)
8926         {
8927                 c[0] *= rsurface.colormod[0];
8928                 c[1] *= rsurface.colormod[1];
8929                 c[2] *= rsurface.colormod[2];
8930                 c[3] *= rsurface.colormod[3];
8931         }
8932         if (r_refdef.fogenabled)
8933         {
8934                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8935                 {
8936                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8937                         f2 = 1 - f1;
8938                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8939                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8940                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8941                 }
8942         }
8943         R_Mesh_ResetTextureState();
8944         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8945         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8946 }
8947
8948 void R_DrawNoModel(entity_render_t *ent)
8949 {
8950         vec3_t org;
8951         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8952         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8953                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8954         else
8955                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8956 }
8957
8958 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8959 {
8960         vec3_t right1, right2, diff, normal;
8961
8962         VectorSubtract (org2, org1, normal);
8963
8964         // calculate 'right' vector for start
8965         VectorSubtract (r_refdef.view.origin, org1, diff);
8966         CrossProduct (normal, diff, right1);
8967         VectorNormalize (right1);
8968
8969         // calculate 'right' vector for end
8970         VectorSubtract (r_refdef.view.origin, org2, diff);
8971         CrossProduct (normal, diff, right2);
8972         VectorNormalize (right2);
8973
8974         vert[ 0] = org1[0] + width * right1[0];
8975         vert[ 1] = org1[1] + width * right1[1];
8976         vert[ 2] = org1[2] + width * right1[2];
8977         vert[ 3] = org1[0] - width * right1[0];
8978         vert[ 4] = org1[1] - width * right1[1];
8979         vert[ 5] = org1[2] - width * right1[2];
8980         vert[ 6] = org2[0] - width * right2[0];
8981         vert[ 7] = org2[1] - width * right2[1];
8982         vert[ 8] = org2[2] - width * right2[2];
8983         vert[ 9] = org2[0] + width * right2[0];
8984         vert[10] = org2[1] + width * right2[1];
8985         vert[11] = org2[2] + width * right2[2];
8986 }
8987
8988 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)
8989 {
8990         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8991         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8992         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8993         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8994         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8995         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8996         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8997         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8998         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8999         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9000         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9001         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9002 }
9003
9004 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9005 {
9006         int i;
9007         float *vertex3f;
9008         float v[3];
9009         VectorSet(v, x, y, z);
9010         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9011                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9012                         break;
9013         if (i == mesh->numvertices)
9014         {
9015                 if (mesh->numvertices < mesh->maxvertices)
9016                 {
9017                         VectorCopy(v, vertex3f);
9018                         mesh->numvertices++;
9019                 }
9020                 return mesh->numvertices;
9021         }
9022         else
9023                 return i;
9024 }
9025
9026 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9027 {
9028         int i;
9029         int *e, element[3];
9030         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9031         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9032         e = mesh->element3i + mesh->numtriangles * 3;
9033         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9034         {
9035                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9036                 if (mesh->numtriangles < mesh->maxtriangles)
9037                 {
9038                         *e++ = element[0];
9039                         *e++ = element[1];
9040                         *e++ = element[2];
9041                         mesh->numtriangles++;
9042                 }
9043                 element[1] = element[2];
9044         }
9045 }
9046
9047 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9048 {
9049         int i;
9050         int *e, element[3];
9051         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9052         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9053         e = mesh->element3i + mesh->numtriangles * 3;
9054         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9055         {
9056                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9057                 if (mesh->numtriangles < mesh->maxtriangles)
9058                 {
9059                         *e++ = element[0];
9060                         *e++ = element[1];
9061                         *e++ = element[2];
9062                         mesh->numtriangles++;
9063                 }
9064                 element[1] = element[2];
9065         }
9066 }
9067
9068 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9069 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9070 {
9071         int planenum, planenum2;
9072         int w;
9073         int tempnumpoints;
9074         mplane_t *plane, *plane2;
9075         double maxdist;
9076         double temppoints[2][256*3];
9077         // figure out how large a bounding box we need to properly compute this brush
9078         maxdist = 0;
9079         for (w = 0;w < numplanes;w++)
9080                 maxdist = max(maxdist, fabs(planes[w].dist));
9081         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9082         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9083         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9084         {
9085                 w = 0;
9086                 tempnumpoints = 4;
9087                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9088                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9089                 {
9090                         if (planenum2 == planenum)
9091                                 continue;
9092                         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);
9093                         w = !w;
9094                 }
9095                 if (tempnumpoints < 3)
9096                         continue;
9097                 // generate elements forming a triangle fan for this polygon
9098                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9099         }
9100 }
9101
9102 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)
9103 {
9104         texturelayer_t *layer;
9105         layer = t->currentlayers + t->currentnumlayers++;
9106         layer->type = type;
9107         layer->depthmask = depthmask;
9108         layer->blendfunc1 = blendfunc1;
9109         layer->blendfunc2 = blendfunc2;
9110         layer->texture = texture;
9111         layer->texmatrix = *matrix;
9112         layer->color[0] = r;
9113         layer->color[1] = g;
9114         layer->color[2] = b;
9115         layer->color[3] = a;
9116 }
9117
9118 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9119 {
9120         double index, f;
9121         index = parms[2] + r_refdef.scene.time * parms[3];
9122         index -= floor(index);
9123         switch (func)
9124         {
9125         default:
9126         case Q3WAVEFUNC_NONE:
9127         case Q3WAVEFUNC_NOISE:
9128         case Q3WAVEFUNC_COUNT:
9129                 f = 0;
9130                 break;
9131         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9132         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9133         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9134         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9135         case Q3WAVEFUNC_TRIANGLE:
9136                 index *= 4;
9137                 f = index - floor(index);
9138                 if (index < 1)
9139                         f = f;
9140                 else if (index < 2)
9141                         f = 1 - f;
9142                 else if (index < 3)
9143                         f = -f;
9144                 else
9145                         f = -(1 - f);
9146                 break;
9147         }
9148         return (float)(parms[0] + parms[1] * f);
9149 }
9150
9151 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9152 {
9153         int w, h, idx;
9154         float f;
9155         float tcmat[12];
9156         matrix4x4_t matrix, temp;
9157         switch(tcmod->tcmod)
9158         {
9159                 case Q3TCMOD_COUNT:
9160                 case Q3TCMOD_NONE:
9161                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9162                                 matrix = r_waterscrollmatrix;
9163                         else
9164                                 matrix = identitymatrix;
9165                         break;
9166                 case Q3TCMOD_ENTITYTRANSLATE:
9167                         // this is used in Q3 to allow the gamecode to control texcoord
9168                         // scrolling on the entity, which is not supported in darkplaces yet.
9169                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9170                         break;
9171                 case Q3TCMOD_ROTATE:
9172                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9173                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9174                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9175                         break;
9176                 case Q3TCMOD_SCALE:
9177                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9178                         break;
9179                 case Q3TCMOD_SCROLL:
9180                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9181                         break;
9182                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9183                         w = (int) tcmod->parms[0];
9184                         h = (int) tcmod->parms[1];
9185                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9186                         f = f - floor(f);
9187                         idx = (int) floor(f * w * h);
9188                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9189                         break;
9190                 case Q3TCMOD_STRETCH:
9191                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9192                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9193                         break;
9194                 case Q3TCMOD_TRANSFORM:
9195                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9196                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9197                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9198                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9199                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9200                         break;
9201                 case Q3TCMOD_TURBULENT:
9202                         // this is handled in the RSurf_PrepareVertices function
9203                         matrix = identitymatrix;
9204                         break;
9205         }
9206         temp = *texmatrix;
9207         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9208 }
9209
9210 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9211 {
9212         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9213         char name[MAX_QPATH];
9214         skinframe_t *skinframe;
9215         unsigned char pixels[296*194];
9216         strlcpy(cache->name, skinname, sizeof(cache->name));
9217         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9218         if (developer_loading.integer)
9219                 Con_Printf("loading %s\n", name);
9220         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9221         if (!skinframe || !skinframe->base)
9222         {
9223                 unsigned char *f;
9224                 fs_offset_t filesize;
9225                 skinframe = NULL;
9226                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9227                 if (f)
9228                 {
9229                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9230                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9231                         Mem_Free(f);
9232                 }
9233         }
9234         cache->skinframe = skinframe;
9235 }
9236
9237 texture_t *R_GetCurrentTexture(texture_t *t)
9238 {
9239         int i;
9240         const entity_render_t *ent = rsurface.entity;
9241         dp_model_t *model = ent->model;
9242         q3shaderinfo_layer_tcmod_t *tcmod;
9243
9244         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9245                 return t->currentframe;
9246         t->update_lastrenderframe = r_textureframe;
9247         t->update_lastrenderentity = (void *)ent;
9248
9249         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9250                 t->camera_entity = ent->entitynumber;
9251         else
9252                 t->camera_entity = 0;
9253
9254         // switch to an alternate material if this is a q1bsp animated material
9255         {
9256                 texture_t *texture = t;
9257                 int s = rsurface.ent_skinnum;
9258                 if ((unsigned int)s >= (unsigned int)model->numskins)
9259                         s = 0;
9260                 if (model->skinscenes)
9261                 {
9262                         if (model->skinscenes[s].framecount > 1)
9263                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9264                         else
9265                                 s = model->skinscenes[s].firstframe;
9266                 }
9267                 if (s > 0)
9268                         t = t + s * model->num_surfaces;
9269                 if (t->animated)
9270                 {
9271                         // use an alternate animation if the entity's frame is not 0,
9272                         // and only if the texture has an alternate animation
9273                         if (rsurface.ent_alttextures && t->anim_total[1])
9274                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9275                         else
9276                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9277                 }
9278                 texture->currentframe = t;
9279         }
9280
9281         // update currentskinframe to be a qw skin or animation frame
9282         if (rsurface.ent_qwskin >= 0)
9283         {
9284                 i = rsurface.ent_qwskin;
9285                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9286                 {
9287                         r_qwskincache_size = cl.maxclients;
9288                         if (r_qwskincache)
9289                                 Mem_Free(r_qwskincache);
9290                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9291                 }
9292                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9293                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9294                 t->currentskinframe = r_qwskincache[i].skinframe;
9295                 if (t->currentskinframe == NULL)
9296                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9297         }
9298         else if (t->numskinframes >= 2)
9299                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9300         if (t->backgroundnumskinframes >= 2)
9301                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9302
9303         t->currentmaterialflags = t->basematerialflags;
9304         t->currentalpha = rsurface.colormod[3];
9305         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9306                 t->currentalpha *= r_wateralpha.value;
9307         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9308                 t->currentalpha *= t->r_water_wateralpha;
9309         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9310                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9311         if (!(rsurface.ent_flags & RENDER_LIGHT))
9312                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9313         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9314         {
9315                 // pick a model lighting mode
9316                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9317                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9318                 else
9319                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9320         }
9321         if (rsurface.ent_flags & RENDER_ADDITIVE)
9322                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9323         else if (t->currentalpha < 1)
9324                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9325         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9326                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9327         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9328                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9329         if (t->backgroundnumskinframes)
9330                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9331         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9332         {
9333                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9334                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9335         }
9336         else
9337                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9338         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9339                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9340
9341         // there is no tcmod
9342         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9343         {
9344                 t->currenttexmatrix = r_waterscrollmatrix;
9345                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9346         }
9347         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9348         {
9349                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9350                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9351         }
9352
9353         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9354                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9355         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9356                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9357
9358         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9359         if (t->currentskinframe->qpixels)
9360                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9361         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9362         if (!t->basetexture)
9363                 t->basetexture = r_texture_notexture;
9364         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9365         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9366         t->nmaptexture = t->currentskinframe->nmap;
9367         if (!t->nmaptexture)
9368                 t->nmaptexture = r_texture_blanknormalmap;
9369         t->glosstexture = r_texture_black;
9370         t->glowtexture = t->currentskinframe->glow;
9371         t->fogtexture = t->currentskinframe->fog;
9372         t->reflectmasktexture = t->currentskinframe->reflect;
9373         if (t->backgroundnumskinframes)
9374         {
9375                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9376                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9377                 t->backgroundglosstexture = r_texture_black;
9378                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9379                 if (!t->backgroundnmaptexture)
9380                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9381         }
9382         else
9383         {
9384                 t->backgroundbasetexture = r_texture_white;
9385                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9386                 t->backgroundglosstexture = r_texture_black;
9387                 t->backgroundglowtexture = NULL;
9388         }
9389         t->specularpower = r_shadow_glossexponent.value;
9390         // TODO: store reference values for these in the texture?
9391         t->specularscale = 0;
9392         if (r_shadow_gloss.integer > 0)
9393         {
9394                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9395                 {
9396                         if (r_shadow_glossintensity.value > 0)
9397                         {
9398                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9399                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9400                                 t->specularscale = r_shadow_glossintensity.value;
9401                         }
9402                 }
9403                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9404                 {
9405                         t->glosstexture = r_texture_white;
9406                         t->backgroundglosstexture = r_texture_white;
9407                         t->specularscale = r_shadow_gloss2intensity.value;
9408                         t->specularpower = r_shadow_gloss2exponent.value;
9409                 }
9410         }
9411         t->specularscale *= t->specularscalemod;
9412         t->specularpower *= t->specularpowermod;
9413
9414         // lightmaps mode looks bad with dlights using actual texturing, so turn
9415         // off the colormap and glossmap, but leave the normalmap on as it still
9416         // accurately represents the shading involved
9417         if (gl_lightmaps.integer)
9418         {
9419                 t->basetexture = r_texture_grey128;
9420                 t->pantstexture = r_texture_black;
9421                 t->shirttexture = r_texture_black;
9422                 t->nmaptexture = r_texture_blanknormalmap;
9423                 t->glosstexture = r_texture_black;
9424                 t->glowtexture = NULL;
9425                 t->fogtexture = NULL;
9426                 t->reflectmasktexture = NULL;
9427                 t->backgroundbasetexture = NULL;
9428                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9429                 t->backgroundglosstexture = r_texture_black;
9430                 t->backgroundglowtexture = NULL;
9431                 t->specularscale = 0;
9432                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9433         }
9434
9435         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9436         VectorClear(t->dlightcolor);
9437         t->currentnumlayers = 0;
9438         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9439         {
9440                 int blendfunc1, blendfunc2;
9441                 qboolean depthmask;
9442                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9443                 {
9444                         blendfunc1 = GL_SRC_ALPHA;
9445                         blendfunc2 = GL_ONE;
9446                 }
9447                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9448                 {
9449                         blendfunc1 = GL_SRC_ALPHA;
9450                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9451                 }
9452                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9453                 {
9454                         blendfunc1 = t->customblendfunc[0];
9455                         blendfunc2 = t->customblendfunc[1];
9456                 }
9457                 else
9458                 {
9459                         blendfunc1 = GL_ONE;
9460                         blendfunc2 = GL_ZERO;
9461                 }
9462                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9463                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9464                 {
9465                         // fullbright is not affected by r_refdef.lightmapintensity
9466                         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]);
9467                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9468                                 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]);
9469                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9470                                 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]);
9471                 }
9472                 else
9473                 {
9474                         vec3_t ambientcolor;
9475                         float colorscale;
9476                         // set the color tint used for lights affecting this surface
9477                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9478                         colorscale = 2;
9479                         // q3bsp has no lightmap updates, so the lightstylevalue that
9480                         // would normally be baked into the lightmap must be
9481                         // applied to the color
9482                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9483                         if (model->type == mod_brushq3)
9484                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9485                         colorscale *= r_refdef.lightmapintensity;
9486                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9487                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9488                         // basic lit geometry
9489                         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]);
9490                         // add pants/shirt if needed
9491                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9492                                 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]);
9493                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9494                                 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]);
9495                         // now add ambient passes if needed
9496                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9497                         {
9498                                 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]);
9499                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9500                                         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]);
9501                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9502                                         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]);
9503                         }
9504                 }
9505                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9506                         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]);
9507                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9508                 {
9509                         // if this is opaque use alpha blend which will darken the earlier
9510                         // passes cheaply.
