]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
another dprintf
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
114
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
128
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
152
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
154
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
905 "uniform sampler2D Texture_Gloss;\n"
906 "//#endif\n"
907 "#ifdef USEGLOW\n"
908 "uniform sampler2D Texture_Glow;\n"
909 "#endif\n"
910 "#ifdef USEVERTEXTEXTUREBLEND\n"
911 "uniform sampler2D Texture_SecondaryNormal;\n"
912 "uniform sampler2D Texture_SecondaryColor;\n"
913 "//#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
914 "uniform sampler2D Texture_SecondaryGloss;\n"
915 "//#endif\n"
916 "#ifdef USEGLOW\n"
917 "uniform sampler2D Texture_SecondaryGlow;\n"
918 "#endif\n"
919 "#endif\n"
920 "#ifdef USECOLORMAPPING\n"
921 "uniform sampler2D Texture_Pants;\n"
922 "uniform sampler2D Texture_Shirt;\n"
923 "#endif\n"
924 "#ifdef USEFOG\n"
925 "uniform sampler2D Texture_FogMask;\n"
926 "#endif\n"
927 "#ifdef USELIGHTMAP\n"
928 "uniform sampler2D Texture_Lightmap;\n"
929 "#endif\n"
930 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
931 "uniform sampler2D Texture_Deluxemap;\n"
932 "#endif\n"
933 "#ifdef USEREFLECTION\n"
934 "uniform sampler2D Texture_Reflection;\n"
935 "#endif\n"
936 "\n"
937 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
938 "uniform sampler2D Texture_ScreenDepth;\n"
939 "uniform sampler2D Texture_ScreenNormalMap;\n"
940 "#endif\n"
941 "#ifdef USEDEFERREDLIGHTMAP\n"
942 "uniform sampler2D Texture_ScreenDiffuse;\n"
943 "uniform sampler2D Texture_ScreenSpecular;\n"
944 "#endif\n"
945 "\n"
946 "uniform myhalf3 Color_Pants;\n"
947 "uniform myhalf3 Color_Shirt;\n"
948 "uniform myhalf3 FogColor;\n"
949 "\n"
950 "#ifdef USEFOG\n"
951 "uniform float FogRangeRecip;\n"
952 "uniform float FogPlaneViewDist;\n"
953 "uniform float FogHeightFade;\n"
954 "float FogVertex(void)\n"
955 "{\n"
956 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
957 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
958 "       float fogfrac;\n"
959 "#ifdef USEFOGOUTSIDE\n"
960 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
961 "#else\n"
962 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
963 "#endif\n"
964 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
965 "}\n"
966 "#endif\n"
967 "\n"
968 "#ifdef USEOFFSETMAPPING\n"
969 "uniform float OffsetMapping_Scale;\n"
970 "vec2 OffsetMapping(vec2 TexCoord)\n"
971 "{\n"
972 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
973 "       // 14 sample relief mapping: linear search and then binary search\n"
974 "       // this basically steps forward a small amount repeatedly until it finds\n"
975 "       // itself inside solid, then jitters forward and back using decreasing\n"
976 "       // amounts to find the impact\n"
977 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
978 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
979 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
980 "       vec3 RT = vec3(TexCoord, 1);\n"
981 "       OffsetVector *= 0.1;\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
992 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
993 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
994 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
995 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
996 "       return RT.xy;\n"
997 "#else\n"
998 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
999 "       // this basically moves forward the full distance, and then backs up based\n"
1000 "       // on height of samples\n"
1001 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1002 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1003 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1004 "       TexCoord += OffsetVector;\n"
1005 "       OffsetVector *= 0.333;\n"
1006 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1007 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1008 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1009 "       return TexCoord;\n"
1010 "#endif\n"
1011 "}\n"
1012 "#endif // USEOFFSETMAPPING\n"
1013 "\n"
1014 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1015 "uniform sampler2D Texture_Attenuation;\n"
1016 "uniform samplerCube Texture_Cube;\n"
1017 "\n"
1018 "#ifdef USESHADOWMAPRECT\n"
1019 "# ifdef USESHADOWSAMPLER\n"
1020 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1021 "# else\n"
1022 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1023 "# endif\n"
1024 "#endif\n"
1025 "\n"
1026 "#ifdef USESHADOWMAP2D\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1029 "# else\n"
1030 "uniform sampler2D Texture_ShadowMap2D;\n"
1031 "# endif\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPVSDCT\n"
1035 "uniform samplerCube Texture_CubeProjection;\n"
1036 "#endif\n"
1037 "\n"
1038 "#ifdef USESHADOWMAPCUBE\n"
1039 "# ifdef USESHADOWSAMPLER\n"
1040 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1041 "# else\n"
1042 "uniform samplerCube Texture_ShadowMapCube;\n"
1043 "# endif\n"
1044 "#endif\n"
1045 "\n"
1046 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1047 "uniform vec2 ShadowMap_TextureScale;\n"
1048 "uniform vec4 ShadowMap_Parameters;\n"
1049 "#endif\n"
1050 "\n"
1051 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1052 "# ifndef USESHADOWMAPVSDCT\n"
1053 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1054 "{\n"
1055 "       vec3 adir = abs(dir);\n"
1056 "       vec2 tc;\n"
1057 "       vec2 offset;\n"
1058 "       float ma;\n"
1059 "       if (adir.x > adir.y)\n"
1060 "       {\n"
1061 "               if (adir.x > adir.z) // X\n"
1062 "               {\n"
1063 "                       ma = adir.x;\n"
1064 "                       tc = dir.zy;\n"
1065 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1066 "               }\n"
1067 "               else // Z\n"
1068 "               {\n"
1069 "                       ma = adir.z;\n"
1070 "                       tc = dir.xy;\n"
1071 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1072 "               }\n"
1073 "       }\n"
1074 "       else\n"
1075 "       {\n"
1076 "               if (adir.y > adir.z) // Y\n"
1077 "               {\n"
1078 "                       ma = adir.y;\n"
1079 "                       tc = dir.xz;\n"
1080 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1081 "               }\n"
1082 "               else // Z\n"
1083 "               {\n"
1084 "                       ma = adir.z;\n"
1085 "                       tc = dir.xy;\n"
1086 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1087 "               }\n"
1088 "       }\n"
1089 "\n"
1090 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1091 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1092 "       stc.z += ShadowMap_Parameters.z;\n"
1093 "       return stc;\n"
1094 "}\n"
1095 "# else\n"
1096 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1097 "{\n"
1098 "       vec3 adir = abs(dir);\n"
1099 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1100 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1101 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1102 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1103 "       stc.z += ShadowMap_Parameters.z;\n"
1104 "       return stc;\n"
1105 "}\n"
1106 "# endif\n"
1107 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1108 "\n"
1109 "#ifdef USESHADOWMAPCUBE\n"
1110 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1111 "{\n"
1112 "       vec3 adir = abs(dir);\n"
1113 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1114 "}\n"
1115 "#endif\n"
1116 "\n"
1117 "# ifdef USESHADOWMAPRECT\n"
1118 "float ShadowMapCompare(vec3 dir)\n"
1119 "{\n"
1120 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1121 "       float f;\n"
1122 "#  ifdef USESHADOWSAMPLER\n"
1123 "\n"
1124 "#    ifdef USESHADOWMAPPCF\n"
1125 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1126 "       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"
1127 "#    else\n"
1128 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1129 "#    endif\n"
1130 "\n"
1131 "#  else\n"
1132 "\n"
1133 "#    ifdef USESHADOWMAPPCF\n"
1134 "#      if USESHADOWMAPPCF > 1\n"
1135 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1136 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1137 "       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"
1138 "       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"
1139 "       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"
1140 "       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"
1141 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1142 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1143 "#      else\n"
1144 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1145 "       vec2 offset = fract(shadowmaptc.xy);\n"
1146 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1147 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1148 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1149 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1150 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1151 "#      endif\n"
1152 "#    else\n"
1153 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1154 "#    endif\n"
1155 "\n"
1156 "#  endif\n"
1157 "       return f;\n"
1158 "}\n"
1159 "# endif\n"
1160 "\n"
1161 "# ifdef USESHADOWMAP2D\n"
1162 "float ShadowMapCompare(vec3 dir)\n"
1163 "{\n"
1164 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1165 "       float f;\n"
1166 "\n"
1167 "#  ifdef USESHADOWSAMPLER\n"
1168 "#    ifdef USESHADOWMAPPCF\n"
1169 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1170 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1171 "       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"
1172 "#    else\n"
1173 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1174 "#    endif\n"
1175 "#  else\n"
1176 "#    ifdef USESHADOWMAPPCF\n"
1177 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1178 "#      ifdef GL_ARB_texture_gather\n"
1179 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1180 "#      else\n"
1181 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1182 "#      endif\n"
1183 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1184 "       center *= ShadowMap_TextureScale;\n"
1185 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1186 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1187 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1188 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1189 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1190 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1191 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1192 "#     else\n"
1193 "#      ifdef GL_EXT_gpu_shader4\n"
1194 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1195 "#      else\n"
1196 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1197 "#      endif\n"
1198 "#      if USESHADOWMAPPCF > 1\n"
1199 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 "       center *= ShadowMap_TextureScale;\n"
1201 "       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"
1202 "       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"
1203 "       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"
1204 "       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"
1205 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1206 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1207 "#      else\n"
1208 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1209 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1210 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1211 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1212 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1213 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1214 "#      endif\n"
1215 "#     endif\n"
1216 "#    else\n"
1217 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1218 "#    endif\n"
1219 "#  endif\n"
1220 "       return f;\n"
1221 "}\n"
1222 "# endif\n"
1223 "\n"
1224 "# ifdef USESHADOWMAPCUBE\n"
1225 "float ShadowMapCompare(vec3 dir)\n"
1226 "{\n"
1227 "       // apply depth texture cubemap as light filter\n"
1228 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1229 "       float f;\n"
1230 "#  ifdef USESHADOWSAMPLER\n"
1231 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1232 "#  else\n"
1233 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1234 "#  endif\n"
1235 "       return f;\n"
1236 "}\n"
1237 "# endif\n"
1238 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1239 "#endif // FRAGMENT_SHADER\n"
1240 "\n"
1241 "\n"
1242 "\n"
1243 "\n"
1244 "#ifdef MODE_DEFERREDGEOMETRY\n"
1245 "#ifdef VERTEX_SHADER\n"
1246 "uniform mat4 TexMatrix;\n"
1247 "#ifdef USEVERTEXTEXTUREBLEND\n"
1248 "uniform mat4 BackgroundTexMatrix;\n"
1249 "#endif\n"
1250 "uniform mat4 ModelViewMatrix;\n"
1251 "void main(void)\n"
1252 "{\n"
1253 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1254 "#ifdef USEVERTEXTEXTUREBLEND\n"
1255 "       gl_FrontColor = gl_Color;\n"
1256 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1257 "#endif\n"
1258 "\n"
1259 "       // transform unnormalized eye direction into tangent space\n"
1260 "#ifdef USEOFFSETMAPPING\n"
1261 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1262 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1263 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1264 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1265 "#endif\n"
1266 "\n"
1267 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1268 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1269 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1270 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1271 "}\n"
1272 "#endif // VERTEX_SHADER\n"
1273 "\n"
1274 "#ifdef FRAGMENT_SHADER\n"
1275 "void main(void)\n"
1276 "{\n"
1277 "#ifdef USEOFFSETMAPPING\n"
1278 "       // apply offsetmapping\n"
1279 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1280 "#define TexCoord TexCoordOffset\n"
1281 "#endif\n"
1282 "\n"
1283 "#ifdef USEALPHAKILL\n"
1284 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1285 "               discard;\n"
1286 "#endif\n"
1287 "\n"
1288 "#ifdef USEVERTEXTEXTUREBLEND\n"
1289 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1290 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1291 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1292 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1293 "#endif\n"
1294 "\n"
1295 "#ifdef USEVERTEXTEXTUREBLEND\n"
1296 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1297 "#else\n"
1298 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1299 "#endif\n"
1300 "\n"
1301 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), 1);\n"
1302 "}\n"
1303 "#endif // FRAGMENT_SHADER\n"
1304 "#else // !MODE_DEFERREDGEOMETRY\n"
1305 "\n"
1306 "\n"
1307 "\n"
1308 "\n"
1309 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1310 "#ifdef VERTEX_SHADER\n"
1311 "uniform mat4 ModelViewMatrix;\n"
1312 "void main(void)\n"
1313 "{\n"
1314 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1315 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1316 "}\n"
1317 "#endif // VERTEX_SHADER\n"
1318 "\n"
1319 "#ifdef FRAGMENT_SHADER\n"
1320 "uniform mat4 ViewToLight;\n"
1321 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1322 "uniform vec2 ScreenToDepth;\n"
1323 "uniform myhalf3 DeferredColor_Ambient;\n"
1324 "uniform myhalf3 DeferredColor_Diffuse;\n"
1325 "#ifdef USESPECULAR\n"
1326 "uniform myhalf3 DeferredColor_Specular;\n"
1327 "uniform myhalf SpecularPower;\n"
1328 "#endif\n"
1329 "uniform myhalf2 PixelToScreenTexCoord;\n"
1330 "void main(void)\n"
1331 "{\n"
1332 "       // calculate viewspace pixel position\n"
1333 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1334 "       vec3 position;\n"
1335 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1336 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1337 "       // decode viewspace pixel normal\n"
1338 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1339 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1340 "       // surfacenormal = pixel normal in viewspace\n"
1341 "       // LightVector = pixel to light in viewspace\n"
1342 "       // CubeVector = position in lightspace\n"
1343 "       // eyevector = pixel to view in viewspace\n"
1344 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1345 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1346 "#ifdef USEDIFFUSE\n"
1347 "       // calculate diffuse shading\n"
1348 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1349 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1350 "#endif\n"
1351 "#ifdef USESPECULAR\n"
1352 "       // calculate directional shading\n"
1353 "       vec3 eyevector = position * -1.0;\n"
1354 "#  ifdef USEEXACTSPECULARMATH\n"
1355 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
1356 "#  else\n"
1357 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1358 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1359 "#  endif\n"
1360 "#endif\n"
1361 "\n"
1362 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1363 "       fade *= ShadowMapCompare(CubeVector);\n"
1364 "#endif\n"
1365 "\n"
1366 "#ifdef USEDIFFUSE\n"
1367 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1368 "#else\n"
1369 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1370 "#endif\n"
1371 "#ifdef USESPECULAR\n"
1372 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1373 "#else\n"
1374 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1375 "#endif\n"
1376 "\n"
1377 "# ifdef USECUBEFILTER\n"
1378 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1379 "       gl_FragData[0].rgb *= cubecolor;\n"
1380 "       gl_FragData[1].rgb *= cubecolor;\n"
1381 "# endif\n"
1382 "}\n"
1383 "#endif // FRAGMENT_SHADER\n"
1384 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1385 "\n"
1386 "\n"
1387 "\n"
1388 "\n"
1389 "#ifdef VERTEX_SHADER\n"
1390 "uniform mat4 TexMatrix;\n"
1391 "#ifdef USEVERTEXTEXTUREBLEND\n"
1392 "uniform mat4 BackgroundTexMatrix;\n"
1393 "#endif\n"
1394 "#ifdef MODE_LIGHTSOURCE\n"
1395 "uniform mat4 ModelToLight;\n"
1396 "#endif\n"
1397 "void main(void)\n"
1398 "{\n"
1399 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1400 "       gl_FrontColor = gl_Color;\n"
1401 "#endif\n"
1402 "       // copy the surface texcoord\n"
1403 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1404 "#ifdef USEVERTEXTEXTUREBLEND\n"
1405 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1406 "#endif\n"
1407 "#ifdef USELIGHTMAP\n"
1408 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1409 "#endif\n"
1410 "\n"
1411 "#ifdef MODE_LIGHTSOURCE\n"
1412 "       // transform vertex position into light attenuation/cubemap space\n"
1413 "       // (-1 to +1 across the light box)\n"
1414 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1415 "\n"
1416 "# ifdef USEDIFFUSE\n"
1417 "       // transform unnormalized light direction into tangent space\n"
1418 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1419 "       //  normalize it per pixel)\n"
1420 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1421 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1422 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1423 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1424 "# endif\n"
1425 "#endif\n"
1426 "\n"