9511                         //
9512                         // if this is an alpha blended material, all the earlier passes
9513                         // were darkened by fog already, so we only need to add the fog
9514                         // color ontop through the fog mask texture
9515                         //
9516                         // if this is an additive blended material, all the earlier passes
9517                         // were darkened by fog already, and we should not add fog color
9518                         // (because the background was not darkened, there is no fog color
9519                         // that was lost behind it).
9520                         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]);
9521                 }
9522         }
9523
9524         return t->currentframe;
9525 }
9526
9527 rsurfacestate_t rsurface;
9528
9529 void R_Mesh_ResizeArrays(int newvertices)
9530 {
9531         unsigned char *base;
9532         size_t size;
9533         if (rsurface.array_size >= newvertices)
9534                 return;
9535         if (rsurface.array_base)
9536                 Mem_Free(rsurface.array_base);
9537         rsurface.array_size = (newvertices + 1023) & ~1023;
9538         size = 0;
9539         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9540         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9541         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9542         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9543         size += rsurface.array_size * sizeof(float[3]);
9544         size += rsurface.array_size * sizeof(float[3]);
9545         size += rsurface.array_size * sizeof(float[3]);
9546         size += rsurface.array_size * sizeof(float[3]);
9547         size += rsurface.array_size * sizeof(float[3]);
9548         size += rsurface.array_size * sizeof(float[3]);
9549         size += rsurface.array_size * sizeof(float[3]);
9550         size += rsurface.array_size * sizeof(float[3]);
9551         size += rsurface.array_size * sizeof(float[4]);
9552         size += rsurface.array_size * sizeof(float[2]);
9553         size += rsurface.array_size * sizeof(float[2]);
9554         size += rsurface.array_size * sizeof(float[4]);
9555         size += rsurface.array_size * sizeof(int[3]);
9556         size += rsurface.array_size * sizeof(unsigned short[3]);
9557         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9558         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9559         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9560         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9561         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9562         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9563         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9564         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9565         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9566         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9567         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9568         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9569         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9570         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9571         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9572         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9573         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9574         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9575         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9576 }
9577
9578 void RSurf_ActiveWorldEntity(void)
9579 {
9580         dp_model_t *model = r_refdef.scene.worldmodel;
9581         //if (rsurface.entity == r_refdef.scene.worldentity)
9582         //      return;
9583         rsurface.entity = r_refdef.scene.worldentity;
9584         rsurface.skeleton = NULL;
9585         rsurface.ent_skinnum = 0;
9586         rsurface.ent_qwskin = -1;
9587         rsurface.ent_shadertime = 0;
9588         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9589         if (rsurface.array_size < model->surfmesh.num_vertices)
9590                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9591         rsurface.matrix = identitymatrix;
9592         rsurface.inversematrix = identitymatrix;
9593         rsurface.matrixscale = 1;
9594         rsurface.inversematrixscale = 1;
9595         R_EntityMatrix(&identitymatrix);
9596         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9597         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9598         rsurface.fograngerecip = r_refdef.fograngerecip;
9599         rsurface.fogheightfade = r_refdef.fogheightfade;
9600         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9601         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9602         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9603         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9604         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9605         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9606         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9607         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9608         rsurface.colormod[3] = 1;
9609         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);
9610         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9611         rsurface.frameblend[0].lerp = 1;
9612         rsurface.ent_alttextures = false;
9613         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9614         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9615         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9616         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9617         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9618         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9619         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9620         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9621         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9622         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9623         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9624         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9625         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9626         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9627         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9628         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9629         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9630         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9631         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9632         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9633         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9634         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9635         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9636         rsurface.modelelement3i = model->surfmesh.data_element3i;
9637         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9638         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9639         rsurface.modelelement3s = model->surfmesh.data_element3s;
9640         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9641         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9642         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9643         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9644         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9645         rsurface.modelsurfaces = model->data_surfaces;
9646         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9647         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9648         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9649         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9650         rsurface.modelgeneratedvertex = false;
9651         rsurface.batchgeneratedvertex = false;
9652         rsurface.batchfirstvertex = 0;
9653         rsurface.batchnumvertices = 0;
9654         rsurface.batchfirsttriangle = 0;
9655         rsurface.batchnumtriangles = 0;
9656         rsurface.batchvertex3f  = NULL;
9657         rsurface.batchvertex3f_vertexbuffer = NULL;
9658         rsurface.batchvertex3f_bufferoffset = 0;
9659         rsurface.batchsvector3f = NULL;
9660         rsurface.batchsvector3f_vertexbuffer = NULL;
9661         rsurface.batchsvector3f_bufferoffset = 0;
9662         rsurface.batchtvector3f = NULL;
9663         rsurface.batchtvector3f_vertexbuffer = NULL;
9664         rsurface.batchtvector3f_bufferoffset = 0;
9665         rsurface.batchnormal3f  = NULL;
9666         rsurface.batchnormal3f_vertexbuffer = NULL;
9667         rsurface.batchnormal3f_bufferoffset = 0;
9668         rsurface.batchlightmapcolor4f = NULL;
9669         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9670         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9671         rsurface.batchtexcoordtexture2f = NULL;
9672         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9673         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9674         rsurface.batchtexcoordlightmap2f = NULL;
9675         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9676         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9677         rsurface.batchvertexmesh = NULL;
9678         rsurface.batchvertexmeshbuffer = NULL;
9679         rsurface.batchvertexposition = NULL;
9680         rsurface.batchvertexpositionbuffer = NULL;
9681         rsurface.batchelement3i = NULL;
9682         rsurface.batchelement3i_indexbuffer = NULL;
9683         rsurface.batchelement3i_bufferoffset = 0;
9684         rsurface.batchelement3s = NULL;
9685         rsurface.batchelement3s_indexbuffer = NULL;
9686         rsurface.batchelement3s_bufferoffset = 0;
9687         rsurface.passcolor4f = NULL;
9688         rsurface.passcolor4f_vertexbuffer = NULL;
9689         rsurface.passcolor4f_bufferoffset = 0;
9690 }
9691
9692 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9693 {
9694         dp_model_t *model = ent->model;
9695         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9696         //      return;
9697         rsurface.entity = (entity_render_t *)ent;
9698         rsurface.skeleton = ent->skeleton;
9699         rsurface.ent_skinnum = ent->skinnum;
9700         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;
9701         rsurface.ent_shadertime = ent->shadertime;
9702         rsurface.ent_flags = ent->flags;
9703         if (rsurface.array_size < model->surfmesh.num_vertices)
9704                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9705         rsurface.matrix = ent->matrix;
9706         rsurface.inversematrix = ent->inversematrix;
9707         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9708         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9709         R_EntityMatrix(&rsurface.matrix);
9710         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9711         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9712         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9713         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9714         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9715         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9716         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9717         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9718         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9719         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9720         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9721         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9722         rsurface.colormod[3] = ent->alpha;
9723         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9724         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9725         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9726         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9727         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9728         if (ent->model->brush.submodel && !prepass)
9729         {
9730                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9731                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9732         }
9733         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9734         {
9735                 if (ent->animcache_vertex3f && !r_framedata_failed)
9736                 {
9737                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9738                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9739                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9740                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9741                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9742                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9743                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9744                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9745                 }
9746                 else if (wanttangents)
9747                 {
9748                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9749                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9750                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9751                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9752                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9753                         rsurface.modelvertexmesh = NULL;
9754                         rsurface.modelvertexmeshbuffer = NULL;
9755                         rsurface.modelvertexposition = NULL;
9756                         rsurface.modelvertexpositionbuffer = NULL;
9757                 }
9758                 else if (wantnormals)
9759                 {
9760                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9761                         rsurface.modelsvector3f = NULL;
9762                         rsurface.modeltvector3f = NULL;
9763                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9764                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9765                         rsurface.modelvertexmesh = NULL;
9766                         rsurface.modelvertexmeshbuffer = NULL;
9767                         rsurface.modelvertexposition = NULL;
9768                         rsurface.modelvertexpositionbuffer = NULL;
9769                 }
9770                 else
9771                 {
9772                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9773                         rsurface.modelsvector3f = NULL;
9774                         rsurface.modeltvector3f = NULL;
9775                         rsurface.modelnormal3f = NULL;
9776                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9777                         rsurface.modelvertexmesh = NULL;
9778                         rsurface.modelvertexmeshbuffer = NULL;
9779                         rsurface.modelvertexposition = NULL;
9780                         rsurface.modelvertexpositionbuffer = NULL;
9781                 }
9782                 rsurface.modelvertex3f_vertexbuffer = 0;
9783                 rsurface.modelvertex3f_bufferoffset = 0;
9784                 rsurface.modelsvector3f_vertexbuffer = 0;
9785                 rsurface.modelsvector3f_bufferoffset = 0;
9786                 rsurface.modeltvector3f_vertexbuffer = 0;
9787                 rsurface.modeltvector3f_bufferoffset = 0;
9788                 rsurface.modelnormal3f_vertexbuffer = 0;
9789                 rsurface.modelnormal3f_bufferoffset = 0;
9790                 rsurface.modelgeneratedvertex = true;
9791         }
9792         else
9793         {
9794                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9795                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9796                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9797                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9798                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9799                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9800                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9801                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9802                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9803                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9804                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9805                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9806                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9807                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9808                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9809                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9810                 rsurface.modelgeneratedvertex = false;
9811         }
9812         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9813         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9814         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9815         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9816         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9817         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9818         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9819         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9821         rsurface.modelelement3i = model->surfmesh.data_element3i;
9822         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9823         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9824         rsurface.modelelement3s = model->surfmesh.data_element3s;
9825         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9826         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9827         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9828         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9829         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9830         rsurface.modelsurfaces = model->data_surfaces;
9831         rsurface.batchgeneratedvertex = false;
9832         rsurface.batchfirstvertex = 0;
9833         rsurface.batchnumvertices = 0;
9834         rsurface.batchfirsttriangle = 0;
9835         rsurface.batchnumtriangles = 0;
9836         rsurface.batchvertex3f  = NULL;
9837         rsurface.batchvertex3f_vertexbuffer = NULL;
9838         rsurface.batchvertex3f_bufferoffset = 0;
9839         rsurface.batchsvector3f = NULL;
9840         rsurface.batchsvector3f_vertexbuffer = NULL;
9841         rsurface.batchsvector3f_bufferoffset = 0;
9842         rsurface.batchtvector3f = NULL;
9843         rsurface.batchtvector3f_vertexbuffer = NULL;
9844         rsurface.batchtvector3f_bufferoffset = 0;
9845         rsurface.batchnormal3f  = NULL;
9846         rsurface.batchnormal3f_vertexbuffer = NULL;
9847         rsurface.batchnormal3f_bufferoffset = 0;
9848         rsurface.batchlightmapcolor4f = NULL;
9849         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9850         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9851         rsurface.batchtexcoordtexture2f = NULL;
9852         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9853         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9854         rsurface.batchtexcoordlightmap2f = NULL;
9855         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9856         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9857         rsurface.batchvertexmesh = NULL;
9858         rsurface.batchvertexmeshbuffer = NULL;
9859         rsurface.batchvertexposition = NULL;
9860         rsurface.batchvertexpositionbuffer = NULL;
9861         rsurface.batchelement3i = NULL;
9862         rsurface.batchelement3i_indexbuffer = NULL;
9863         rsurface.batchelement3i_bufferoffset = 0;
9864         rsurface.batchelement3s = NULL;
9865         rsurface.batchelement3s_indexbuffer = NULL;
9866         rsurface.batchelement3s_bufferoffset = 0;
9867         rsurface.passcolor4f = NULL;
9868         rsurface.passcolor4f_vertexbuffer = NULL;
9869         rsurface.passcolor4f_bufferoffset = 0;
9870 }
9871
9872 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)
9873 {
9874         int i;
9875
9876         rsurface.entity = r_refdef.scene.worldentity;
9877         rsurface.skeleton = NULL;
9878         rsurface.ent_skinnum = 0;
9879         rsurface.ent_qwskin = -1;
9880         rsurface.ent_shadertime = shadertime;
9881         rsurface.ent_flags = entflags;
9882         rsurface.modelnumvertices = numvertices;
9883         rsurface.modelnumtriangles = numtriangles;
9884         if (rsurface.array_size < rsurface.modelnumvertices)
9885                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9886         rsurface.matrix = *matrix;
9887         rsurface.inversematrix = *inversematrix;
9888         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9889         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9890         R_EntityMatrix(&rsurface.matrix);
9891         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9892         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9893         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9894         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9895         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9896         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9897         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9898         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9899         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9900         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9901         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9902         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9903         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);