1427 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1428 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1429 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1430 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1431 "#endif\n"
1432 "\n"
1433 "       // transform unnormalized eye direction into tangent space\n"
1434 "#ifdef USEEYEVECTOR\n"
1435 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1436 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1437 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1438 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1439 "#endif\n"
1440 "\n"
1441 "#ifdef USEFOG\n"
1442 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1443 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1444 "#endif\n"
1445 "\n"
1446 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1447 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1448 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1449 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1450 "#endif\n"
1451 "\n"
1452 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1453 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1454 "\n"
1455 "#ifdef USEREFLECTION\n"
1456 "       ModelViewProjectionPosition = gl_Position;\n"
1457 "#endif\n"
1458 "}\n"
1459 "#endif // VERTEX_SHADER\n"
1460 "\n"
1461 "\n"
1462 "\n"
1463 "\n"
1464 "#ifdef FRAGMENT_SHADER\n"
1465 "#ifdef USEDEFERREDLIGHTMAP\n"
1466 "uniform myhalf2 PixelToScreenTexCoord;\n"
1467 "uniform myhalf3 DeferredMod_Diffuse;\n"
1468 "uniform myhalf3 DeferredMod_Specular;\n"
1469 "#endif\n"
1470 "uniform myhalf3 Color_Ambient;\n"
1471 "uniform myhalf3 Color_Diffuse;\n"
1472 "uniform myhalf3 Color_Specular;\n"
1473 "uniform myhalf SpecularPower;\n"
1474 "#ifdef USEGLOW\n"
1475 "uniform myhalf3 Color_Glow;\n"
1476 "#endif\n"
1477 "uniform myhalf Alpha;\n"
1478 "#ifdef USEREFLECTION\n"
1479 "uniform vec4 DistortScaleRefractReflect;\n"
1480 "uniform vec4 ScreenScaleRefractReflect;\n"
1481 "uniform vec4 ScreenCenterRefractReflect;\n"
1482 "uniform myhalf4 ReflectColor;\n"
1483 "#endif\n"
1484 "#ifdef USEREFLECTCUBE\n"
1485 "uniform mat4 ModelToReflectCube;\n"
1486 "uniform sampler2D Texture_ReflectMask;\n"
1487 "uniform samplerCube Texture_ReflectCube;\n"
1488 "#endif\n"
1489 "#ifdef MODE_LIGHTDIRECTION\n"
1490 "uniform myhalf3 LightColor;\n"
1491 "#endif\n"
1492 "#ifdef MODE_LIGHTSOURCE\n"
1493 "uniform myhalf3 LightColor;\n"
1494 "#endif\n"
1495 "void main(void)\n"
1496 "{\n"
1497 "#ifdef USEOFFSETMAPPING\n"
1498 "       // apply offsetmapping\n"
1499 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1500 "#define TexCoord TexCoordOffset\n"
1501 "#endif\n"
1502 "\n"
1503 "       // combine the diffuse textures (base, pants, shirt)\n"
1504 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1505 "#ifdef USEALPHAKILL\n"
1506 "       if (color.a < 0.5)\n"
1507 "               discard;\n"
1508 "#endif\n"
1509 "       color.a *= Alpha;\n"
1510 "#ifdef USECOLORMAPPING\n"
1511 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1512 "#endif\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1515 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1516 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1517 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1518 "       color.a = 1.0;\n"
1519 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1520 "#endif\n"
1521 "\n"
1522 "       // get the surface normal\n"
1523 "#ifdef USEVERTEXTEXTUREBLEND\n"
1524 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#else\n"
1526 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1527 "#endif\n"
1528 "\n"
1529 "       // get the material colors\n"
1530 "       myhalf3 diffusetex = color.rgb;\n"
1531 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1532 "# ifdef USEVERTEXTEXTUREBLEND\n"
1533 "       myhalf3 glosstex = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1534 "# else\n"
1535 "       myhalf3 glosstex = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1536 "# endif\n"
1537 "#endif\n"
1538 "\n"
1539 "#ifdef USEREFLECTCUBE\n"
1540 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1541 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1542 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1543 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1544 "#endif\n"
1545 "\n"
1546 "\n"
1547 "\n"
1548 "\n"
1549 "#ifdef MODE_LIGHTSOURCE\n"
1550 "       // light source\n"
1551 "#ifdef USEDIFFUSE\n"
1552 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1553 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1554 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1555 "#ifdef USESPECULAR\n"
1556 "#ifdef USEEXACTSPECULARMATH\n"
1557 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1558 "#else\n"
1559 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1560 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1561 "#endif\n"
1562 "       color.rgb += glosstex * (specular * Color_Specular);\n"
1563 "#endif\n"
1564 "#else\n"
1565 "       color.rgb = diffusetex * Color_Ambient;\n"
1566 "#endif\n"
1567 "       color.rgb *= LightColor;\n"
1568 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1569 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1570 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1571 "#endif\n"
1572 "# ifdef USECUBEFILTER\n"
1573 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1574 "# endif\n"
1575 "#endif // MODE_LIGHTSOURCE\n"
1576 "\n"
1577 "\n"
1578 "\n"
1579 "\n"
1580 "#ifdef MODE_LIGHTDIRECTION\n"
1581 "#define SHADING\n"
1582 "#ifdef USEDIFFUSE\n"
1583 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1584 "#endif\n"
1585 "#define lightcolor LightColor\n"
1586 "#endif // MODE_LIGHTDIRECTION\n"
1587 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1588 "#define SHADING\n"
1589 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1590 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1591 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1592 "       // convert modelspace light vector to tangentspace\n"
1593 "       myhalf3 lightnormal;\n"
1594 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1595 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1596 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1597 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1598 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1599 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1600 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1601 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1602 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1603 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1604 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1605 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1606 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1607 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1608 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1609 "#define SHADING\n"
1610 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1611 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1612 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1613 "#endif\n"
1614 "\n"
1615 "\n"
1616 "\n"
1617 "\n"
1618 "#ifdef MODE_LIGHTMAP\n"
1619 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1620 "#endif // MODE_LIGHTMAP\n"
1621 "#ifdef MODE_VERTEXCOLOR\n"
1622 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1623 "#endif // MODE_VERTEXCOLOR\n"
1624 "#ifdef MODE_FLATCOLOR\n"
1625 "       color.rgb = diffusetex * Color_Ambient;\n"
1626 "#endif // MODE_FLATCOLOR\n"
1627 "\n"
1628 "\n"
1629 "\n"
1630 "\n"
1631 "#ifdef SHADING\n"
1632 "# ifdef USEDIFFUSE\n"
1633 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1634 "#  ifdef USESPECULAR\n"
1635 "#   ifdef USEEXACTSPECULARMATH\n"
1636 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1637 "#   else\n"
1638 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1639 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1640 "#   endif\n"
1641 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
1642 "#  else\n"
1643 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1644 "#  endif\n"
1645 "# else\n"
1646 "       color.rgb = diffusetex * Color_Ambient;\n"
1647 "# endif\n"
1648 "#endif\n"
1649 "\n"
1650 "#ifdef USEDEFERREDLIGHTMAP\n"
1651 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1652 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1653 "       color.rgb += glosstex * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1654 "#endif\n"
1655 "\n"
1656 "#ifdef USEGLOW\n"
1657 "#ifdef USEVERTEXTEXTUREBLEND\n"
1658 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1659 "#else\n"
1660 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1661 "#endif\n"
1662 "#endif\n"
1663 "\n"
1664 "#ifdef USEFOG\n"
1665 "#ifdef MODE_LIGHTSOURCE\n"
1666 "       color.rgb *= myhalf(FogVertex());\n"
1667 "#else\n"
1668 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1669 "#endif\n"
1670 "#endif\n"
1671 "\n"
1672 "       // 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"
1673 "#ifdef USEREFLECTION\n"
1674 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1675 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1676 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1677 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1678 "       // FIXME temporary hack to detect the case that the reflection\n"
1679 "       // gets blackened at edges due to leaving the area that contains actual\n"
1680 "       // content.\n"
1681 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1682 "       // 'appening.\n"
1683 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1685 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1686 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1687 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1688 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1689 "#endif\n"
1690 "\n"
1691 "       gl_FragColor = vec4(color);\n"
1692 "}\n"
1693 "#endif // FRAGMENT_SHADER\n"
1694 "\n"
1695 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1696 "#endif // !MODE_DEFERREDGEOMETRY\n"
1697 "#endif // !MODE_WATER\n"
1698 "#endif // !MODE_REFRACTION\n"
1699 "#endif // !MODE_BLOOMBLUR\n"
1700 "#endif // !MODE_GENERIC\n"
1701 "#endif // !MODE_POSTPROCESS\n"
1702 "#endif // !MODE_SHOWDEPTH\n"
1703 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1704 ;
1705
1706 /*
1707 =========================================================================================================================================================
1708
1709
1710
1711 =========================================================================================================================================================
1712
1713
1714
1715 =========================================================================================================================================================
1716
1717
1718
1719 =========================================================================================================================================================
1720
1721
1722
1723 =========================================================================================================================================================
1724
1725
1726
1727 =========================================================================================================================================================
1728
1729
1730
1731 =========================================================================================================================================================
1732 */
1733
1734 const char *builtincgshaderstring =
1735 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1736 "// written by Forest 'LordHavoc' Hale\n"
1737 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1738 "\n"
1739 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1740 "# define USEFOG\n"
1741 "#endif\n"
1742 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1743 "#define USELIGHTMAP\n"
1744 "#endif\n"
1745 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1746 "#define USEEYEVECTOR\n"
1747 "#endif\n"
1748 "\n"
1749 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1750 "#ifdef VERTEX_SHADER\n"
1751 "void main\n"
1752 "(\n"
1753 "float4 gl_Vertex : POSITION,\n"
1754 "uniform float4x4 ModelViewProjectionMatrix,\n"
1755 "out float4 gl_Position : POSITION\n"
1756 ")\n"
1757 "{\n"
1758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1759 "}\n"
1760 "#endif\n"
1761 "#else // !MODE_DEPTH_ORSHADOW\n"
1762 "\n"
1763 "\n"
1764 "\n"
1765 "\n"
1766 "#ifdef MODE_SHOWDEPTH\n"
1767 "#ifdef VERTEX_SHADER\n"
1768 "void main\n"
1769 "(\n"
1770 "float4 gl_Vertex : POSITION,\n"
1771 "uniform float4x4 ModelViewProjectionMatrix,\n"
1772 "out float4 gl_Position : POSITION,\n"
1773 "out float4 gl_FrontColor : COLOR0\n"
1774 ")\n"
1775 "{\n"
1776 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1777 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1778 "}\n"
1779 "#endif\n"
1780 "\n"
1781 "#ifdef FRAGMENT_SHADER\n"
1782 "void main\n"
1783 "(\n"
1784 "float4 gl_FrontColor : COLOR0,\n"
1785 "out float4 gl_FragColor : COLOR\n"
1786 ")\n"
1787 "{\n"
1788 "       gl_FragColor = gl_FrontColor;\n"
1789 "}\n"
1790 "#endif\n"
1791 "#else // !MODE_SHOWDEPTH\n"
1792 "\n"
1793 "\n"
1794 "\n"
1795 "\n"
1796 "#ifdef MODE_POSTPROCESS\n"
1797 "\n"
1798 "#ifdef VERTEX_SHADER\n"
1799 "void main\n"
1800 "(\n"
1801 "float4 gl_Vertex : POSITION,\n"
1802 "uniform float4x4 ModelViewProjectionMatrix,\n"
1803 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1804 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float2 TexCoord1 : TEXCOORD0,\n"
1807 "out float2 TexCoord2 : TEXCOORD1\n"
1808 ")\n"
1809 "{\n"
1810 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1811 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1812 "#ifdef USEBLOOM\n"
1813 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1814 "#endif\n"
1815 "}\n"
1816 "#endif\n"
1817 "\n"
1818 "#ifdef FRAGMENT_SHADER\n"
1819 "void main\n"
1820 "(\n"
1821 "float2 TexCoord1 : TEXCOORD0,\n"
1822 "float2 TexCoord2 : TEXCOORD1,\n"
1823 "uniform sampler2D Texture_First,\n"
1824 "#ifdef USEBLOOM\n"
1825 "uniform sampler2D Texture_Second,\n"
1826 "#endif\n"
1827 "#ifdef USEGAMMARAMPS\n"
1828 "uniform sampler2D Texture_GammaRamps,\n"
1829 "#endif\n"
1830 "#ifdef USESATURATION\n"
1831 "uniform float Saturation,\n"
1832 "#endif\n"
1833 "#ifdef USEVIEWTINT\n"
1834 "uniform float4 ViewTintColor,\n"
1835 "#endif\n"
1836 "uniform float4 UserVec1,\n"
1837 "uniform float4 UserVec2,\n"
1838 "uniform float4 UserVec3,\n"
1839 "uniform float4 UserVec4,\n"
1840 "uniform float ClientTime,\n"
1841 "uniform float2 PixelSize,\n"
1842 "out float4 gl_FragColor : COLOR\n"
1843 ")\n"
1844 "{\n"
1845 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1846 "#ifdef USEBLOOM\n"
1847 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1848 "#endif\n"
1849 "#ifdef USEVIEWTINT\n"
1850 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1851 "#endif\n"
1852 "\n"
1853 "#ifdef USEPOSTPROCESSING\n"
1854 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1855 "// 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"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1859 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1860 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1861 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1862 "#endif\n"
1863 "\n"
1864 "#ifdef USESATURATION\n"
1865 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1866 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1867 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1868 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1869 "#endif\n"
1870 "\n"
1871 "#ifdef USEGAMMARAMPS\n"
1872 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1873 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1874 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1875 "#endif\n"
1876 "}\n"
1877 "#endif\n"
1878 "#else // !MODE_POSTPROCESS\n"
1879 "\n"
1880 "\n"
1881 "\n"
1882 "\n"
1883 "#ifdef MODE_GENERIC\n"
1884 "#ifdef VERTEX_SHADER\n"
1885 "void main\n"
1886 "(\n"
1887 "float4 gl_Vertex : POSITION,\n"
1888 "uniform float4x4 ModelViewProjectionMatrix,\n"
1889 "float4 gl_Color : COLOR0,\n"
1890 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1891 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1892 "out float4 gl_Position : POSITION,\n"
1893 "out float4 gl_FrontColor : COLOR,\n"
1894 "out float2 TexCoord1 : TEXCOORD0,\n"
1895 "out float2 TexCoord2 : TEXCOORD1\n"
1896 ")\n"
1897 "{\n"
1898 "       gl_FrontColor = gl_Color;\n"
1899 "#ifdef USEDIFFUSE\n"
1900 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1901 "#endif\n"
1902 "#ifdef USESPECULAR\n"
1903 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1904 "#endif\n"
1905 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1906 "}\n"
1907 "#endif\n"
1908 "\n"
1909 "#ifdef FRAGMENT_SHADER\n"
1910 "\n"
1911 "void main\n"
1912 "(\n"
1913 "float4 gl_FrontColor : COLOR,\n"
1914 "float2 TexCoord1 : TEXCOORD0,\n"
1915 "float2 TexCoord2 : TEXCOORD1,\n"
1916 "#ifdef USEDIFFUSE\n"
1917 "uniform sampler2D Texture_First,\n"
1918 "#endif\n"
1919 "#ifdef USESPECULAR\n"
1920 "uniform sampler2D Texture_Second,\n"
1921 "#endif\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "#ifdef USEDIFFUSE\n"
1927 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1928 "#endif\n"
1929 "\n"
1930 "#ifdef USESPECULAR\n"
1931 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1932 "# ifdef USECOLORMAPPING\n"
1933 "       gl_FragColor *= tex2;\n"
1934 "# endif\n"
1935 "# ifdef USEGLOW\n"
1936 "       gl_FragColor += tex2;\n"
1937 "# endif\n"
1938 "# ifdef USEVERTEXTEXTUREBLEND\n"
1939 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1940 "# endif\n"
1941 "#endif\n"
1942 "}\n"
1943 "#endif\n"
1944 "#else // !MODE_GENERIC\n"
1945 "\n"
1946 "\n"
1947 "\n"
1948 "\n"
1949 "#ifdef MODE_BLOOMBLUR\n"
1950 "#ifdef VERTEX_SHADER\n"
1951 "void main\n"
1952 "(\n"
1953 "float4 gl_Vertex : POSITION,\n"
1954 "uniform float4x4 ModelViewProjectionMatrix,\n"
1955 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1956 "out float4 gl_Position : POSITION,\n"
1957 "out float2 TexCoord : TEXCOORD0\n"
1958 ")\n"
1959 "{\n"
1960 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1961 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1962 "}\n"
1963 "#endif\n"
1964 "\n"
1965 "#ifdef FRAGMENT_SHADER\n"
1966 "\n"
1967 "void main\n"
1968 "(\n"
1969 "float2 TexCoord : TEXCOORD0,\n"
1970 "uniform sampler2D Texture_First,\n"
1971 "uniform float4 BloomBlur_Parameters,\n"
1972 "out float4 gl_FragColor : COLOR\n"
1973 ")\n"
1974 "{\n"
1975 "       int i;\n"
1976 "       float2 tc = TexCoord;\n"
1977 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1978 "       tc += BloomBlur_Parameters.xy;\n"
1979 "       for (i = 1;i < SAMPLES;i++)\n"
1980 "       {\n"
1981 "               color += tex2D(Texture_First, tc).rgb;\n"
1982 "               tc += BloomBlur_Parameters.xy;\n"
1983 "       }\n"
1984 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1985 "}\n"
1986 "#endif\n"
1987 "#else // !MODE_BLOOMBLUR\n"
1988 "#ifdef MODE_REFRACTION\n"
1989 "#ifdef VERTEX_SHADER\n"
1990 "void main\n"
1991 "(\n"
1992 "float4 gl_Vertex : POSITION,\n"
1993 "uniform float4x4 ModelViewProjectionMatrix,\n"
1994 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1995 "uniform float4x4 TexMatrix,\n"
1996 "uniform float3 EyePosition,\n"
1997 "out float4 gl_Position : POSITION,\n"