9904         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9905         rsurface.frameblend[0].lerp = 1;
9906         rsurface.ent_alttextures = false;
9907         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9908         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9909         if (wanttangents)
9910         {
9911                 rsurface.modelvertex3f = vertex3f;
9912                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9913                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9914                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9915         }
9916         else if (wantnormals)
9917         {
9918                 rsurface.modelvertex3f = vertex3f;
9919                 rsurface.modelsvector3f = NULL;
9920                 rsurface.modeltvector3f = NULL;
9921                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9922         }
9923         else
9924         {
9925                 rsurface.modelvertex3f = vertex3f;
9926                 rsurface.modelsvector3f = NULL;
9927                 rsurface.modeltvector3f = NULL;
9928                 rsurface.modelnormal3f = NULL;
9929         }
9930         rsurface.modelvertexmesh = NULL;
9931         rsurface.modelvertexmeshbuffer = NULL;
9932         rsurface.modelvertexposition = NULL;
9933         rsurface.modelvertexpositionbuffer = NULL;
9934         rsurface.modelvertex3f_vertexbuffer = 0;
9935         rsurface.modelvertex3f_bufferoffset = 0;
9936         rsurface.modelsvector3f_vertexbuffer = 0;
9937         rsurface.modelsvector3f_bufferoffset = 0;
9938         rsurface.modeltvector3f_vertexbuffer = 0;
9939         rsurface.modeltvector3f_bufferoffset = 0;
9940         rsurface.modelnormal3f_vertexbuffer = 0;
9941         rsurface.modelnormal3f_bufferoffset = 0;
9942         rsurface.modelgeneratedvertex = true;
9943         rsurface.modellightmapcolor4f  = color4f;
9944         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9945         rsurface.modellightmapcolor4f_bufferoffset = 0;
9946         rsurface.modeltexcoordtexture2f  = texcoord2f;
9947         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9948         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9949         rsurface.modeltexcoordlightmap2f  = NULL;
9950         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9951         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9952         rsurface.modelelement3i = element3i;
9953         rsurface.modelelement3i_indexbuffer = NULL;
9954         rsurface.modelelement3i_bufferoffset = 0;
9955         rsurface.modelelement3s = element3s;
9956         rsurface.modelelement3s_indexbuffer = NULL;
9957         rsurface.modelelement3s_bufferoffset = 0;
9958         rsurface.modellightmapoffsets = NULL;
9959         rsurface.modelsurfaces = NULL;
9960         rsurface.batchgeneratedvertex = false;
9961         rsurface.batchfirstvertex = 0;
9962         rsurface.batchnumvertices = 0;
9963         rsurface.batchfirsttriangle = 0;
9964         rsurface.batchnumtriangles = 0;
9965         rsurface.batchvertex3f  = NULL;
9966         rsurface.batchvertex3f_vertexbuffer = NULL;
9967         rsurface.batchvertex3f_bufferoffset = 0;
9968         rsurface.batchsvector3f = NULL;
9969         rsurface.batchsvector3f_vertexbuffer = NULL;
9970         rsurface.batchsvector3f_bufferoffset = 0;
9971         rsurface.batchtvector3f = NULL;
9972         rsurface.batchtvector3f_vertexbuffer = NULL;
9973         rsurface.batchtvector3f_bufferoffset = 0;
9974         rsurface.batchnormal3f  = NULL;
9975         rsurface.batchnormal3f_vertexbuffer = NULL;
9976         rsurface.batchnormal3f_bufferoffset = 0;
9977         rsurface.batchlightmapcolor4f = NULL;
9978         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9979         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9980         rsurface.batchtexcoordtexture2f = NULL;
9981         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9982         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9983         rsurface.batchtexcoordlightmap2f = NULL;
9984         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9985         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9986         rsurface.batchvertexmesh = NULL;
9987         rsurface.batchvertexmeshbuffer = NULL;
9988         rsurface.batchvertexposition = NULL;
9989         rsurface.batchvertexpositionbuffer = NULL;
9990         rsurface.batchelement3i = NULL;
9991         rsurface.batchelement3i_indexbuffer = NULL;
9992         rsurface.batchelement3i_bufferoffset = 0;
9993         rsurface.batchelement3s = NULL;
9994         rsurface.batchelement3s_indexbuffer = NULL;
9995         rsurface.batchelement3s_bufferoffset = 0;
9996         rsurface.passcolor4f = NULL;
9997         rsurface.passcolor4f_vertexbuffer = NULL;
9998         rsurface.passcolor4f_bufferoffset = 0;
9999
10000         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10001         {
10002                 if ((wantnormals || wanttangents) && !normal3f)
10003                 {
10004                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10005                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10006                 }
10007                 if (wanttangents && !svector3f)
10008                 {
10009                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10010                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10011                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10012                 }
10013         }
10014
10015         // now convert arrays into vertexmesh structs
10016         for (i = 0;i < numvertices;i++)
10017         {
10018                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10019                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10020                 if (rsurface.modelsvector3f)
10021                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10022                 if (rsurface.modeltvector3f)
10023                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10024                 if (rsurface.modelnormal3f)
10025                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10026                 if (rsurface.modellightmapcolor4f)
10027                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10028                 if (rsurface.modeltexcoordtexture2f)
10029                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10030                 if (rsurface.modeltexcoordlightmap2f)
10031                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10032         }
10033 }
10034
10035 float RSurf_FogPoint(const float *v)
10036 {
10037         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10038         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10039         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10040         float FogHeightFade = r_refdef.fogheightfade;
10041         float fogfrac;
10042         unsigned int fogmasktableindex;
10043         if (r_refdef.fogplaneviewabove)
10044                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10045         else
10046                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10047         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10048         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10049 }
10050
10051 float RSurf_FogVertex(const float *v)
10052 {
10053         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10054         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10055         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10056         float FogHeightFade = rsurface.fogheightfade;
10057         float fogfrac;
10058         unsigned int fogmasktableindex;
10059         if (r_refdef.fogplaneviewabove)
10060                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10061         else
10062                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10063         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10064         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10065 }
10066
10067 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10068 {
10069         int i;
10070         for (i = 0;i < numelements;i++)
10071                 outelement3i[i] = inelement3i[i] + adjust;
10072 }
10073
10074 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10075 extern cvar_t gl_vbo;
10076 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10077 {
10078         int deformindex;
10079         int firsttriangle;
10080         int numtriangles;
10081         int firstvertex;
10082         int endvertex;
10083         int numvertices;
10084         int surfacefirsttriangle;
10085         int surfacenumtriangles;
10086         int surfacefirstvertex;
10087         int surfaceendvertex;
10088         int surfacenumvertices;
10089         int surfaceadjustvertex;
10090         int needsupdate;
10091         int i, j;
10092         qboolean gaps;
10093         qboolean dynamicvertex;
10094         float amplitude;
10095         float animpos;
10096         float scale;
10097         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10098         float waveparms[4];
10099         q3shaderinfo_deform_t *deform;
10100         const msurface_t *surface, *firstsurface;
10101         r_vertexposition_t *vertexposition;
10102         r_vertexmesh_t *vertexmesh;
10103         if (!texturenumsurfaces)
10104                 return;
10105         // find vertex range of this surface batch
10106         gaps = false;
10107         firstsurface = texturesurfacelist[0];
10108         firsttriangle = firstsurface->num_firsttriangle;
10109         numtriangles = 0;
10110         firstvertex = endvertex = firstsurface->num_firstvertex;
10111         for (i = 0;i < texturenumsurfaces;i++)
10112         {
10113                 surface = texturesurfacelist[i];
10114                 if (surface != firstsurface + i)
10115                         gaps = true;
10116                 surfacefirstvertex = surface->num_firstvertex;
10117                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10118                 surfacenumtriangles = surface->num_triangles;
10119                 if (firstvertex > surfacefirstvertex)
10120                         firstvertex = surfacefirstvertex;
10121                 if (endvertex < surfaceendvertex)
10122                         endvertex = surfaceendvertex;
10123                 numtriangles += surfacenumtriangles;
10124         }
10125         if (!numtriangles)
10126                 return;
10127
10128         // we now know the vertex range used, and if there are any gaps in it
10129         rsurface.batchfirstvertex = firstvertex;
10130         rsurface.batchnumvertices = endvertex - firstvertex;
10131         rsurface.batchfirsttriangle = firsttriangle;
10132         rsurface.batchnumtriangles = numtriangles;
10133
10134         // this variable holds flags for which properties have been updated that
10135         // may require regenerating vertexmesh or vertexposition arrays...
10136         needsupdate = 0;
10137
10138         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10139                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10140         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10141         {
10142                 switch (deform->deform)
10143                 {
10144                 default:
10145                 case Q3DEFORM_PROJECTIONSHADOW:
10146                 case Q3DEFORM_TEXT0:
10147                 case Q3DEFORM_TEXT1:
10148                 case Q3DEFORM_TEXT2:
10149                 case Q3DEFORM_TEXT3:
10150                 case Q3DEFORM_TEXT4:
10151                 case Q3DEFORM_TEXT5:
10152                 case Q3DEFORM_TEXT6:
10153                 case Q3DEFORM_TEXT7:
10154                 case Q3DEFORM_NONE:
10155                         break;
10156                 case Q3DEFORM_AUTOSPRITE:
10157                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10158                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10159                         break;
10160                 case Q3DEFORM_AUTOSPRITE2:
10161                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10162                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10163                         break;
10164                 case Q3DEFORM_NORMAL:
10165                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10166                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10167                         break;
10168                 case Q3DEFORM_WAVE:
10169                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10170                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10171                         break;
10172                 case Q3DEFORM_BULGE:
10173                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10174                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10175                         break;
10176                 case Q3DEFORM_MOVE:
10177                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10178                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10179                         break;
10180                 }
10181         }
10182         switch(rsurface.texture->tcgen.tcgen)
10183         {
10184         default:
10185         case Q3TCGEN_TEXTURE:
10186                 break;
10187         case Q3TCGEN_LIGHTMAP:
10188                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10189                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10190                 break;
10191         case Q3TCGEN_VECTOR:
10192                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10193                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10194                 break;
10195         case Q3TCGEN_ENVIRONMENT:
10196                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10197                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10198                 break;
10199         }
10200         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10201         {
10202                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10203                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10204         }
10205
10206         // check if any dynamic vertex processing must occur
10207         dynamicvertex = false;
10208
10209         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10210         {
10211                 dynamicvertex = true;
10212                 batchneed |= BATCHNEED_NOGAPS;
10213                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10214         }
10215
10216         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10217         {
10218                 dynamicvertex = true;
10219                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10220                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10221         }
10222
10223         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10224         {
10225                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10226                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10227                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10228                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10229                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10230                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10231                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10232         }
10233
10234         // when the model data has no vertex buffer (dynamic mesh), we need to
10235         // eliminate gaps
10236         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10237                 batchneed |= BATCHNEED_NOGAPS;
10238
10239         // if needsupdate, we have to do a dynamic vertex batch for sure
10240         if (needsupdate & batchneed)
10241                 dynamicvertex = true;
10242
10243         // see if we need to build vertexmesh from arrays
10244         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10245                 dynamicvertex = true;
10246
10247         // see if we need to build vertexposition from arrays
10248         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10249                 dynamicvertex = true;
10250
10251         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10252         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10253                 dynamicvertex = true;
10254
10255         // if there is a chance of animated vertex colors, it's a dynamic batch
10256         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10257                 dynamicvertex = true;
10258
10259         rsurface.batchvertex3f = rsurface.modelvertex3f;
10260         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10261         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10262         rsurface.batchsvector3f = rsurface.modelsvector3f;
10263         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10264         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10265         rsurface.batchtvector3f = rsurface.modeltvector3f;
10266         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10267         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10268         rsurface.batchnormal3f = rsurface.modelnormal3f;
10269         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10270         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10271         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10272         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10273         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10274         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10275         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10276         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10277         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10278         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10279         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10280         rsurface.batchvertexposition = rsurface.modelvertexposition;
10281         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10282         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10283         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10284         rsurface.batchelement3i = rsurface.modelelement3i;
10285         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10286         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10287         rsurface.batchelement3s = rsurface.modelelement3s;
10288         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10289         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10290
10291         // if any dynamic vertex processing has to occur in software, we copy the
10292         // entire surface list together before processing to rebase the vertices
10293         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10294         //
10295         // if any gaps exist and we do not have a static vertex buffer, we have to
10296         // copy the surface list together to avoid wasting upload bandwidth on the
10297         // vertices in the gaps.
10298         //
10299         // if gaps exist and we have a static vertex buffer, we still have to
10300         // combine the index buffer ranges into one dynamic index buffer.
10301         //
10302         // in all cases we end up with data that can be drawn in one call.
10303
10304         if (!dynamicvertex)
10305         {
10306                 // static vertex data, just set pointers...
10307                 rsurface.batchgeneratedvertex = false;
10308                 // if there are gaps, we want to build a combined index buffer,
10309                 // otherwise use the original static buffer with an appropriate offset
10310                 if (gaps)
10311                 {
10312                         firsttriangle = 0;
10313                         numtriangles = 0;
10314                         for (i = 0;i < texturenumsurfaces;i++)
10315                         {
10316                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10317                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10318                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10319                                 numtriangles += surfacenumtriangles;
10320                         }
10321                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10322                         rsurface.batchelement3i_indexbuffer = NULL;
10323                         rsurface.batchelement3i_bufferoffset = 0;
10324                         rsurface.batchelement3s = NULL;
10325                         rsurface.batchelement3s_indexbuffer = NULL;
10326                         rsurface.batchelement3s_bufferoffset = 0;
10327                         if (endvertex <= 65536)
10328                         {
10329                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10330                                 for (i = 0;i < numtriangles*3;i++)
10331                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10332                         }
10333                         rsurface.batchfirsttriangle = firsttriangle;
10334                         rsurface.batchnumtriangles = numtriangles;
10335                 }
10336                 return;
10337         }
10338
10339         // something needs software processing, do it for real...
10340         // we only directly handle interleaved array data in this case...