1998 "out float2 TexCoord : TEXCOORD0,\n"
1999 "out float3 EyeVector : TEXCOORD1,\n"
2000 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2001 ")\n"
2002 "{\n"
2003 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2004 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2005 "       ModelViewProjectionPosition = gl_Position;\n"
2006 "}\n"
2007 "#endif\n"
2008 "\n"
2009 "#ifdef FRAGMENT_SHADER\n"
2010 "void main\n"
2011 "(\n"
2012 "float2 TexCoord : TEXCOORD0,\n"
2013 "float3 EyeVector : TEXCOORD1,\n"
2014 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2015 "uniform sampler2D Texture_Normal,\n"
2016 "uniform sampler2D Texture_Refraction,\n"
2017 "uniform sampler2D Texture_Reflection,\n"
2018 "uniform float4 DistortScaleRefractReflect,\n"
2019 "uniform float4 ScreenScaleRefractReflect,\n"
2020 "uniform float4 ScreenCenterRefractReflect,\n"
2021 "uniform float4 RefractColor,\n"
2022 "out float4 gl_FragColor : COLOR\n"
2023 ")\n"
2024 "{\n"
2025 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2026 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2027 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2028 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2029 "       // FIXME temporary hack to detect the case that the reflection\n"
2030 "       // gets blackened at edges due to leaving the area that contains actual\n"
2031 "       // content.\n"
2032 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2033 "       // 'appening.\n"
2034 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2036 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2037 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2038 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2039 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2040 "}\n"
2041 "#endif\n"
2042 "#else // !MODE_REFRACTION\n"
2043 "\n"
2044 "\n"
2045 "\n"
2046 "\n"
2047 "#ifdef MODE_WATER\n"
2048 "#ifdef VERTEX_SHADER\n"
2049 "\n"
2050 "void main\n"
2051 "(\n"
2052 "float4 gl_Vertex : POSITION,\n"
2053 "uniform float4x4 ModelViewProjectionMatrix,\n"
2054 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2055 "uniform float4x4 TexMatrix,\n"
2056 "uniform float3 EyePosition,\n"
2057 "out float4 gl_Position : POSITION,\n"
2058 "out float2 TexCoord : TEXCOORD0,\n"
2059 "out float3 EyeVector : TEXCOORD1,\n"
2060 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2061 ")\n"
2062 "{\n"
2063 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2064 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2065 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2066 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2067 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2068 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2069 "       ModelViewProjectionPosition = gl_Position;\n"
2070 "}\n"
2071 "#endif\n"
2072 "\n"
2073 "#ifdef FRAGMENT_SHADER\n"
2074 "void main\n"
2075 "(\n"
2076 "float2 TexCoord : TEXCOORD0,\n"
2077 "float3 EyeVector : TEXCOORD1,\n"
2078 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2079 "uniform sampler2D Texture_Normal,\n"
2080 "uniform sampler2D Texture_Refraction,\n"
2081 "uniform sampler2D Texture_Reflection,\n"
2082 "uniform float4 DistortScaleRefractReflect,\n"
2083 "uniform float4 ScreenScaleRefractReflect,\n"
2084 "uniform float4 ScreenCenterRefractReflect,\n"
2085 "uniform float4 RefractColor,\n"
2086 "uniform float4 ReflectColor,\n"
2087 "uniform float ReflectFactor,\n"
2088 "uniform float ReflectOffset,\n"
2089 "out float4 gl_FragColor : COLOR\n"
2090 ")\n"
2091 "{\n"
2092 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2093 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2094 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2095 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2096 "       // FIXME temporary hack to detect the case that the reflection\n"
2097 "       // gets blackened at edges due to leaving the area that contains actual\n"
2098 "       // content.\n"
2099 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2100 "       // 'appening.\n"
2101 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2103 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2104 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2105 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2106 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2108 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2109 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2110 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2111 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2112 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2113 "}\n"
2114 "#endif\n"
2115 "#else // !MODE_WATER\n"
2116 "\n"
2117 "\n"
2118 "\n"
2119 "\n"
2120 "// 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"
2121 "\n"
2122 "// fragment shader specific:\n"
2123 "#ifdef FRAGMENT_SHADER\n"
2124 "\n"
2125 "#ifdef USEFOG\n"
2126 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2127 "{\n"
2128 "       float fogfrac;\n"
2129 "#ifdef USEFOGOUTSIDE\n"
2130 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2131 "#else\n"
2132 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2133 "#endif\n"
2134 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2135 "}\n"
2136 "#endif\n"
2137 "\n"
2138 "#ifdef USEOFFSETMAPPING\n"
2139 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2140 "{\n"
2141 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2142 "       // 14 sample relief mapping: linear search and then binary search\n"
2143 "       // this basically steps forward a small amount repeatedly until it finds\n"
2144 "       // itself inside solid, then jitters forward and back using decreasing\n"
2145 "       // amounts to find the impact\n"
2146 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2147 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2148 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2149 "       float3 RT = float3(TexCoord, 1);\n"
2150 "       OffsetVector *= 0.1;\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2163 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2164 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2165 "       return RT.xy;\n"
2166 "#else\n"
2167 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2168 "       // this basically moves forward the full distance, and then backs up based\n"
2169 "       // on height of samples\n"
2170 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2171 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2172 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2173 "       TexCoord += OffsetVector;\n"
2174 "       OffsetVector *= 0.333;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2178 "       return TexCoord;\n"
2179 "#endif\n"
2180 "}\n"
2181 "#endif // USEOFFSETMAPPING\n"
2182 "\n"
2183 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2184 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2185 "# ifndef USESHADOWMAPVSDCT\n"
2186 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2187 "{\n"
2188 "       float3 adir = abs(dir);\n"
2189 "       float2 tc;\n"
2190 "       float2 offset;\n"
2191 "       float ma;\n"
2192 "       if (adir.x > adir.y)\n"
2193 "       {\n"
2194 "               if (adir.x > adir.z) // X\n"
2195 "               {\n"
2196 "                       ma = adir.x;\n"
2197 "                       tc = dir.zy;\n"
2198 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2199 "               }\n"
2200 "               else // Z\n"
2201 "               {\n"
2202 "                       ma = adir.z;\n"
2203 "                       tc = dir.xy;\n"
2204 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2205 "               }\n"
2206 "       }\n"
2207 "       else\n"
2208 "       {\n"
2209 "               if (adir.y > adir.z) // Y\n"
2210 "               {\n"
2211 "                       ma = adir.y;\n"
2212 "                       tc = dir.xz;\n"
2213 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2214 "               }\n"
2215 "               else // Z\n"
2216 "               {\n"
2217 "                       ma = adir.z;\n"
2218 "                       tc = dir.xy;\n"
2219 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2220 "               }\n"
2221 "       }\n"
2222 "\n"
2223 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2224 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2225 "       stc.z += ShadowMap_Parameters.z;\n"
2226 "       return stc;\n"
2227 "}\n"
2228 "# else\n"
2229 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2230 "{\n"
2231 "       float3 adir = abs(dir);\n"
2232 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2233 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2234 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2235 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2236 "       stc.z += ShadowMap_Parameters.z;\n"
2237 "       return stc;\n"
2238 "}\n"
2239 "# endif\n"
2240 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2241 "\n"
2242 "#ifdef USESHADOWMAPCUBE\n"
2243 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2244 "{\n"
2245 "    float3 adir = abs(dir);\n"
2246 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2247 "}\n"
2248 "#endif\n"
2249 "\n"
2250 "# ifdef USESHADOWMAPRECT\n"
2251 "#ifdef USESHADOWMAPVSDCT\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2253 "#else\n"
2254 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2255 "#endif\n"
2256 "{\n"
2257 "#ifdef USESHADOWMAPVSDCT\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2259 "#else\n"
2260 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2261 "#endif\n"
2262 "       float f;\n"
2263 "#  ifdef USESHADOWSAMPLER\n"
2264 "\n"
2265 "#    ifdef USESHADOWMAPPCF\n"