10341         rsurface.batchgeneratedvertex = true;
10342
10343         // now copy the vertex data into a combined array and make an index array
10344         // (this is what Quake3 does all the time)
10345         //if (gaps || rsurface.batchfirstvertex)
10346         {
10347                 rsurface.batchvertexposition = NULL;
10348                 rsurface.batchvertexpositionbuffer = NULL;
10349                 rsurface.batchvertexmesh = NULL;
10350                 rsurface.batchvertexmeshbuffer = NULL;
10351                 rsurface.batchvertex3f = NULL;
10352                 rsurface.batchvertex3f_vertexbuffer = NULL;
10353                 rsurface.batchvertex3f_bufferoffset = 0;
10354                 rsurface.batchsvector3f = NULL;
10355                 rsurface.batchsvector3f_vertexbuffer = NULL;
10356                 rsurface.batchsvector3f_bufferoffset = 0;
10357                 rsurface.batchtvector3f = NULL;
10358                 rsurface.batchtvector3f_vertexbuffer = NULL;
10359                 rsurface.batchtvector3f_bufferoffset = 0;
10360                 rsurface.batchnormal3f = NULL;
10361                 rsurface.batchnormal3f_vertexbuffer = NULL;
10362                 rsurface.batchnormal3f_bufferoffset = 0;
10363                 rsurface.batchlightmapcolor4f = NULL;
10364                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10365                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10366                 rsurface.batchtexcoordtexture2f = NULL;
10367                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10368                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10369                 rsurface.batchtexcoordlightmap2f = NULL;
10370                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10371                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10372                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10373                 rsurface.batchelement3i_indexbuffer = NULL;
10374                 rsurface.batchelement3i_bufferoffset = 0;
10375                 rsurface.batchelement3s = NULL;
10376                 rsurface.batchelement3s_indexbuffer = NULL;
10377                 rsurface.batchelement3s_bufferoffset = 0;
10378                 // we'll only be setting up certain arrays as needed
10379                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10380                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10381                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10382                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10383                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10384                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10385                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10386                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10387                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10388                 {
10389                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10390                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10391                 }
10392                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10393                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10394                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10395                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10396                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10397                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10398                 numvertices = 0;
10399                 numtriangles = 0;
10400                 for (i = 0;i < texturenumsurfaces;i++)
10401                 {
10402                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10403                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10404                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10405                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10406                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10407                         // copy only the data requested
10408                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10409                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10410                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10411                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10412                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10413                         {
10414                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10415                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10416                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10417                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10418                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10419                                 {
10420                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10421                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10422                                 }
10423                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10424                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10425                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10426                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10427                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10428                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10429                         }
10430                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10431                         numvertices += surfacenumvertices;
10432                         numtriangles += surfacenumtriangles;
10433                 }
10434
10435                 // generate a 16bit index array as well if possible
10436                 // (in general, dynamic batches fit)
10437                 if (numvertices <= 65536)
10438                 {
10439                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10440                         for (i = 0;i < numtriangles*3;i++)
10441                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10442                 }
10443
10444                 // since we've copied everything, the batch now starts at 0
10445                 rsurface.batchfirstvertex = 0;
10446                 rsurface.batchnumvertices = numvertices;
10447                 rsurface.batchfirsttriangle = 0;
10448                 rsurface.batchnumtriangles = numtriangles;
10449         }
10450
10451         // q1bsp surfaces rendered in vertex color mode have to have colors
10452         // calculated based on lightstyles
10453         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10454         {
10455                 // generate color arrays for the surfaces in this list
10456                 int c[4];
10457                 int scale;
10458                 int size3;
10459                 const int *offsets;
10460                 const unsigned char *lm;
10461                 numvertices = 0;
10462                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10463                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10464                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10465                 for (i = 0;i < texturenumsurfaces;i++)
10466                 {
10467                         surface = texturesurfacelist[i];
10468                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10469                         surfacenumvertices = surface->num_vertices;
10470                         if (surface->lightmapinfo->samples)
10471                         {
10472                                 for (j = 0;j < surfacenumvertices;j++)
10473                                 {
10474                                         lm = surface->lightmapinfo->samples + offsets[j];
10475                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10476                                         VectorScale(lm, scale, c);
10477                                         if (surface->lightmapinfo->styles[1] != 255)
10478                                         {
10479                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10480                                                 lm += size3;
10481                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10482                                                 VectorMA(c, scale, lm, c);
10483                                                 if (surface->lightmapinfo->styles[2] != 255)
10484                                                 {
10485                                                         lm += size3;
10486                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10487                                                         VectorMA(c, scale, lm, c);
10488                                                         if (surface->lightmapinfo->styles[3] != 255)
10489                                                         {
10490                                                                 lm += size3;
10491                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10492                                                                 VectorMA(c, scale, lm, c);
10493                                                         }
10494                                                 }
10495                                         }
10496                                         c[0] >>= 15;
10497                                         c[1] >>= 15;
10498                                         c[2] >>= 15;
10499                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10500                                         numvertices++;
10501                                 }
10502                         }
10503                         else
10504                         {
10505                                 for (j = 0;j < surfacenumvertices;j++)
10506                                 {
10507                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10508                                         numvertices++;
10509                                 }
10510                         }
10511                 }
10512         }
10513
10514         // if vertices are deformed (sprite flares and things in maps, possibly
10515         // water waves, bulges and other deformations), modify the copied vertices
10516         // in place
10517         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10518         {
10519                 switch (deform->deform)
10520                 {
10521                 default:
10522                 case Q3DEFORM_PROJECTIONSHADOW:
10523                 case Q3DEFORM_TEXT0:
10524                 case Q3DEFORM_TEXT1:
10525                 case Q3DEFORM_TEXT2:
10526                 case Q3DEFORM_TEXT3:
10527                 case Q3DEFORM_TEXT4:
10528                 case Q3DEFORM_TEXT5:
10529                 case Q3DEFORM_TEXT6:
10530                 case Q3DEFORM_TEXT7:
10531                 case Q3DEFORM_NONE:
10532                         break;
10533                 case Q3DEFORM_AUTOSPRITE:
10534                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10535                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10536                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10537                         VectorNormalize(newforward);
10538                         VectorNormalize(newright);
10539                         VectorNormalize(newup);
10540                         // a single autosprite surface can contain multiple sprites...
10541                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10542                         {
10543                                 VectorClear(center);
10544                                 for (i = 0;i < 4;i++)
10545                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10546                                 VectorScale(center, 0.25f, center);
10547                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10548                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10549                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10550                                 for (i = 0;i < 4;i++)
10551                                 {
10552                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10553                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10554                                 }
10555                         }
10556                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10557                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10558                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10559                         rsurface.batchvertex3f_vertexbuffer = NULL;
10560                         rsurface.batchvertex3f_bufferoffset = 0;
10561                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10562                         rsurface.batchsvector3f_vertexbuffer = NULL;
10563                         rsurface.batchsvector3f_bufferoffset = 0;
10564                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10565                         rsurface.batchtvector3f_vertexbuffer = NULL;
10566                         rsurface.batchtvector3f_bufferoffset = 0;
10567                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10568                         rsurface.batchnormal3f_vertexbuffer = NULL;
10569                         rsurface.batchnormal3f_bufferoffset = 0;
10570                         break;
10571                 case Q3DEFORM_AUTOSPRITE2:
10572                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10573                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10574                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10575                         VectorNormalize(newforward);
10576                         VectorNormalize(newright);
10577                         VectorNormalize(newup);
10578                         {
10579                                 const float *v1, *v2;
10580                                 vec3_t start, end;
10581                                 float f, l;
10582                                 struct
10583                                 {
10584                                         float length2;
10585                                         const float *v1;
10586                                         const float *v2;
10587                                 }
10588                                 shortest[2];
10589                                 memset(shortest, 0, sizeof(shortest));
10590                                 // a single autosprite surface can contain multiple sprites...
10591                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10592                                 {
10593                                         VectorClear(center);
10594                                         for (i = 0;i < 4;i++)
10595                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10596                                         VectorScale(center, 0.25f, center);
10597                                         // find the two shortest edges, then use them to define the
10598                                         // axis vectors for rotating around the central axis
10599                                         for (i = 0;i < 6;i++)
10600                                         {
10601                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10602                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10603                                                 l = VectorDistance2(v1, v2);
10604                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10605                                                 if (v1[2] != v2[2])
10606                                                         l += (1.0f / 1024.0f);
10607                                                 if (shortest[0].length2 > l || i == 0)
10608                                                 {
10609                                                         shortest[1] = shortest[0];
10610                                                         shortest[0].length2 = l;
10611                                                         shortest[0].v1 = v1;
10612                                                         shortest[0].v2 = v2;
10613                                                 }
10614                                                 else if (shortest[1].length2 > l || i == 1)
10615                                                 {
10616                                                         shortest[1].length2 = l;
10617                                                         shortest[1].v1 = v1;
10618                                                         shortest[1].v2 = v2;
10619                                                 }
10620                                         }
10621                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10622                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10623                                         // this calculates the right vector from the shortest edge
10624                                         // and the up vector from the edge midpoints
10625                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10626                                         VectorNormalize(right);
10627                                         VectorSubtract(end, start, up);
10628                                         VectorNormalize(up);
10629                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10630                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10631                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10632                                         VectorNegate(forward, forward);
10633                                         VectorReflect(forward, 0, up, forward);
10634                                         VectorNormalize(forward);
10635                                         CrossProduct(up, forward, newright);
10636                                         VectorNormalize(newright);
10637                                         // rotate the quad around the up axis vector, this is made
10638                                         // especially easy by the fact we know the quad is flat,
10639                                         // so we only have to subtract the center position and
10640                                         // measure distance along the right vector, and then
10641                                         // multiply that by the newright vector and add back the
10642                                         // center position
10643                                         // we also need to subtract the old position to undo the
10644                                         // displacement from the center, which we do with a
10645                                         // DotProduct, the subtraction/addition of center is also
10646                                         // optimized into DotProducts here
10647                                         l = DotProduct(right, center);
10648                                         for (i = 0;i < 4;i++)
10649                                         {
10650                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10651                                                 f = DotProduct(right, v1) - l;
10652                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10653                                         }
10654                                 }
10655                         }
10656                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10657                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10658                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10659                         rsurface.batchvertex3f_vertexbuffer = NULL;
10660                         rsurface.batchvertex3f_bufferoffset = 0;
10661                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10662                         rsurface.batchsvector3f_vertexbuffer = NULL;
10663                         rsurface.batchsvector3f_bufferoffset = 0;
10664                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10665                         rsurface.batchtvector3f_vertexbuffer = NULL;
10666                         rsurface.batchtvector3f_bufferoffset = 0;
10667                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10668                         rsurface.batchnormal3f_vertexbuffer = NULL;
10669                         rsurface.batchnormal3f_bufferoffset = 0;
10670                         break;
10671                 case Q3DEFORM_NORMAL:
10672                         // deform the normals to make reflections wavey
10673                         for (j = 0;j < rsurface.batchnumvertices;j++)
10674                         {
10675                                 float vertex[3];
10676                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10677                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10678                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10679                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10680                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10681                                 VectorNormalize(normal);
10682                         }
10683                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10684                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10685                         rsurface.batchsvector3f_vertexbuffer = NULL;
10686                         rsurface.batchsvector3f_bufferoffset = 0;
10687                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10688                         rsurface.batchtvector3f_vertexbuffer = NULL;
10689                         rsurface.batchtvector3f_bufferoffset = 0;
10690                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10691                         rsurface.batchnormal3f_vertexbuffer = NULL;
10692                         rsurface.batchnormal3f_bufferoffset = 0;
10693                         break;
10694                 case Q3DEFORM_WAVE:
10695                         // deform vertex array to make wavey water and flags and such
10696                         waveparms[0] = deform->waveparms[0];
10697                         waveparms[1] = deform->waveparms[1];
10698                         waveparms[2] = deform->waveparms[2];
10699                         waveparms[3] = deform->waveparms[3];
10700                         // this is how a divisor of vertex influence on deformation
10701                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10702                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10703                         for (j = 0;j < rsurface.batchnumvertices;j++)
10704                         {
10705                                 // if the wavefunc depends on time, evaluate it per-vertex
10706                                 if (waveparms[3])
10707                                 {
10708                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10709                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10710                                 }
10711                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10712                         }
10713                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10714                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10715                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10716                         rsurface.batchvertex3f_vertexbuffer = NULL;
10717                         rsurface.batchvertex3f_bufferoffset = 0;
10718                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10719                         rsurface.batchsvector3f_vertexbuffer = NULL;
10720                         rsurface.batchsvector3f_bufferoffset = 0;
10721                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10722                         rsurface.batchtvector3f_vertexbuffer = NULL;
10723                         rsurface.batchtvector3f_bufferoffset = 0;
10724                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10725                         rsurface.batchnormal3f_vertexbuffer = NULL;
10726                         rsurface.batchnormal3f_bufferoffset = 0;
10727                         break;
10728                 case Q3DEFORM_BULGE:
10729                         // deform vertex array to make the surface have moving bulges
10730                         for (j = 0;j < rsurface.batchnumvertices;j++)
10731                         {
10732                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10733                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10734                         }
10735                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10736                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10737                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10738                         rsurface.batchvertex3f_vertexbuffer = NULL;
10739                         rsurface.batchvertex3f_bufferoffset = 0;
10740                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10741                         rsurface.batchsvector3f_vertexbuffer = NULL;
10742                         rsurface.batchsvector3f_bufferoffset = 0;
10743                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10744                         rsurface.batchtvector3f_vertexbuffer = NULL;
10745                         rsurface.batchtvector3f_bufferoffset = 0;
10746                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10747                         rsurface.batchnormal3f_vertexbuffer = NULL;
10748                         rsurface.batchnormal3f_bufferoffset = 0;
10749                         break;
10750                 case Q3DEFORM_MOVE:
10751                         // deform vertex array
10752                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10753                         VectorScale(deform->parms, scale, waveparms);
10754                         for (j = 0;j < rsurface.batchnumvertices;j++)
10755                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10756                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10757                         rsurface.batchvertex3f_vertexbuffer = NULL;
10758                         rsurface.batchvertex3f_bufferoffset = 0;
10759                         break;
10760                 }
10761         }
10762
10763         // generate texcoords based on the chosen texcoord source
10764         switch(rsurface.texture->tcgen.tcgen)
10765         {
10766         default:
10767         case Q3TCGEN_TEXTURE:
10768                 break;
10769         case Q3TCGEN_LIGHTMAP:
10770                 if (rsurface.batchtexcoordlightmap2f)
10771                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10772                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10773                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10774                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10775                 break;
10776         case Q3TCGEN_VECTOR:
10777                 for (j = 0;j < rsurface.batchnumvertices;j++)
10778                 {
10779                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10780                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10781                 }
10782                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10783                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10784                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10785                 break;
10786         case Q3TCGEN_ENVIRONMENT:
10787                 // make environment reflections using a spheremap
10788                 for (j = 0;j < rsurface.batchnumvertices;j++)
10789                 {
10790                         // identical to Q3A's method, but executed in worldspace so
10791                         // carried models can be shiny too
10792
10793                         float viewer[3], d, reflected[3], worldreflected[3];
10794
10795                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10796                         // VectorNormalize(viewer);
10797
10798                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10799
10800                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10801                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10802                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10803                         // note: this is proportinal to viewer, so we can normalize later
10804
10805                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10806                         VectorNormalize(worldreflected);
10807
10808                         // note: this sphere map only uses world x and z!
10809                         // so positive and negative y will LOOK THE SAME.
10810                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10811                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10812                 }
10813                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10814                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10815                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10816                 break;
10817         }
10818         // the only tcmod that needs software vertex processing is turbulent, so
10819         // check for it here and apply the changes if needed
10820         // and we only support that as the first one
10821         // (handling a mixture of turbulent and other tcmods would be problematic
10822         //  without punting it entirely to a software path)
10823         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10824         {
10825                 amplitude = rsurface.texture->tcmods[0].parms[1];
10826                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10827                 for (j = 0;j < rsurface.batchnumvertices;j++)
10828                 {
10829                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10830                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10831                 }
10832                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10833                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10834                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10835         }
10836
10837         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10838         {
10839                 // convert the modified arrays to vertex structs
10840                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10841                 rsurface.batchvertexmeshbuffer = NULL;
10842                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10843                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10844                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10845                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10846                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10847                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10848                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10849                 {
10850                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10851                         {
10852                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10853                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10854                         }
10855                 }
10856                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10857                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10858                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10859                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10860                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10861                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10862                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10863                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10864                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10865         }
10866
10867         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10868         {
10869                 // convert the modified arrays to vertex structs
10870                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10871                 rsurface.batchvertexpositionbuffer = NULL;
10872                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10873                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10874                 else
10875                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10876                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10877         }
10878 }
10879
10880 void RSurf_DrawBatch(void)
10881 {
10882         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10883 }
10884
10885 static void RSurf_BindLightmapForBatch(void)
10886 {
10887         switch(vid.renderpath)
10888         {
10889         case RENDERPATH_CGGL:
10890 #ifdef SUPPORTCG
10891                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10892                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10893 #endif
10894                 break;
10895         case RENDERPATH_GL20:
10896                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10897                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10898                 break;
10899         case RENDERPATH_GL13:
10900         case RENDERPATH_GL11:
10901                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10902                 break;
10903         }
10904 }
10905
10906 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10907 {
10908         // pick the closest matching water plane
10909         int planeindex, vertexindex, bestplaneindex = -1;
10910         float d, bestd;
10911         vec3_t vert;
10912         const float *v;
10913         r_waterstate_waterplane_t *p;
10914         bestd = 0;
10915         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10916         {
10917                 if(p->camera_entity != rsurface.texture->camera_entity)
10918                         continue;
10919                 d = 0;
10920                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10921                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10922                 {
10923                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10924                         d += fabs(PlaneDiff(vert, &p->plane));
10925                 }
10926                 if (bestd > d || bestplaneindex < 0)
10927                 {
10928                         bestd = d;
10929                         bestplaneindex = planeindex;
10930                 }
10931         }
10932         return bestplaneindex;
10933 }
10934
10935 static void RSurf_BindReflectionForBatch(int planeindex)
10936 {
10937         // pick the closest matching water plane and bind textures
10938         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10939         switch(vid.renderpath)
10940         {
10941         case RENDERPATH_CGGL:
10942 #ifdef SUPPORTCG
10943                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10944                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10945                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10946 #endif
10947                 break;
10948         case RENDERPATH_GL20:
10949                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10950                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10951                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10952                 break;
10953         case RENDERPATH_GL13:
10954         case RENDERPATH_GL11:
10955                 break;
10956         }
10957 }
10958
10959 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10960 {
10961         int i;
10962         for (i = 0;i < rsurface.batchnumvertices;i++)
10963                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10964         rsurface.passcolor4f = rsurface.array_passcolor4f;
10965         rsurface.passcolor4f_vertexbuffer = 0;
10966         rsurface.passcolor4f_bufferoffset = 0;
10967 }
10968
10969 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10970 {
10971         int i;
10972         float f;
10973         const float *v;
10974         const float *c;
10975         float *c2;
10976         if (rsurface.passcolor4f)
10977         {
10978                 // generate color arrays
10979                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10980                 {
10981                         f = RSurf_FogVertex(v);
10982                         c2[0] = c[0] * f;
10983                         c2[1] = c[1] * f;
10984                         c2[2] = c[2] * f;
10985                         c2[3] = c[3];
10986                 }
10987         }
10988         else
10989         {
10990                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10991                 {
10992                         f = RSurf_FogVertex(v);
10993                         c2[0] = f;
10994                         c2[1] = f;
10995                         c2[2] = f;
10996                         c2[3] = 1;
10997                 }
10998         }
10999         rsurface.passcolor4f = rsurface.array_passcolor4f;
11000         rsurface.passcolor4f_vertexbuffer = 0;
11001         rsurface.passcolor4f_bufferoffset = 0;
11002 }
11003
11004 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11005 {
11006         int i;
11007         float f;
11008         const float *v;
11009         const float *c;
11010         float *c2;
11011         if (!rsurface.passcolor4f)
11012                 return;
11013         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11014         {
11015                 f = RSurf_FogVertex(v);
11016                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11017                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11018                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11019                 c2[3] = c[3];
11020         }
11021         rsurface.passcolor4f = rsurface.array_passcolor4f;
11022         rsurface.passcolor4f_vertexbuffer = 0;
11023         rsurface.passcolor4f_bufferoffset = 0;
11024 }
11025
11026 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11027 {
11028         int i;
11029         const float *c;
11030         float *c2;
11031         if (!rsurface.passcolor4f)
11032                 return;
11033         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11034         {
11035                 c2[0] = c[0] * r;
11036                 c2[1] = c[1] * g;
11037                 c2[2] = c[2] * b;
11038                 c2[3] = c[3] * a;
11039         }
11040         rsurface.passcolor4f = rsurface.array_passcolor4f;
11041         rsurface.passcolor4f_vertexbuffer = 0;
11042         rsurface.passcolor4f_bufferoffset = 0;
11043 }
11044
11045 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11046 {
11047         int i;
11048         const float *c;
11049         float *c2;
11050         if (!rsurface.passcolor4f)
11051                 return;
11052         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11053         {
11054                 c2[0] = c[0] + r_refdef.scene.ambient;
11055                 c2[1] = c[1] + r_refdef.scene.ambient;
11056                 c2[2] = c[2] + r_refdef.scene.ambient;
11057                 c2[3] = c[3];
11058         }
11059         rsurface.passcolor4f = rsurface.array_passcolor4f;
11060         rsurface.passcolor4f_vertexbuffer = 0;
11061         rsurface.passcolor4f_bufferoffset = 0;
11062 }
11063
11064 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11065 {
11066         // TODO: optimize
11067         rsurface.passcolor4f = NULL;
11068         rsurface.passcolor4f_vertexbuffer = 0;
11069         rsurface.passcolor4f_bufferoffset = 0;
11070         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11071         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11072         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11073         GL_Color(r, g, b, a);
11074         RSurf_BindLightmapForBatch();
11075         RSurf_DrawBatch();
11076 }
11077
11078 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11079 {
11080         // TODO: optimize applyfog && applycolor case
11081         // just apply fog if necessary, and tint the fog color array if necessary
11082         rsurface.passcolor4f = NULL;
11083         rsurface.passcolor4f_vertexbuffer = 0;
11084         rsurface.passcolor4f_bufferoffset = 0;
11085         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11086         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11087         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11088         GL_Color(r, g, b, a);
11089         RSurf_DrawBatch();
11090 }
11091
11092 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11093 {
11094         // TODO: optimize
11095         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11096         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11097         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11098         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11099         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11100         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11101         GL_Color(r, g, b, a);
11102         RSurf_DrawBatch();
11103 }
11104
11105 static void RSurf_DrawBatch_GL11_ClampColor(void)
11106 {
11107         int i;
11108         const float *c1;
11109         float *c2;
11110         if (!rsurface.passcolor4f)
11111                 return;
11112         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11113         {
11114                 c2[0] = bound(0.0f, c1[0], 1.0f);
11115                 c2[1] = bound(0.0f, c1[1], 1.0f);
11116                 c2[2] = bound(0.0f, c1[2], 1.0f);
11117                 c2[3] = bound(0.0f, c1[3], 1.0f);
11118         }
11119 }
11120
11121 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11122 {
11123         int i;
11124         float f;
11125         float alpha;
11126         const float *v;
11127         const float *n;
11128         float *c;
11129         vec3_t ambientcolor;
11130         vec3_t diffusecolor;
11131         vec3_t lightdir;
11132         // TODO: optimize
11133         // model lighting
11134         VectorCopy(rsurface.modellight_lightdir, lightdir);
11135         f = 0.5f * r_refdef.lightmapintensity;
11136         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11137         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11138         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11139         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11140         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11141         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11142         alpha = *a;
11143         if (VectorLength2(diffusecolor) > 0)
11144         {
11145                 // q3-style directional shading
11146                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11147                 {
11148                         if ((f = DotProduct(n, lightdir)) > 0)
11149                                 VectorMA(ambientcolor, f, diffusecolor, c);
11150                         else
11151                                 VectorCopy(ambientcolor, c);
11152                         c[3] = alpha;
11153                 }
11154                 *r = 1;
11155                 *g = 1;
11156                 *b = 1;
11157                 *a = 1;
11158                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11159                 rsurface.passcolor4f_vertexbuffer = 0;
11160                 rsurface.passcolor4f_bufferoffset = 0;
11161                 *applycolor = false;
11162         }
11163         else
11164         {
11165                 *r = ambientcolor[0];
11166                 *g = ambientcolor[1];
11167                 *b = ambientcolor[2];
11168                 rsurface.passcolor4f = NULL;
11169                 rsurface.passcolor4f_vertexbuffer = 0;
11170                 rsurface.passcolor4f_bufferoffset = 0;
11171         }
11172 }
11173
11174 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11175 {
11176         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11177         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11178         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11179         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11180         GL_Color(r, g, b, a);
11181         RSurf_DrawBatch();
11182 }
11183
11184 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11185 {
11186         int i;
11187         float f;
11188         const float *v;
11189         float *c;
11190         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11191         {
11192                 f = 1 - RSurf_FogVertex(v);
11193                 c[0] = r;
11194                 c[1] = g;
11195                 c[2] = b;
11196                 c[3] = f * a;
11197         }
11198 }
11199
11200 void RSurf_SetupDepthAndCulling(void)
11201 {
11202         // submodels are biased to avoid z-fighting with world surfaces that they
11203         // may be exactly overlapping (avoids z-fighting artifacts on certain
11204         // doors and things in Quake maps)
11205         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11206         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11207         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11208         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11209 }
11210
11211 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11212 {
11213         // transparent sky would be ridiculous
11214         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11215                 return;
11216         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11217         skyrenderlater = true;
11218         RSurf_SetupDepthAndCulling();
11219         GL_DepthMask(true);
11220         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11221         // skymasking on them, and Quake3 never did sky masking (unlike
11222         // software Quake and software Quake2), so disable the sky masking
11223         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11224         // and skymasking also looks very bad when noclipping outside the
11225         // level, so don't use it then either.
11226         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11227         {
11228                 R_Mesh_ResetTextureState();
11229                 if (skyrendermasked)
11230                 {
11231                         R_SetupShader_DepthOrShadow();
11232                         // depth-only (masking)
11233                         GL_ColorMask(0,0,0,0);
11234                         // just to make sure that braindead drivers don't draw
11235                         // anything despite that colormask...
11236                         GL_BlendFunc(GL_ZERO, GL_ONE);
11237                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11238                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11239                 }
11240                 else
11241                 {
11242                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11243                         // fog sky
11244                         GL_BlendFunc(GL_ONE, GL_ZERO);
11245                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11246                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11247                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11248                 }
11249                 RSurf_DrawBatch();
11250                 if (skyrendermasked)
11251                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11252         }
11253         R_Mesh_ResetTextureState();
11254         GL_Color(1, 1, 1, 1);
11255 }
11256
11257 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11258 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11259 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11260 {
11261         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11262                 return;
11263         if (prepass)
11264         {
11265                 // render screenspace normalmap to texture
11266                 GL_DepthMask(true);
11267                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11268                 RSurf_DrawBatch();
11269                 return;
11270         }
11271
11272         // bind lightmap texture
11273
11274         // water/refraction/reflection/camera surfaces have to be handled specially
11275         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11276         {
11277                 int start, end, startplaneindex;
11278                 for (start = 0;start < texturenumsurfaces;start = end)
11279                 {
11280                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11281                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11282                                 ;
11283                         // now that we have a batch using the same planeindex, render it
11284                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11285                         {
11286                                 // render water or distortion background
11287                                 GL_DepthMask(true);
11288                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11289                                 RSurf_BindReflectionForBatch(startplaneindex);
11290                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11291                                         RSurf_BindLightmapForBatch();
11292                                 RSurf_DrawBatch();
11293                                 // blend surface on top
11294                                 GL_DepthMask(false);
11295                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11296                                 RSurf_DrawBatch();
11297                         }
11298                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11299                         {
11300                                 // render surface with reflection texture as input
11301                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11302                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11303                                 RSurf_BindReflectionForBatch(startplaneindex);
11304                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11305                                         RSurf_BindLightmapForBatch();
11306                                 RSurf_DrawBatch();
11307                         }
11308                 }
11309                 return;
11310         }
11311
11312         // render surface batch normally
11313         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11314         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11315         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11316                 RSurf_BindLightmapForBatch();
11317         RSurf_DrawBatch();
11318 }
11319
11320 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11321 {
11322         // OpenGL 1.3 path - anything not completely ancient
11323         qboolean applycolor;
11324         qboolean applyfog;
11325         int layerindex;
11326         const texturelayer_t *layer;
11327         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11328         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11329
11330         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11331         {
11332                 vec4_t layercolor;
11333                 int layertexrgbscale;
11334                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11335                 {
11336                         if (layerindex == 0)
11337                                 GL_AlphaTest(true);
11338                         else
11339                         {
11340                                 GL_AlphaTest(false);
11341                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11342                         }
11343                 }
11344                 GL_DepthMask(layer->depthmask && writedepth);
11345                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11346                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11347                 {
11348                         layertexrgbscale = 4;
11349                         VectorScale(layer->color, 0.25f, layercolor);
11350                 }
11351                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11352                 {
11353                         layertexrgbscale = 2;
11354                         VectorScale(layer->color, 0.5f, layercolor);
11355                 }
11356                 else
11357                 {
11358                         layertexrgbscale = 1;
11359                         VectorScale(layer->color, 1.0f, layercolor);
11360                 }
11361                 layercolor[3] = layer->color[3];
11362                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11363                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11364                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11365                 switch (layer->type)
11366                 {
11367                 case TEXTURELAYERTYPE_LITTEXTURE:
11368                         // single-pass lightmapped texture with 2x rgbscale
11369                         R_Mesh_TexBind(0, r_texture_white);
11370                         R_Mesh_TexMatrix(0, NULL);
11371                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11372                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11373                         R_Mesh_TexBind(1, layer->texture);
11374                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11375                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11376                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11377                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11378                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11379                         else if (rsurface.uselightmaptexture)
11380                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11381                         else
11382                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11383                         break;
11384                 case TEXTURELAYERTYPE_TEXTURE:
11385                         // singletexture unlit texture with transparency support
11386                         R_Mesh_TexBind(0, layer->texture);
11387                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11388                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11389                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11390                         R_Mesh_TexBind(1, 0);
11391                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11392                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11393                         break;
11394                 case TEXTURELAYERTYPE_FOG:
11395                         // singletexture fogging
11396                         if (layer->texture)
11397                         {
11398                                 R_Mesh_TexBind(0, layer->texture);
11399                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11400                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11401                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11402                         }
11403                         else
11404                         {
11405                                 R_Mesh_TexBind(0, 0);
11406                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11407                         }
11408                         R_Mesh_TexBind(1, 0);
11409                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11410                         // generate a color array for the fog pass
11411                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11412                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11413                         RSurf_DrawBatch();
11414                         break;
11415                 default:
11416                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11417                 }
11418         }
11419         CHECKGLERROR
11420         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11421         {