2266 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2267 "    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"
2268 "#    else\n"
2269 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2270 "#    endif\n"
2271 "\n"
2272 "#  else\n"
2273 "\n"
2274 "#    ifdef USESHADOWMAPPCF\n"
2275 "#      if USESHADOWMAPPCF > 1\n"
2276 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2277 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2278 "    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"
2279 "    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"
2280 "    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"
2281 "    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"
2282 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2283 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2284 "#      else\n"
2285 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2286 "    float2 offset = frac(shadowmaptc.xy);\n"
2287 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2288 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2289 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2290 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2291 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2292 "#      endif\n"
2293 "#    else\n"
2294 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2295 "#    endif\n"
2296 "\n"
2297 "#  endif\n"
2298 "       return f;\n"
2299 "}\n"
2300 "# endif\n"
2301 "\n"
2302 "# ifdef USESHADOWMAP2D\n"
2303 "#ifdef USESHADOWMAPVSDCT\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2305 "#else\n"
2306 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2307 "#endif\n"
2308 "{\n"
2309 "#ifdef USESHADOWMAPVSDCT\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2311 "#else\n"
2312 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2313 "#endif\n"
2314 "    float f;\n"
2315 "\n"
2316 "#  ifdef USESHADOWSAMPLER\n"
2317 "#    ifdef USESHADOWMAPPCF\n"
2318 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2319 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2320 "    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"
2321 "#    else\n"
2322 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2323 "#    endif\n"
2324 "#  else\n"
2325 "#    ifdef USESHADOWMAPPCF\n"
2326 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2327 "#      ifdef GL_ARB_texture_gather\n"
2328 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2329 "#      else\n"
2330 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2331 "#      endif\n"
2332 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2333 "    center *= ShadowMap_TextureScale;\n"
2334 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2335 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2336 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2337 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2338 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2339 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2340 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2341 "#     else\n"
2342 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2343 "#      if USESHADOWMAPPCF > 1\n"
2344 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2345 "    center *= ShadowMap_TextureScale;\n"
2346 "    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"
2347 "    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"
2348 "    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"
2349 "    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"
2350 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2351 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2352 "#      else\n"
2353 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2354 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2355 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2356 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2357 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2358 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2359 "#      endif\n"
2360 "#     endif\n"
2361 "#    else\n"
2362 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2363 "#    endif\n"
2364 "#  endif\n"
2365 "    return f;\n"
2366 "}\n"
2367 "# endif\n"
2368 "\n"
2369 "# ifdef USESHADOWMAPCUBE\n"
2370 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2371 "{\n"
2372 "    // apply depth texture cubemap as light filter\n"
2373 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2374 "    float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2377 "#  else\n"
2378 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2379 "#  endif\n"
2380 "    return f;\n"
2381 "}\n"
2382 "# endif\n"
2383 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2384 "#endif // FRAGMENT_SHADER\n"
2385 "\n"
2386 "\n"
2387 "\n"
2388 "\n"
2389 "#ifdef MODE_DEFERREDGEOMETRY\n"
2390 "#ifdef VERTEX_SHADER\n"
2391 "void main\n"
2392 "(\n"
2393 "float4 gl_Vertex : POSITION,\n"
2394 "uniform float4x4 ModelViewProjectionMatrix,\n"
2395 "#ifdef USEVERTEXTEXTUREBLEND\n"
2396 "float4 gl_Color : COLOR0,\n"
2397 "#endif\n"
2398 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2399 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2400 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2401 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2402 "uniform float4x4 TexMatrix,\n"
2403 "#ifdef USEVERTEXTEXTUREBLEND\n"
2404 "uniform float4x4 BackgroundTexMatrix,\n"
2405 "#endif\n"
2406 "uniform float4x4 ModelViewMatrix,\n"
2407 "#ifdef USEOFFSETMAPPING\n"
2408 "uniform float3 EyePosition,\n"
2409 "#endif\n"
2410 "out float4 gl_Position : POSITION,\n"
2411 "out float4 gl_FrontColor : COLOR,\n"
2412 "out float4 TexCoordBoth : TEXCOORD0,\n"
2413 "#ifdef USEOFFSETMAPPING\n"
2414 "out float3 EyeVector : TEXCOORD2,\n"
2415 "#endif\n"
2416 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2417 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2418 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2419 ")\n"
2420 "{\n"
2421 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2422 "#ifdef USEVERTEXTEXTUREBLEND\n"
2423 "       gl_FrontColor = gl_Color;\n"
2424 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2425 "#endif\n"
2426 "\n"
2427 "       // transform unnormalized eye direction into tangent space\n"
2428 "#ifdef USEOFFSETMAPPING\n"
2429 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2430 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2431 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2432 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2433 "#endif\n"
2434 "\n"
2435 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2436 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2437 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2438 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2439 "}\n"
2440 "#endif // VERTEX_SHADER\n"
2441 "\n"
2442 "#ifdef FRAGMENT_SHADER\n"
2443 "void main\n"
2444 "(\n"
2445 "float4 TexCoordBoth : TEXCOORD0,\n"
2446 "float3 EyeVector : TEXCOORD2,\n"
2447 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2448 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2449 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2450 "uniform sampler2D Texture_Normal,\n"
2451 "#ifdef USEALPHAKILL\n"
2452 "uniform sampler2D Texture_Color,\n"
2453 "#endif\n"
2454 "#ifdef USEVERTEXTEXTUREBLEND\n"
2455 "uniform sampler2D Texture_SecondaryNormal,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "#else\n"
2486 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2487 "#endif\n"
2488 "\n"
2489 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2490 "}\n"
2491 "#endif // FRAGMENT_SHADER\n"
2492 "#else // !MODE_DEFERREDGEOMETRY\n"
2493 "\n"
2494 "\n"
2495 "\n"
2496 "\n"
2497 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2498 "#ifdef VERTEX_SHADER\n"
2499 "void main\n"
2500 "(\n"
2501 "float4 gl_Vertex : POSITION,\n"
2502 "uniform float4x4 ModelViewProjectionMatrix,\n"
2503 "uniform float4x4 ModelViewMatrix,\n"
2504 "out float4 gl_Position : POSITION,\n"
2505 "out float4 ModelViewPosition : TEXCOORD0\n"
2506 ")\n"
2507 "{\n"
2508 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2509 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2510 "}\n"
2511 "#endif // VERTEX_SHADER\n"
2512 "\n"
2513 "#ifdef FRAGMENT_SHADER\n"
2514 "void main\n"
2515 "(\n"
2516 "float2 Pixel : WPOS,\n"
2517 "float4 ModelViewPosition : TEXCOORD0,\n"
2518 "uniform float4x4 ViewToLight,\n"
2519 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2520 "uniform float3 LightPosition,\n"
2521 "uniform half2 PixelToScreenTexCoord,\n"
2522 "uniform half3 DeferredColor_Ambient,\n"
2523 "uniform half3 DeferredColor_Diffuse,\n"
2524 "#ifdef USESPECULAR\n"
2525 "uniform half3 DeferredColor_Specular,\n"
2526 "uniform half SpecularPower,\n"
2527 "#endif\n"
2528 "uniform sampler2D Texture_Attenuation,\n"
2529 "uniform sampler2D Texture_ScreenDepth,\n"
2530 "uniform sampler2D Texture_ScreenNormalMap,\n"
2531 "\n"
2532 "#ifdef USESHADOWMAPRECT\n"
2533 "# ifdef USESHADOWSAMPLER\n"
2534 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2535 "# else\n"
2536 "uniform samplerRECT Texture_ShadowMapRect,\n"
2537 "# endif\n"
2538 "#endif\n"
2539 "\n"
2540 "#ifdef USESHADOWMAP2D\n"
2541 "# ifdef USESHADOWSAMPLER\n"
2542 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2543 "# else\n"
2544 "uniform sampler2D Texture_ShadowMap2D,\n"
2545 "# endif\n"
2546 "#endif\n"
2547 "\n"
2548 "#ifdef USESHADOWMAPVSDCT\n"
2549 "uniform samplerCUBE Texture_CubeProjection,\n"
2550 "#endif\n"
2551 "\n"
2552 "#ifdef USESHADOWMAPCUBE\n"
2553 "# ifdef USESHADOWSAMPLER\n"
2554 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2555 "# else\n"
2556 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2557 "# endif\n"