11422                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11423                 GL_AlphaTest(false);
11424         }
11425 }
11426
11427 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11428 {
11429         // OpenGL 1.1 - crusty old voodoo path
11430         qboolean applyfog;
11431         int layerindex;
11432         const texturelayer_t *layer;
11433         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11434         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11435
11436         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11437         {
11438                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11439                 {
11440                         if (layerindex == 0)
11441                                 GL_AlphaTest(true);
11442                         else
11443                         {
11444                                 GL_AlphaTest(false);
11445                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11446                         }
11447                 }
11448                 GL_DepthMask(layer->depthmask && writedepth);
11449                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11450                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11451                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11452                 switch (layer->type)
11453                 {
11454                 case TEXTURELAYERTYPE_LITTEXTURE:
11455                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11456                         {
11457                                 // two-pass lit texture with 2x rgbscale
11458                                 // first the lightmap pass
11459                                 R_Mesh_TexBind(0, r_texture_white);
11460                                 R_Mesh_TexMatrix(0, NULL);
11461                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11462                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11463                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11464                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11465                                 else if (rsurface.uselightmaptexture)
11466                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11467                                 else
11468                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11469                                 // then apply the texture to it
11470                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11471                                 R_Mesh_TexBind(0, layer->texture);
11472                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11473                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11474                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11475                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11476                         }
11477                         else
11478                         {
11479                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11480                                 R_Mesh_TexBind(0, layer->texture);
11481                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11482                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11483                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11484                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11485                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11486                                 else
11487                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11488                         }
11489                         break;
11490                 case TEXTURELAYERTYPE_TEXTURE:
11491                         // singletexture unlit texture with transparency support
11492                         R_Mesh_TexBind(0, layer->texture);
11493                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11494                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11495                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11496                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11497                         break;
11498                 case TEXTURELAYERTYPE_FOG:
11499                         // singletexture fogging
11500                         if (layer->texture)
11501                         {
11502                                 R_Mesh_TexBind(0, layer->texture);
11503                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11504                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11505                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11506                         }
11507                         else
11508                         {
11509                                 R_Mesh_TexBind(0, 0);
11510                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11511                         }
11512                         // generate a color array for the fog pass
11513                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11514                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11515                         RSurf_DrawBatch();
11516                         break;
11517                 default:
11518                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11519                 }
11520         }
11521         CHECKGLERROR
11522         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11523         {
11524                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11525                 GL_AlphaTest(false);
11526         }
11527 }
11528
11529 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11530 {
11531         int vi;
11532         int j;
11533         r_vertexgeneric_t *batchvertex;
11534         float c[4];
11535
11536         GL_AlphaTest(false);
11537         R_Mesh_ResetTextureState();
11538         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11539
11540         if(rsurface.texture && rsurface.texture->currentskinframe)
11541         {
11542                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11543                 c[3] *= rsurface.texture->currentalpha;
11544         }
11545         else
11546         {
11547                 c[0] = 1;
11548                 c[1] = 0;
11549                 c[2] = 1;
11550                 c[3] = 1;
11551         }
11552
11553         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11554         {
11555                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11556                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11557                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11558         }
11559
11560         // brighten it up (as texture value 127 means "unlit")
11561         c[0] *= 2 * r_refdef.view.colorscale;
11562         c[1] *= 2 * r_refdef.view.colorscale;
11563         c[2] *= 2 * r_refdef.view.colorscale;
11564
11565         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11566                 c[3] *= r_wateralpha.value;
11567
11568         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11569         {
11570                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11571                 GL_DepthMask(false);
11572         }
11573         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11574         {
11575                 GL_BlendFunc(GL_ONE, GL_ONE);
11576                 GL_DepthMask(false);
11577         }
11578         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11579         {
11580                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11581                 GL_DepthMask(false);
11582         }
11583         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11584         {
11585                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11586                 GL_DepthMask(false);
11587         }
11588         else
11589         {
11590                 GL_BlendFunc(GL_ONE, GL_ZERO);
11591                 GL_DepthMask(writedepth);
11592         }
11593
11594         if (r_showsurfaces.integer == 3)
11595         {
11596                 rsurface.passcolor4f = NULL;
11597
11598                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11599                 {
11600                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11601
11602                         rsurface.passcolor4f = NULL;
11603                         rsurface.passcolor4f_vertexbuffer = 0;
11604                         rsurface.passcolor4f_bufferoffset = 0;
11605                 }
11606                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11607                 {
11608                         qboolean applycolor = true;
11609                         float one = 1.0;
11610
11611                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11612
11613                         r_refdef.lightmapintensity = 1;
11614                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11615                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11616                 }
11617                 else
11618                 {
11619                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11620
11621                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11622                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11623                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11624                 }
11625
11626                 if(!rsurface.passcolor4f)
11627                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11628
11629                 RSurf_DrawBatch_GL11_ApplyAmbient();
11630                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11631                 if(r_refdef.fogenabled)
11632                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11633                 RSurf_DrawBatch_GL11_ClampColor();
11634
11635                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11636                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11637                 RSurf_DrawBatch();
11638         }
11639         else if (!r_refdef.view.showdebug)
11640         {
11641                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11642                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11643                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11644                 {
11645                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11646                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11647                 }
11648                 R_Mesh_PrepareVertices_Generic_Unlock();
11649                 RSurf_DrawBatch();
11650         }
11651         else if (r_showsurfaces.integer == 4)
11652         {
11653                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11654                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11655                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11656                 {
11657                         unsigned char c = vi << 3;
11658                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11659                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11660                 }
11661                 R_Mesh_PrepareVertices_Generic_Unlock();
11662                 RSurf_DrawBatch();
11663         }
11664         else if (r_showsurfaces.integer == 2)
11665         {
11666                 const int *e;
11667                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11668                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11669                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11670                 {
11671                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11672                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11673                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11674                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11675                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11676                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11677                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11678                 }
11679                 R_Mesh_PrepareVertices_Generic_Unlock();
11680                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11681         }
11682         else
11683         {
11684                 int texturesurfaceindex;
11685                 int k;
11686                 const msurface_t *surface;
11687                 unsigned char surfacecolor4ub[4];
11688                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11689                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11690                 vi = 0;
11691                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11692                 {
11693                         surface = texturesurfacelist[texturesurfaceindex];
11694                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11695                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11696                         for (j = 0;j < surface->num_vertices;j++)
11697                         {
11698                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11699                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11700                                 vi++;
11701                         }
11702                 }
11703                 R_Mesh_PrepareVertices_Generic_Unlock();
11704                 RSurf_DrawBatch();
11705         }
11706 }
11707
11708 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11709 {
11710         CHECKGLERROR
11711         RSurf_SetupDepthAndCulling();
11712         if (r_showsurfaces.integer)
11713         {
11714                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11715                 return;
11716         }
11717         switch (vid.renderpath)
11718         {
11719         case RENDERPATH_GL20:
11720         case RENDERPATH_CGGL:
11721                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11722                 break;
11723         case RENDERPATH_GL13:
11724                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11725                 break;
11726         case RENDERPATH_GL11:
11727                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11728                 break;
11729         }
11730         CHECKGLERROR
11731 }
11732
11733 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11734 {
11735         CHECKGLERROR
11736         RSurf_SetupDepthAndCulling();
11737         if (r_showsurfaces.integer)
11738         {
11739                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11740                 return;
11741         }
11742         switch (vid.renderpath)
11743         {
11744         case RENDERPATH_GL20:
11745         case RENDERPATH_CGGL:
11746                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11747                 break;
11748         case RENDERPATH_GL13:
11749                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11750                 break;
11751         case RENDERPATH_GL11:
11752                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11753                 break;
11754         }
11755         CHECKGLERROR
11756 }
11757
11758 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11759 {
11760         int i, j;
11761         int texturenumsurfaces, endsurface;
11762         texture_t *texture;
11763         const msurface_t *surface;
11764 #define MAXBATCH_TRANSPARENTSURFACES 256
11765         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11766
11767         // if the model is static it doesn't matter what value we give for
11768         // wantnormals and wanttangents, so this logic uses only rules applicable
11769         // to a model, knowing that they are meaningless otherwise
11770         if (ent == r_refdef.scene.worldentity)
11771                 RSurf_ActiveWorldEntity();
11772         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11773                 RSurf_ActiveModelEntity(ent, false, false, false);
11774         else
11775         {
11776                 switch (vid.renderpath)
11777                 {
11778                 case RENDERPATH_GL20:
11779                 case RENDERPATH_CGGL:
11780                         RSurf_ActiveModelEntity(ent, true, true, false);
11781                         break;
11782                 case RENDERPATH_GL13:
11783                 case RENDERPATH_GL11:
11784                         RSurf_ActiveModelEntity(ent, true, false, false);
11785                         break;
11786                 }
11787         }
11788
11789         if (r_transparentdepthmasking.integer)
11790         {
11791                 qboolean setup = false;
11792                 for (i = 0;i < numsurfaces;i = j)
11793                 {
11794                         j = i + 1;
11795                         surface = rsurface.modelsurfaces + surfacelist[i];
11796                         texture = surface->texture;
11797                         rsurface.texture = R_GetCurrentTexture(texture);
11798                         rsurface.lightmaptexture = NULL;
11799                         rsurface.deluxemaptexture = NULL;
11800                         rsurface.uselightmaptexture = false;
11801                         // scan ahead until we find a different texture
11802                         endsurface = min(i + 1024, numsurfaces);
11803                         texturenumsurfaces = 0;
11804                         texturesurfacelist[texturenumsurfaces++] = surface;
11805                         for (;j < endsurface;j++)
11806                         {
11807                                 surface = rsurface.modelsurfaces + surfacelist[j];
11808                                 if (texture != surface->texture)
11809                                         break;
11810                                 texturesurfacelist[texturenumsurfaces++] = surface;
11811                         }
11812                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11813                                 continue;
11814                         // render the range of surfaces as depth
11815                         if (!setup)
11816                         {
11817                                 setup = true;
11818                                 GL_ColorMask(0,0,0,0);
11819                                 GL_Color(1,1,1,1);
11820                                 GL_DepthTest(true);
11821                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11822                                 GL_DepthMask(true);
11823                                 GL_AlphaTest(false);
11824                                 R_Mesh_ResetTextureState();
11825                                 R_SetupShader_DepthOrShadow();
11826                         }
11827                         RSurf_SetupDepthAndCulling();
11828                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11829                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11830                         RSurf_DrawBatch();
11831                 }
11832                 if (setup)
11833                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11834         }
11835
11836         for (i = 0;i < numsurfaces;i = j)
11837         {
11838                 j = i + 1;
11839                 surface = rsurface.modelsurfaces + surfacelist[i];
11840                 texture = surface->texture;
11841                 rsurface.texture = R_GetCurrentTexture(texture);
11842                 rsurface.lightmaptexture = surface->lightmaptexture;
11843                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11844                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11845                 // scan ahead until we find a different texture
11846                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11847                 texturenumsurfaces = 0;
11848                 texturesurfacelist[texturenumsurfaces++] = surface;
11849                 for (;j < endsurface;j++)
11850                 {
11851                         surface = rsurface.modelsurfaces + surfacelist[j];
11852                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11853                                 break;
11854                         texturesurfacelist[texturenumsurfaces++] = surface;
11855                 }
11856                 // render the range of surfaces
11857                 if (ent == r_refdef.scene.worldentity)
11858                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11859                 else
11860                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11861         }
11862         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11863         GL_AlphaTest(false);
11864 }
11865
11866 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11867 {
11868         // transparent surfaces get pushed off into the transparent queue
11869         int surfacelistindex;
11870         const msurface_t *surface;
11871         vec3_t tempcenter, center;
11872         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11873         {
11874                 surface = texturesurfacelist[surfacelistindex];
11875                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11876                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11877                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11878                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11879                 if (queueentity->transparent_offset) // transparent offset
11880                 {
11881                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11882                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11883                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11884                 }
11885                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11886         }
11887 }
11888
11889 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11890 {
11891         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11892                 return;
11893         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11894                 return;
11895         RSurf_SetupDepthAndCulling();
11896         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11897         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11898         RSurf_DrawBatch();
11899 }
11900
11901 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11902 {
11903         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11904         CHECKGLERROR
11905         if (depthonly)
11906                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11907         else if (prepass)
11908         {
11909                 if (!rsurface.texture->currentnumlayers)
11910                         return;
11911                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11912                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11913                 else
11914                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11915         }
11916         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11917                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11918         else if (!rsurface.texture->currentnumlayers)
11919                 return;
11920         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11921         {
11922                 // in the deferred case, transparent surfaces were queued during prepass
11923                 if (!r_shadow_usingdeferredprepass)
11924                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11925         }
11926         else
11927         {
11928                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11929                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11930         }
11931         CHECKGLERROR
11932 }
11933
11934 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11935 {
11936         int i, j;
11937         texture_t *texture;
11938         // break the surface list down into batches by texture and use of lightmapping
11939         for (i = 0;i < numsurfaces;i = j)
11940         {
11941                 j = i + 1;
11942                 // texture is the base texture pointer, rsurface.texture is the
11943                 // current frame/skin the texture is directing us to use (for example
11944                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11945                 // use skin 1 instead)
11946                 texture = surfacelist[i]->texture;
11947                 rsurface.texture = R_GetCurrentTexture(texture);
11948                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11949                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11950                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11951                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11952                 {
11953                         // if this texture is not the kind we want, skip ahead to the next one
11954                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11955                                 ;
11956                         continue;
11957                 }
11958                 // simply scan ahead until we find a different texture or lightmap state
11959                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11960                         ;
11961                 // render the range of surfaces
11962                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11963         }
11964 }
11965
11966 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11967 {
11968         CHECKGLERROR
11969         if (depthonly)
11970                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11971         else if (prepass)
11972         {
11973                 if (!rsurface.texture->currentnumlayers)
11974                         return;
11975                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11976                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11977                 else
11978                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11979         }
11980         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11981                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11982         else if (!rsurface.texture->currentnumlayers)
11983                 return;
11984         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11985         {
11986                 // in the deferred case, transparent surfaces were queued during prepass
11987                 if (!r_shadow_usingdeferredprepass)
11988                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11989         }
11990         else
11991         {
11992                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11993                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11994         }
11995         CHECKGLERROR
11996 }
11997
11998 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11999 {
12000         int i, j;
12001         texture_t *texture;
12002         // break the surface list down into batches by texture and use of lightmapping
12003         for (i = 0;i < numsurfaces;i = j)
12004         {
12005                 j = i + 1;
12006                 // texture is the base texture pointer, rsurface.texture is the
12007                 // current frame/skin the texture is directing us to use (for example
12008                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12009                 // use skin 1 instead)
12010                 texture = surfacelist[i]->texture;
12011                 rsurface.texture = R_GetCurrentTexture(texture);
12012                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12013                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12014                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12015                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12016                 {
12017                         // if this texture is not the kind we want, skip ahead to the next one
12018                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12019                                 ;
12020                         continue;
12021                 }
12022                 // simply scan ahead until we find a different texture or lightmap state
12023                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12024                         ;
12025                 // render the range of surfaces
12026                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12027         }
12028 }
12029
12030 float locboxvertex3f[6*4*3] =
12031 {
12032         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12033         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12034         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12035         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12036         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12037         1,0,0, 0,0,0, 0,1,0, 1,1,0
12038 };
12039
12040 unsigned short locboxelements[6*2*3] =
12041 {
12042          0, 1, 2, 0, 2, 3,
12043          4, 5, 6, 4, 6, 7,
12044          8, 9,10, 8,10,11,
12045         12,13,14, 12,14,15,
12046         16,17,18, 16,18,19,
12047         20,21,22, 20,22,23
12048 };
12049
12050 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12051 {
12052         int i, j;
12053         cl_locnode_t *loc = (cl_locnode_t *)ent;
12054         vec3_t mins, size;
12055         float vertex3f[6*4*3];
12056         CHECKGLERROR
12057         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12058         GL_DepthMask(false);
12059         GL_DepthRange(0, 1);
12060         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12061         GL_DepthTest(true);
12062         GL_CullFace(GL_NONE);
12063         R_EntityMatrix(&identitymatrix);
12064
12065         R_Mesh_ResetTextureState();
12066
12067         i = surfacelist[0];
12068         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12069                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12070                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12071                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12072
12073         if (VectorCompare(loc->mins, loc->maxs))
12074         {
12075                 VectorSet(size, 2, 2, 2);
12076                 VectorMA(loc->mins, -0.5f, size, mins);
12077         }
12078         else
12079         {
12080                 VectorCopy(loc->mins, mins);
12081                 VectorSubtract(loc->maxs, loc->mins, size);
12082         }
12083
12084         for (i = 0;i < 6*4*3;)
12085                 for (j = 0;j < 3;j++, i++)
12086                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12087
12088         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12089         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12090         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12091 }
12092
12093 void R_DrawLocs(void)
12094 {
12095         int index;
12096         cl_locnode_t *loc, *nearestloc;
12097         vec3_t center;
12098         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12099         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12100         {
12101                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12102                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12103         }
12104 }
12105
12106 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12107 {
12108         if (decalsystem->decals)
12109                 Mem_Free(decalsystem->decals);
12110         memset(decalsystem, 0, sizeof(*decalsystem));
12111 }
12112
12113 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)
12114 {
12115         tridecal_t *decal;
12116         tridecal_t *decals;
12117         int i;
12118
12119         // expand or initialize the system
12120         if (decalsystem->maxdecals <= decalsystem->numdecals)
12121         {
12122                 decalsystem_t old = *decalsystem;
12123                 qboolean useshortelements;
12124                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12125                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12126                 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)));
12127                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12128                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12129                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12130                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12131                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12132                 if (decalsystem->numdecals)
12133                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12134                 if (old.decals)
12135                         Mem_Free(old.decals);
12136                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12137                         decalsystem->element3i[i] = i;
12138                 if (useshortelements)
12139                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12140                                 decalsystem->element3s[i] = i;
12141         }
12142
12143         // grab a decal and search for another free slot for the next one
12144         decals = decalsystem->decals;
12145         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12146         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12147                 ;
12148         decalsystem->freedecal = i;
12149         if (decalsystem->numdecals <= i)
12150                 decalsystem->numdecals = i + 1;
12151
12152         // initialize the decal
12153         decal->lived = 0;
12154         decal->triangleindex = triangleindex;
12155         decal->surfaceindex = surfaceindex;
12156         decal->decalsequence = decalsequence;
12157         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12158         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12159         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12160         decal->color4ub[0][3] = 255;
12161         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12162         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12163         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12164         decal->color4ub[1][3] = 255;
12165         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12166         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12167         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12168         decal->color4ub[2][3] = 255;
12169         decal->vertex3f[0][0] = v0[0];
12170         decal->vertex3f[0][1] = v0[1];
12171         decal->vertex3f[0][2] = v0[2];
12172         decal->vertex3f[1][0] = v1[0];
12173         decal->vertex3f[1][1] = v1[1];
12174         decal->vertex3f[1][2] = v1[2];
12175         decal->vertex3f[2][0] = v2[0];
12176         decal->vertex3f[2][1] = v2[1];
12177         decal->vertex3f[2][2] = v2[2];
12178         decal->texcoord2f[0][0] = t0[0];
12179         decal->texcoord2f[0][1] = t0[1];
12180         decal->texcoord2f[1][0] = t1[0];
12181         decal->texcoord2f[1][1] = t1[1];
12182         decal->texcoord2f[2][0] = t2[0];
12183         decal->texcoord2f[2][1] = t2[1];
12184 }
12185
12186 extern cvar_t cl_decals_bias;
12187 extern cvar_t cl_decals_models;
12188 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12189 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)
12190 {
12191         matrix4x4_t projection;
12192         decalsystem_t *decalsystem;
12193         qboolean dynamic;
12194         dp_model_t *model;
12195         const float *vertex3f;
12196         const msurface_t *surface;
12197         const msurface_t *surfaces;
12198         const int *surfacelist;
12199         const texture_t *texture;
12200         int numtriangles;
12201         int numsurfacelist;
12202         int surfacelistindex;
12203         int surfaceindex;
12204         int triangleindex;
12205         int cornerindex;
12206         int index;
12207         int numpoints;
12208         const int *e;
12209         float localorigin[3];
12210         float localnormal[3];
12211         float localmins[3];
12212         float localmaxs[3];
12213         float localsize;
12214         float v[9][3];
12215         float tc[9][2];
12216         float c[9][4];
12217         //float normal[3];
12218         float planes[6][4];
12219         float f;
12220         float points[2][9][3];
12221         float angles[3];
12222         float temp[3];
12223
12224         decalsystem = &ent->decalsystem;
12225         model = ent->model;
12226         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12227         {
12228                 R_DecalSystem_Reset(&ent->decalsystem);
12229                 return;
12230         }
12231
12232         if (!model->brush.data_nodes && !cl_decals_models.integer)
12233         {
12234                 if (decalsystem->model)
12235                         R_DecalSystem_Reset(decalsystem);
12236                 return;
12237         }
12238
12239         if (decalsystem->model != model)
12240                 R_DecalSystem_Reset(decalsystem);
12241         decalsystem->model = model;
12242
12243         RSurf_ActiveModelEntity(ent, false, false, false);
12244
12245         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12246         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12247         VectorNormalize(localnormal);
12248         localsize = worldsize*rsurface.inversematrixscale;
12249         localmins[0] = localorigin[0] - localsize;
12250         localmins[1] = localorigin[1] - localsize;
12251         localmins[2] = localorigin[2] - localsize;
12252         localmaxs[0] = localorigin[0] + localsize;
12253         localmaxs[1] = localorigin[1] + localsize;
12254         localmaxs[2] = localorigin[2] + localsize;
12255
12256         //VectorCopy(localnormal, planes[4]);
12257         //VectorVectors(planes[4], planes[2], planes[0]);
12258         AnglesFromVectors(angles, localnormal, NULL, false);
12259         AngleVectors(angles, planes[0], planes[2], planes[4]);
12260         VectorNegate(planes[0], planes[1]);
12261         VectorNegate(planes[2], planes[3]);
12262         VectorNegate(planes[4], planes[5]);
12263         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12264         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12265         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12266         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12267         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12268         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12269
12270 #if 1
12271 // works
12272 {
12273         matrix4x4_t forwardprojection;
12274         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12275         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12276 }
12277 #else
12278 // broken
12279 {
12280         float projectionvector[4][3];
12281         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12282         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12283         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12284         projectionvector[0][0] = planes[0][0] * ilocalsize;
12285         projectionvector[0][1] = planes[1][0] * ilocalsize;
12286         projectionvector[0][2] = planes[2][0] * ilocalsize;
12287         projectionvector[1][0] = planes[0][1] * ilocalsize;
12288         projectionvector[1][1] = planes[1][1] * ilocalsize;
12289         projectionvector[1][2] = planes[2][1] * ilocalsize;
12290         projectionvector[2][0] = planes[0][2] * ilocalsize;
12291         projectionvector[2][1] = planes[1][2] * ilocalsize;
12292         projectionvector[2][2] = planes[2][2] * ilocalsize;
12293         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12294         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12295         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12296         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12297 }
12298 #endif
12299
12300         dynamic = model->surfmesh.isanimated;
12301         vertex3f = rsurface.modelvertex3f;
12302         numsurfacelist = model->nummodelsurfaces;
12303         surfacelist = model->sortedmodelsurfaces;
12304         surfaces = model->data_surfaces;
12305         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12306         {
12307                 surfaceindex = surfacelist[surfacelistindex];
12308                 surface = surfaces + surfaceindex;
12309                 // check cull box first because it rejects more than any other check
12310                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12311                         continue;
12312                 // skip transparent surfaces
12313                 texture = surface->texture;
12314                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12315                         continue;
12316                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12317                         continue;
12318                 numtriangles = surface->num_triangles;
12319                 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12320                 {
12321                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12322                         {
12323                                 index = 3*e[cornerindex];
12324                                 VectorCopy(vertex3f + index, v[cornerindex]);
12325                         }
12326                         // cull backfaces
12327                         //TriangleNormal(v[0], v[1], v[2], normal);
12328                         //if (DotProduct(normal, localnormal) < 0.0f)
12329                         //      continue;
12330                         // clip by each of the box planes formed from the projection matrix
12331                         // if anything survives, we emit the decal
12332                         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]);
12333                         if (numpoints < 3)
12334                                 continue;
12335                         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]);
12336                         if (numpoints < 3)
12337                                 continue;
12338                         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]);
12339                         if (numpoints < 3)
12340                                 continue;
12341                         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]);
12342                         if (numpoints < 3)
12343                                 continue;
12344                         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]);
12345                         if (numpoints < 3)
12346                                 continue;
12347                         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]);
12348                         if (numpoints < 3)
12349                                 continue;
12350                         // some part of the triangle survived, so we have to accept it...
12351                         if (dynamic)
12352                         {
12353                                 // dynamic always uses the original triangle
12354                                 numpoints = 3;
12355                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12356                                 {
12357                                         index = 3*e[cornerindex];
12358                                         VectorCopy(vertex3f + index, v[cornerindex]);
12359                                 }
12360                         }
12361                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12362                         {
12363                                 // convert vertex positions to texcoords
12364                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12365                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12366                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12367                                 // calculate distance fade from the projection origin
12368                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12369                                 f = bound(0.0f, f, 1.0f);
12370                                 c[cornerindex][0] = r * f;
12371                                 c[cornerindex][1] = g * f;
12372                                 c[cornerindex][2] = b * f;
12373                                 c[cornerindex][3] = 1.0f;
12374                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12375                         }
12376                         if (dynamic)
12377                                 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);
12378                         else
12379                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12380                                         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);
12381                 }
12382         }
12383 }
12384
12385 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12386 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)
12387 {
12388         int renderentityindex;
12389         float worldmins[3];
12390         float worldmaxs[3];
12391         entity_render_t *ent;
12392
12393         if (!cl_decals_newsystem.integer)
12394                 return;
12395
12396         worldmins[0] = worldorigin[0] - worldsize;
12397         worldmins[1] = worldorigin[1] - worldsize;
12398         worldmins[2] = worldorigin[2] - worldsize;
12399         worldmaxs[0] = worldorigin[0] + worldsize;
12400         worldmaxs[1] = worldorigin[1] + worldsize;
12401         worldmaxs[2] = worldorigin[2] + worldsize;
12402
12403         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12404
12405         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12406         {
12407                 ent = r_refdef.scene.entities[renderentityindex];
12408                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12409                         continue;
12410
12411                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12412         }
12413 }
12414
12415 typedef struct r_decalsystem_splatqueue_s
12416 {
12417         vec3_t worldorigin;
12418         vec3_t worldnormal;
12419         float color[4];
12420         float tcrange[4];
12421         float worldsize;
12422         int decalsequence;
12423 }
12424 r_decalsystem_splatqueue_t;
12425
12426 int r_decalsystem_numqueued = 0;
12427 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12428
12429 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)
12430 {
12431         r_decalsystem_splatqueue_t *queue;
12432
12433         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12434                 return;
12435
12436         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12437         VectorCopy(worldorigin, queue->worldorigin);
12438         VectorCopy(worldnormal, queue->worldnormal);
12439         Vector4Set(queue->color, r, g, b, a);
12440         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12441         queue->worldsize = worldsize;
12442         queue->decalsequence = cl.decalsequence++;
12443 }
12444
12445 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12446 {
12447         int i;
12448         r_decalsystem_splatqueue_t *queue;
12449
12450         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12451                 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);
12452         r_decalsystem_numqueued = 0;
12453 }
12454
12455 extern cvar_t cl_decals_max;
12456 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12457 {
12458         int i;
12459         decalsystem_t *decalsystem = &ent->decalsystem;
12460         int numdecals;
12461         int killsequence;
12462         tridecal_t *decal;
12463         float frametime;
12464         float lifetime;
12465
12466         if (!decalsystem->numdecals)
12467                 return;
12468
12469         if (r_showsurfaces.integer)
12470                 return;
12471
12472         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12473         {
12474                 R_DecalSystem_Reset(decalsystem);
12475                 return;
12476         }
12477
12478         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12479         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12480
12481         if (decalsystem->lastupdatetime)
12482                 frametime = (cl.time - decalsystem->lastupdatetime);
12483         else
12484                 frametime = 0;
12485         decalsystem->lastupdatetime = cl.time;
12486         decal = decalsystem->decals;
12487         numdecals = decalsystem->numdecals;
12488
12489         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12490         {
12491                 if (decal->color4ub[0][3])
12492                 {
12493                         decal->lived += frametime;
12494                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12495                         {
12496                                 memset(decal, 0, sizeof(*decal));
12497                                 if (decalsystem->freedecal > i)
12498                                         decalsystem->freedecal = i;
12499                         }
12500                 }
12501         }
12502         decal = decalsystem->decals;
12503         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12504                 numdecals--;
12505
12506         // collapse the array by shuffling the tail decals into the gaps
12507         for (;;)
12508         {
12509                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12510                         decalsystem->freedecal++;
12511                 if (decalsystem->freedecal == numdecals)
12512                         break;
12513                 decal[decalsystem->freedecal] = decal[--numdecals];
12514         }
12515
12516         decalsystem->numdecals = numdecals;
12517
12518         if (numdecals <= 0)
12519         {
12520                 // if there are no decals left, reset decalsystem
12521                 R_DecalSystem_Reset(decalsystem);
12522         }
12523 }
12524
12525 extern skinframe_t *decalskinframe;
12526 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12527 {
12528         int i;
12529         decalsystem_t *decalsystem = &ent->decalsystem;
12530         int numdecals;
12531         tridecal_t *decal;
12532         float faderate;
12533         float alpha;
12534         float *v3f;
12535         float *c4f;
12536         float *t2f;
12537         const int *e;
12538         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12539         int numtris = 0;
12540
12541         numdecals = decalsystem->numdecals;
12542         if (!numdecals)
12543                 return;
12544
12545         if (r_showsurfaces.integer)
12546                 return;
12547
12548         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12549         {
12550                 R_DecalSystem_Reset(decalsystem);
12551                 return;
12552         }
12553
12554         // if the model is static it doesn't matter what value we give for
12555         // wantnormals and wanttangents, so this logic uses only rules applicable
12556         // to a model, knowing that they are meaningless otherwise
12557         if (ent == r_refdef.scene.worldentity)
12558                 RSurf_ActiveWorldEntity();
12559         else
12560                 RSurf_ActiveModelEntity(ent, false, false, false);
12561
12562         decalsystem->lastupdatetime = cl.time;
12563         decal = decalsystem->decals;
12564
12565         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12566
12567         // update vertex positions for animated models
12568         v3f = decalsystem->vertex3f;
12569         c4f = decalsystem->color4f;
12570         t2f = decalsystem->texcoord2f;
12571         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12572         {
12573                 if (!decal->color4ub[0][3])
12574                         continue;
12575
12576                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12577                         continue;
12578
12579                 // update color values for fading decals
12580                 if (decal->lived >= cl_decals_time.value)
12581                 {
12582                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12583                         alpha *= (1.0f/255.0f);
12584                 }
12585                 else
12586                         alpha = 1.0f/255.0f;
12587
12588                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12589                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12590                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12591                 c4f[ 3] = 1;
12592                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12593                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12594                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12595                 c4f[ 7] = 1;
12596                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12597                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12598                 c4f[10] = decal->color4ub[2][2] * alpha;
12599                 c4f[11] = 1;
12600
12601                 t2f[0] = decal->texcoord2f[0][0];
12602                 t2f[1] = decal->texcoord2f[0][1];
12603                 t2f[2] = decal->texcoord2f[1][0];
12604                 t2f[3] = decal->texcoord2f[1][1];
12605                 t2f[4] = decal->texcoord2f[2][0];
12606                 t2f[5] = decal->texcoord2f[2][1];
12607
12608                 // update vertex positions for animated models
12609                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12610                 {
12611                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12612                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12613                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12614                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12615                 }
12616                 else
12617                 {
12618                         VectorCopy(decal->vertex3f[0], v3f);
12619                         VectorCopy(decal->vertex3f[1], v3f + 3);
12620                         VectorCopy(decal->vertex3f[2], v3f + 6);
12621                 }
12622
12623                 if (r_refdef.fogenabled)
12624                 {
12625                         alpha = RSurf_FogVertex(v3f);
12626                         VectorScale(c4f, alpha, c4f);
12627                         alpha = RSurf_FogVertex(v3f + 3);
12628                         VectorScale(c4f + 4, alpha, c4f + 4);
12629                         alpha = RSurf_FogVertex(v3f + 6);
12630                         VectorScale(c4f + 8, alpha, c4f + 8);
12631                 }
12632
12633                 v3f += 9;
12634                 c4f += 12;
12635                 t2f += 6;
12636                 numtris++;
12637         }
12638
12639         if (numtris > 0)
12640         {
12641                 r_refdef.stats.drawndecals += numtris;
12642
12643                 // now render the decals all at once
12644                 // (this assumes they all use one particle font texture!)