2558 "#endif\n"
2559 "\n"
2560 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2561 "uniform float2 ShadowMap_TextureScale,\n"
2562 "uniform float4 ShadowMap_Parameters,\n"
2563 "#endif\n"
2564 "\n"
2565 "out float4 gl_FragData0 : COLOR0,\n"
2566 "out float4 gl_FragData1 : COLOR1\n"
2567 ")\n"
2568 "{\n"
2569 "       // calculate viewspace pixel position\n"
2570 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2571 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2572 "       float3 position;\n"
2573 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2574 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2575 "       // decode viewspace pixel normal\n"
2576 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2577 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2578 "       // surfacenormal = pixel normal in viewspace\n"
2579 "       // LightVector = pixel to light in viewspace\n"
2580 "       // CubeVector = position in lightspace\n"
2581 "       // eyevector = pixel to view in viewspace\n"
2582 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2583 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2584 "#ifdef USEDIFFUSE\n"
2585 "       // calculate diffuse shading\n"
2586 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2587 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2588 "#endif\n"
2589 "#ifdef USESPECULAR\n"
2590 "       // calculate directional shading\n"
2591 "       float3 eyevector = position * -1.0;\n"
2592 "#  ifdef USEEXACTSPECULARMATH\n"
2593 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower);\n"
2594 "#  else\n"
2595 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2596 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
2597 "#  endif\n"
2598 "#endif\n"
2599 "\n"
2600 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2601 "       fade *= ShadowMapCompare(CubeVector,\n"
2602 "# if defined(USESHADOWMAP2D)\n"
2603 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2604 "# endif\n"
2605 "# if defined(USESHADOWMAPRECT)\n"
2606 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2607 "# endif\n"
2608 "# if defined(USESHADOWMAPCUBE)\n"
2609 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2610 "# endif\n"
2611 "\n"
2612 "#ifdef USESHADOWMAPVSDCT\n"
2613 ", Texture_CubeProjection\n"
2614 "#endif\n"
2615 "       );\n"
2616 "#endif\n"
2617 "\n"
2618 "#ifdef USEDIFFUSE\n"
2619 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2620 "#else\n"
2621 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2622 "#endif\n"
2623 "#ifdef USESPECULAR\n"
2624 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2625 "#else\n"
2626 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2627 "#endif\n"
2628 "\n"
2629 "# ifdef USECUBEFILTER\n"
2630 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2631 "       gl_FragData0.rgb *= cubecolor;\n"
2632 "       gl_FragData1.rgb *= cubecolor;\n"
2633 "# endif\n"
2634 "}\n"
2635 "#endif // FRAGMENT_SHADER\n"
2636 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2637 "\n"
2638 "\n"
2639 "\n"
2640 "\n"
2641 "#ifdef VERTEX_SHADER\n"
2642 "void main\n"
2643 "(\n"
2644 "float4 gl_Vertex : POSITION,\n"
2645 "uniform float4x4 ModelViewProjectionMatrix,\n"
2646 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2647 "float4 gl_Color : COLOR0,\n"
2648 "#endif\n"
2649 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2650 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2651 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2652 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2653 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2654 "\n"
2655 "uniform float3 EyePosition,\n"
2656 "uniform float4x4 TexMatrix,\n"
2657 "#ifdef USEVERTEXTEXTUREBLEND\n"
2658 "uniform float4x4 BackgroundTexMatrix,\n"
2659 "#endif\n"
2660 "#ifdef MODE_LIGHTSOURCE\n"
2661 "uniform float4x4 ModelToLight,\n"
2662 "#endif\n"
2663 "#ifdef MODE_LIGHTSOURCE\n"
2664 "uniform float3 LightPosition,\n"
2665 "#endif\n"
2666 "#ifdef MODE_LIGHTDIRECTION\n"
2667 "uniform float3 LightDir,\n"
2668 "#endif\n"
2669 "uniform float4 FogPlane,\n"
2670 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2671 "uniform float3 LightPosition,\n"
2672 "#endif\n"
2673 "\n"
2674 "out float4 gl_FrontColor : COLOR,\n"
2675 "out float4 TexCoordBoth : TEXCOORD0,\n"
2676 "#ifdef USELIGHTMAP\n"
2677 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2678 "#endif\n"
2679 "#ifdef USEEYEVECTOR\n"
2680 "out float3 EyeVector : TEXCOORD2,\n"
2681 "#endif\n"
2682 "#ifdef USEREFLECTION\n"
2683 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2684 "#endif\n"
2685 "#ifdef USEFOG\n"
2686 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2687 "#endif\n"
2688 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2689 "out float3 LightVector : TEXCOORD5,\n"
2690 "#endif\n"
2691 "#ifdef MODE_LIGHTSOURCE\n"
2692 "out float3 CubeVector : TEXCOORD3,\n"
2693 "#endif\n"
2694 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2695 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2696 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2697 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2698 "#endif\n"
2699 "out float4 gl_Position : POSITION\n"
2700 ")\n"
2701 "{\n"
2702 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2703 "       gl_FrontColor = gl_Color;\n"
2704 "#endif\n"
2705 "       // copy the surface texcoord\n"
2706 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2707 "#ifdef USEVERTEXTEXTUREBLEND\n"
2708 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2709 "#endif\n"
2710 "#ifdef USELIGHTMAP\n"
2711 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2712 "#endif\n"
2713 "\n"
2714 "#ifdef MODE_LIGHTSOURCE\n"
2715 "       // transform vertex position into light attenuation/cubemap space\n"
2716 "       // (-1 to +1 across the light box)\n"
2717 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2718 "\n"
2719 "# ifdef USEDIFFUSE\n"
2720 "       // transform unnormalized light direction into tangent space\n"
2721 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2722 "       //  normalize it per pixel)\n"
2723 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2724 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2725 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2726 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2727 "# endif\n"
2728 "#endif\n"
2729 "\n"
2730 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2731 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2732 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2733 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2734 "#endif\n"
2735 "\n"
2736 "       // transform unnormalized eye direction into tangent space\n"
2737 "#ifdef USEEYEVECTOR\n"
2738 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2739 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2740 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2741 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2742 "#endif\n"
2743 "\n"
2744 "#ifdef USEFOG\n"
2745 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2746 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2747 "#endif\n"
2748 "\n"
2749 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2750 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2751 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2752 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2753 "#endif\n"
2754 "\n"
2755 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2757 "\n"
2758 "#ifdef USEREFLECTION\n"
2759 "       ModelViewProjectionPosition = gl_Position;\n"
2760 "#endif\n"
2761 "}\n"
2762 "#endif // VERTEX_SHADER\n"
2763 "\n"
2764 "\n"
2765 "\n"
2766 "\n"
2767 "#ifdef FRAGMENT_SHADER\n"
2768 "void main\n"
2769 "(\n"
2770 "#ifdef USEDEFERREDLIGHTMAP\n"
2771 "float2 Pixel : WPOS,\n"
2772 "#endif\n"
2773 "float4 gl_FrontColor : COLOR,\n"
2774 "float4 TexCoordBoth : TEXCOORD0,\n"
2775 "#ifdef USELIGHTMAP\n"
2776 "float2 TexCoordLightmap : TEXCOORD1,\n"
2777 "#endif\n"
2778 "#ifdef USEEYEVECTOR\n"
2779 "float3 EyeVector : TEXCOORD2,\n"
2780 "#endif\n"
2781 "#ifdef USEREFLECTION\n"
2782 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2783 "#endif\n"
2784 "#ifdef USEFOG\n"
2785 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2786 "#endif\n"
2787 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2788 "float3 LightVector : TEXCOORD5,\n"
2789 "#endif\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "float3 CubeVector : TEXCOORD3,\n"
2792 "#endif\n"
2793 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2794 "float4 ModelViewPosition : TEXCOORD0,\n"
2795 "#endif\n"
2796 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2797 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2798 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2799 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2800 "#endif\n"
2801 "\n"
2802 "uniform sampler2D Texture_Normal,\n"
2803 "uniform sampler2D Texture_Color,\n"
2804 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2805 "uniform sampler2D Texture_Gloss,\n"
2806 "#endif\n"
2807 "#ifdef USEGLOW\n"
2808 "uniform sampler2D Texture_Glow,\n"
2809 "#endif\n"
2810 "#ifdef USEVERTEXTEXTUREBLEND\n"
2811 "uniform sampler2D Texture_SecondaryNormal,\n"
2812 "uniform sampler2D Texture_SecondaryColor,\n"
2813 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2814 "uniform sampler2D Texture_SecondaryGloss,\n"
2815 "#endif\n"
2816 "#ifdef USEGLOW\n"
2817 "uniform sampler2D Texture_SecondaryGlow,\n"
2818 "#endif\n"
2819 "#endif\n"
2820 "#ifdef USECOLORMAPPING\n"
2821 "uniform sampler2D Texture_Pants,\n"
2822 "uniform sampler2D Texture_Shirt,\n"
2823 "#endif\n"
2824 "#ifdef USEFOG\n"
2825 "uniform sampler2D Texture_FogMask,\n"