12645                 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);
12646                 R_Mesh_ResetTextureState();
12647                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12648                 GL_DepthMask(false);
12649                 GL_DepthRange(0, 1);
12650                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12651                 GL_DepthTest(true);
12652                 GL_CullFace(GL_NONE);
12653                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12654                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12655                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12656         }
12657 }
12658
12659 static void R_DrawModelDecals(void)
12660 {
12661         int i, numdecals;
12662
12663         // fade faster when there are too many decals
12664         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12665         for (i = 0;i < r_refdef.scene.numentities;i++)
12666                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12667
12668         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12669         for (i = 0;i < r_refdef.scene.numentities;i++)
12670                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12671                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12672
12673         R_DecalSystem_ApplySplatEntitiesQueue();
12674
12675         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12676         for (i = 0;i < r_refdef.scene.numentities;i++)
12677                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12678
12679         r_refdef.stats.totaldecals += numdecals;
12680
12681         if (r_showsurfaces.integer)
12682                 return;
12683
12684         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12685
12686         for (i = 0;i < r_refdef.scene.numentities;i++)
12687         {
12688                 if (!r_refdef.viewcache.entityvisible[i])
12689                         continue;
12690                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12691                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12692         }
12693 }
12694
12695 extern cvar_t mod_collision_bih;
12696 void R_DrawDebugModel(void)
12697 {
12698         entity_render_t *ent = rsurface.entity;
12699         int i, j, k, l, flagsmask;
12700         const msurface_t *surface;
12701         dp_model_t *model = ent->model;
12702         vec3_t v;
12703
12704         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12705
12706         R_Mesh_ResetTextureState();
12707         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12708         GL_DepthRange(0, 1);
12709         GL_DepthTest(!r_showdisabledepthtest.integer);
12710         GL_DepthMask(false);
12711         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12712
12713         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12714         {
12715                 int triangleindex;
12716                 int bihleafindex;
12717                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12718                 const q3mbrush_t *brush;
12719                 const bih_t *bih = &model->collision_bih;
12720                 const bih_leaf_t *bihleaf;
12721                 float vertex3f[3][3];
12722                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12723                 cullbox = false;
12724                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12725                 {
12726                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12727                                 continue;
12728                         switch (bihleaf->type)
12729                         {
12730                         case BIH_BRUSH:
12731                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12732                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12733                                 {
12734                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12735                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12736                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12737                                 }
12738                                 break;
12739                         case BIH_COLLISIONTRIANGLE:
12740                                 triangleindex = bihleaf->itemindex;
12741                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12742                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12743                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12744                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12745                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12746                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12747                                 break;
12748                         case BIH_RENDERTRIANGLE:
12749                                 triangleindex = bihleaf->itemindex;
12750                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12751                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12752                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12753                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12754                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12755                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12756                                 break;
12757                         }
12758                 }
12759         }
12760
12761         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12762
12763         if (r_showtris.integer || r_shownormals.integer)
12764         {
12765                 if (r_showdisabledepthtest.integer)
12766                 {
12767                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12768                         GL_DepthMask(false);
12769                 }
12770                 else
12771                 {
12772                         GL_BlendFunc(GL_ONE, GL_ZERO);
12773                         GL_DepthMask(true);
12774                 }
12775                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12776                 {
12777                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12778                                 continue;
12779                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12780                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12781                         {
12782                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12783                                 if (r_showtris.value > 0)
12784                                 {
12785                                         if (!rsurface.texture->currentlayers->depthmask)
12786                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12787                                         else if (ent == r_refdef.scene.worldentity)
12788                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12789                                         else
12790                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12791                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12792                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12793                                         RSurf_DrawBatch();
12794                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12795                                         CHECKGLERROR
12796                                 }
12797                                 if (r_shownormals.value < 0)
12798                                 {
12799                                         qglBegin(GL_LINES);
12800                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12801                                         {
12802                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12803                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12804                                                 qglVertex3f(v[0], v[1], v[2]);
12805                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12806                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12807                                                 qglVertex3f(v[0], v[1], v[2]);
12808                                         }
12809                                         qglEnd();
12810                                         CHECKGLERROR
12811                                 }
12812                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12813                                 {
12814                                         qglBegin(GL_LINES);
12815                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12816                                         {
12817                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12818                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12819                                                 qglVertex3f(v[0], v[1], v[2]);
12820                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12821                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12822                                                 qglVertex3f(v[0], v[1], v[2]);
12823                                         }
12824                                         qglEnd();
12825                                         CHECKGLERROR
12826                                         qglBegin(GL_LINES);
12827                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12828                                         {
12829                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12830                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12831                                                 qglVertex3f(v[0], v[1], v[2]);
12832                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12833                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12834                                                 qglVertex3f(v[0], v[1], v[2]);
12835                                         }
12836                                         qglEnd();
12837                                         CHECKGLERROR
12838                                         qglBegin(GL_LINES);
12839                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12840                                         {
12841                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12842                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12843                                                 qglVertex3f(v[0], v[1], v[2]);
12844                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12845                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12846                                                 qglVertex3f(v[0], v[1], v[2]);
12847                                         }
12848                                         qglEnd();
12849                                         CHECKGLERROR
12850                                 }
12851                         }
12852                 }
12853                 rsurface.texture = NULL;
12854         }
12855 }
12856
12857 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12858 int r_maxsurfacelist = 0;
12859 const msurface_t **r_surfacelist = NULL;
12860 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12861 {
12862         int i, j, endj, flagsmask;
12863         dp_model_t *model = r_refdef.scene.worldmodel;
12864         msurface_t *surfaces;
12865         unsigned char *update;
12866         int numsurfacelist = 0;
12867         if (model == NULL)
12868                 return;
12869
12870         if (r_maxsurfacelist < model->num_surfaces)
12871         {
12872                 r_maxsurfacelist = model->num_surfaces;
12873                 if (r_surfacelist)
12874                         Mem_Free((msurface_t**)r_surfacelist);
12875                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12876         }
12877
12878         RSurf_ActiveWorldEntity();
12879
12880         surfaces = model->data_surfaces;
12881         update = model->brushq1.lightmapupdateflags;
12882
12883         // update light styles on this submodel
12884         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12885         {
12886                 model_brush_lightstyleinfo_t *style;
12887                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12888                 {
12889                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12890                         {
12891                                 int *list = style->surfacelist;
12892                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12893                                 for (j = 0;j < style->numsurfaces;j++)
12894                                         update[list[j]] = true;
12895                         }
12896                 }
12897         }
12898
12899         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12900
12901         if (debug)
12902         {
12903                 R_DrawDebugModel();
12904                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12905                 return;
12906         }
12907
12908         rsurface.lightmaptexture = NULL;
12909         rsurface.deluxemaptexture = NULL;
12910         rsurface.uselightmaptexture = false;
12911         rsurface.texture = NULL;
12912         rsurface.rtlight = NULL;
12913         numsurfacelist = 0;
12914         // add visible surfaces to draw list
12915         for (i = 0;i < model->nummodelsurfaces;i++)
12916         {
12917                 j = model->sortedmodelsurfaces[i];
12918                 if (r_refdef.viewcache.world_surfacevisible[j])
12919                         r_surfacelist[numsurfacelist++] = surfaces + j;
12920         }
12921         // update lightmaps if needed
12922         if (model->brushq1.firstrender)
12923         {
12924                 model->brushq1.firstrender = false;
12925                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12926                         if (update[j])
12927                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12928         }
12929         else if (update)
12930         {
12931                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12932                         if (r_refdef.viewcache.world_surfacevisible[j])
12933                                 if (update[j])
12934                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12935         }
12936         // don't do anything if there were no surfaces
12937         if (!numsurfacelist)
12938         {
12939                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12940                 return;
12941         }
12942         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12943         GL_AlphaTest(false);
12944
12945         // add to stats if desired
12946         if (r_speeds.integer && !skysurfaces && !depthonly)
12947         {
12948                 r_refdef.stats.world_surfaces += numsurfacelist;
12949                 for (j = 0;j < numsurfacelist;j++)
12950                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12951         }
12952
12953         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12954 }
12955
12956 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12957 {
12958         int i, j, endj, flagsmask;
12959         dp_model_t *model = ent->model;
12960         msurface_t *surfaces;
12961         unsigned char *update;
12962         int numsurfacelist = 0;
12963         if (model == NULL)
12964                 return;
12965
12966         if (r_maxsurfacelist < model->num_surfaces)
12967         {
12968                 r_maxsurfacelist = model->num_surfaces;
12969                 if (r_surfacelist)
12970                         Mem_Free((msurface_t **)r_surfacelist);
12971                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12972         }
12973
12974         // if the model is static it doesn't matter what value we give for
12975         // wantnormals and wanttangents, so this logic uses only rules applicable
12976         // to a model, knowing that they are meaningless otherwise
12977         if (ent == r_refdef.scene.worldentity)
12978                 RSurf_ActiveWorldEntity();
12979         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12980                 RSurf_ActiveModelEntity(ent, false, false, false);
12981         else if (prepass)
12982                 RSurf_ActiveModelEntity(ent, true, true, true);
12983         else if (depthonly)
12984         {
12985                 switch (vid.renderpath)
12986                 {
12987                 case RENDERPATH_GL20:
12988                 case RENDERPATH_CGGL:
12989                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12990                         break;
12991                 case RENDERPATH_GL13:
12992                 case RENDERPATH_GL11:
12993                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12994                         break;
12995                 }
12996         }
12997         else
12998         {
12999                 switch (vid.renderpath)
13000                 {
13001                 case RENDERPATH_GL20:
13002                 case RENDERPATH_CGGL:
13003                         RSurf_ActiveModelEntity(ent, true, true, false);
13004                         break;
13005                 case RENDERPATH_GL13:
13006                 case RENDERPATH_GL11:
13007                         RSurf_ActiveModelEntity(ent, true, false, false);
13008                         break;
13009                 }
13010         }
13011
13012         surfaces = model->data_surfaces;
13013         update = model->brushq1.lightmapupdateflags;
13014
13015         // update light styles
13016         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13017         {
13018                 model_brush_lightstyleinfo_t *style;
13019                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13020                 {
13021                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13022                         {
13023                                 int *list = style->surfacelist;
13024                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13025                                 for (j = 0;j < style->numsurfaces;j++)
13026                                         update[list[j]] = true;
13027                         }
13028                 }
13029         }
13030
13031         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13032
13033         if (debug)
13034         {
13035                 R_DrawDebugModel();
13036                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13037                 return;
13038         }
13039
13040         rsurface.lightmaptexture = NULL;
13041         rsurface.deluxemaptexture = NULL;
13042         rsurface.uselightmaptexture = false;
13043         rsurface.texture = NULL;
13044         rsurface.rtlight = NULL;
13045         numsurfacelist = 0;
13046         // add visible surfaces to draw list
13047         for (i = 0;i < model->nummodelsurfaces;i++)
13048                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13049         // don't do anything if there were no surfaces
13050         if (!numsurfacelist)
13051         {
13052                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13053                 return;
13054         }
13055         // update lightmaps if needed
13056         if (update)
13057         {
13058                 int updated = 0;
13059                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13060                 {
13061                         if (update[j])
13062                         {
13063                                 updated++;
13064                                 R_BuildLightMap(ent, surfaces + j);
13065                         }
13066                 }
13067         }
13068         if (update)
13069                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13070                         if (update[j])
13071                                 R_BuildLightMap(ent, surfaces + j);
13072         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13073         GL_AlphaTest(false);
13074
13075         // add to stats if desired
13076         if (r_speeds.integer && !skysurfaces && !depthonly)
13077         {
13078                 r_refdef.stats.entities_surfaces += numsurfacelist;
13079                 for (j = 0;j < numsurfacelist;j++)
13080                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13081         }
13082
13083         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13084 }
13085
13086 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13087 {
13088         static texture_t texture;
13089         static msurface_t surface;
13090         const msurface_t *surfacelist = &surface;
13091
13092         // fake enough texture and surface state to render this geometry
13093
13094         texture.update_lastrenderframe = -1; // regenerate this texture
13095         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13096         texture.currentskinframe = skinframe;
13097         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13098         texture.offsetmapping = OFFSETMAPPING_OFF;
13099         texture.offsetscale = 1;
13100         texture.specularscalemod = 1;
13101         texture.specularpowermod = 1;
13102
13103         surface.texture = &texture;
13104         surface.num_triangles = numtriangles;
13105         surface.num_firsttriangle = firsttriangle;
13106         surface.num_vertices = numvertices;
13107         surface.num_firstvertex = firstvertex;
13108
13109         // now render it
13110         rsurface.texture = R_GetCurrentTexture(surface.texture);
13111         rsurface.lightmaptexture = NULL;
13112         rsurface.deluxemaptexture = NULL;
13113         rsurface.uselightmaptexture = false;
13114         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13115 }
13116
13117 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)
13118 {
13119         static msurface_t surface;
13120         const msurface_t *surfacelist = &surface;
13121
13122         // fake enough texture and surface state to render this geometry
13123
13124         surface.texture = texture;
13125         surface.num_triangles = numtriangles;
13126         surface.num_firsttriangle = firsttriangle;
13127         surface.num_vertices = numvertices;
13128         surface.num_firstvertex = firstvertex;
13129
13130         // now render it
13131         rsurface.texture = R_GetCurrentTexture(surface.texture);
13132         rsurface.lightmaptexture = NULL;
13133         rsurface.deluxemaptexture = NULL;
13134         rsurface.uselightmaptexture = false;
13135         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13136 }