2826 "#endif\n"
2827 "#ifdef USELIGHTMAP\n"
2828 "uniform sampler2D Texture_Lightmap,\n"
2829 "#endif\n"
2830 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2831 "uniform sampler2D Texture_Deluxemap,\n"
2832 "#endif\n"
2833 "#ifdef USEREFLECTION\n"
2834 "uniform sampler2D Texture_Reflection,\n"
2835 "#endif\n"
2836 "\n"
2837 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2838 "uniform sampler2D Texture_ScreenDepth,\n"
2839 "uniform sampler2D Texture_ScreenNormalMap,\n"
2840 "#endif\n"
2841 "#ifdef USEDEFERREDLIGHTMAP\n"
2842 "uniform sampler2D Texture_ScreenDiffuse,\n"
2843 "uniform sampler2D Texture_ScreenSpecular,\n"
2844 "#endif\n"
2845 "\n"
2846 "#ifdef USECOLORMAPPING\n"
2847 "uniform half3 Color_Pants,\n"
2848 "uniform half3 Color_Shirt,\n"
2849 "#endif\n"
2850 "#ifdef USEFOG\n"
2851 "uniform float3 FogColor,\n"
2852 "uniform float FogRangeRecip,\n"
2853 "uniform float FogPlaneViewDist,\n"
2854 "uniform float FogHeightFade,\n"
2855 "#endif\n"
2856 "\n"
2857 "#ifdef USEOFFSETMAPPING\n"
2858 "uniform float OffsetMapping_Scale,\n"
2859 "#endif\n"
2860 "\n"
2861 "#ifdef USEDEFERREDLIGHTMAP\n"
2862 "uniform half2 PixelToScreenTexCoord,\n"
2863 "uniform half3 DeferredMod_Diffuse,\n"
2864 "uniform half3 DeferredMod_Specular,\n"
2865 "#endif\n"
2866 "uniform half3 Color_Ambient,\n"
2867 "uniform half3 Color_Diffuse,\n"
2868 "uniform half3 Color_Specular,\n"
2869 "uniform half SpecularPower,\n"
2870 "#ifdef USEGLOW\n"
2871 "uniform half3 Color_Glow,\n"
2872 "#endif\n"
2873 "uniform half Alpha,\n"
2874 "#ifdef USEREFLECTION\n"
2875 "uniform float4 DistortScaleRefractReflect,\n"
2876 "uniform float4 ScreenScaleRefractReflect,\n"
2877 "uniform float4 ScreenCenterRefractReflect,\n"
2878 "uniform half4 ReflectColor,\n"
2879 "#endif\n"
2880 "#ifdef USEREFLECTCUBE\n"
2881 "uniform float4x4 ModelToReflectCube,\n"
2882 "uniform sampler2D Texture_ReflectMask,\n"
2883 "uniform samplerCUBE Texture_ReflectCube,\n"
2884 "#endif\n"
2885 "#ifdef MODE_LIGHTDIRECTION\n"
2886 "uniform half3 LightColor,\n"
2887 "#endif\n"
2888 "#ifdef MODE_LIGHTSOURCE\n"
2889 "uniform half3 LightColor,\n"
2890 "#endif\n"
2891 "\n"
2892 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2893 "uniform sampler2D Texture_Attenuation,\n"
2894 "uniform samplerCUBE Texture_Cube,\n"
2895 "\n"
2896 "#ifdef USESHADOWMAPRECT\n"
2897 "# ifdef USESHADOWSAMPLER\n"
2898 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2899 "# else\n"
2900 "uniform samplerRECT Texture_ShadowMapRect,\n"
2901 "# endif\n"
2902 "#endif\n"
2903 "\n"
2904 "#ifdef USESHADOWMAP2D\n"
2905 "# ifdef USESHADOWSAMPLER\n"
2906 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2907 "# else\n"
2908 "uniform sampler2D Texture_ShadowMap2D,\n"
2909 "# endif\n"
2910 "#endif\n"
2911 "\n"
2912 "#ifdef USESHADOWMAPVSDCT\n"
2913 "uniform samplerCUBE Texture_CubeProjection,\n"
2914 "#endif\n"
2915 "\n"
2916 "#ifdef USESHADOWMAPCUBE\n"
2917 "# ifdef USESHADOWSAMPLER\n"
2918 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2919 "# else\n"
2920 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2921 "# endif\n"
2922 "#endif\n"
2923 "\n"
2924 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2925 "uniform float2 ShadowMap_TextureScale,\n"
2926 "uniform float4 ShadowMap_Parameters,\n"
2927 "#endif\n"
2928 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2929 "\n"
2930 "out float4 gl_FragColor : COLOR\n"
2931 ")\n"
2932 "{\n"
2933 "       float2 TexCoord = TexCoordBoth.xy;\n"
2934 "#ifdef USEVERTEXTEXTUREBLEND\n"
2935 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2936 "#endif\n"
2937 "#ifdef USEOFFSETMAPPING\n"
2938 "       // apply offsetmapping\n"
2939 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2940 "#define TexCoord TexCoordOffset\n"
2941 "#endif\n"
2942 "\n"
2943 "       // combine the diffuse textures (base, pants, shirt)\n"
2944 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2945 "#ifdef USEALPHAKILL\n"
2946 "       if (color.a < 0.5)\n"
2947 "               discard;\n"
2948 "#endif\n"
2949 "       color.a *= Alpha;\n"
2950 "#ifdef USECOLORMAPPING\n"
2951 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2952 "#endif\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2955 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2956 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2957 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2958 "       color.a = 1.0;\n"
2959 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2960 "#endif\n"
2961 "\n"
2962 "       // get the surface normal\n"
2963 "#ifdef USEVERTEXTEXTUREBLEND\n"
2964 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2965 "#else\n"
2966 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2967 "#endif\n"
2968 "\n"
2969 "       // get the material colors\n"
2970 "       half3 diffusetex = color.rgb;\n"
2971 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2972 "# ifdef USEVERTEXTEXTUREBLEND\n"
2973 "       half3 glosstex = half3(lerp(float3(tex2D(Texture_SecondaryGloss, TexCoord2)), float3(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2974 "# else\n"
2975 "       half3 glosstex = half3(tex2D(Texture_Gloss, TexCoord));\n"
2976 "# endif\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef USEREFLECTCUBE\n"
2980 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2981 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2982 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2983 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2984 "#endif\n"
2985 "\n"
2986 "\n"
2987 "\n"
2988 "\n"
2989 "#ifdef MODE_LIGHTSOURCE\n"
2990 "       // light source\n"
2991 "#ifdef USEDIFFUSE\n"
2992 "       half3 lightnormal = half3(normalize(LightVector));\n"
2993 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2994 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2995 "#ifdef USESPECULAR\n"
2996 "#ifdef USEEXACTSPECULARMATH\n"
2997 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
2998 "#else\n"
2999 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3000 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3001 "#endif\n"
3002 "       color.rgb += glosstex * (specular * Color_Specular);\n"
3003 "#endif\n"
3004 "#else\n"
3005 "       color.rgb = diffusetex * Color_Ambient;\n"
3006 "#endif\n"
3007 "       color.rgb *= LightColor;\n"
3008 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3009 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3010 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3011 "# if defined(USESHADOWMAP2D)\n"
3012 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3013 "# endif\n"
3014 "# if defined(USESHADOWMAPRECT)\n"
3015 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3016 "# endif\n"
3017 "# if defined(USESHADOWMAPCUBE)\n"
3018 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3019 "# endif\n"
3020 "\n"
3021 "#ifdef USESHADOWMAPVSDCT\n"
3022 ", Texture_CubeProjection\n"
3023 "#endif\n"
3024 "       );\n"
3025 "\n"
3026 "#endif\n"
3027 "# ifdef USECUBEFILTER\n"
3028 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3029 "# endif\n"
3030 "#endif // MODE_LIGHTSOURCE\n"
3031 "\n"
3032 "\n"
3033 "\n"
3034 "\n"
3035 "#ifdef MODE_LIGHTDIRECTION\n"
3036 "#define SHADING\n"
3037 "#ifdef USEDIFFUSE\n"
3038 "       half3 lightnormal = half3(normalize(LightVector));\n"
3039 "#endif\n"
3040 "#define lightcolor LightColor\n"
3041 "#endif // MODE_LIGHTDIRECTION\n"
3042 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3043 "#define SHADING\n"
3044 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3045 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3046 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3047 "       // convert modelspace light vector to tangentspace\n"
3048 "       half3 lightnormal;\n"
3049 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3050 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3051 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3052 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3053 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3054 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3055 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3056 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3057 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3058 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3059 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3060 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3061 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3062 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3063 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3064 "#define SHADING\n"
3065 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3066 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3067 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3068 "#endif\n"
3069 "\n"
3070 "\n"
3071 "\n"
3072 "\n"
3073 "#ifdef MODE_LIGHTMAP\n"
3074 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3075 "#endif // MODE_LIGHTMAP\n"
3076 "#ifdef MODE_VERTEXCOLOR\n"
3077 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3078 "#endif // MODE_VERTEXCOLOR\n"
3079 "#ifdef MODE_FLATCOLOR\n"
3080 "       color.rgb = diffusetex * Color_Ambient;\n"
3081 "#endif // MODE_FLATCOLOR\n"
3082 "\n"
3083 "\n"
3084 "\n"
3085 "\n"
3086 "#ifdef SHADING\n"
3087 "# ifdef USEDIFFUSE\n"
3088 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3089 "#  ifdef USESPECULAR\n"
3090 "#   ifdef USEEXACTSPECULARMATH\n"
3091 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
3092 "#   else\n"
3093 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3094 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
3095 "#   endif\n"
3096 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex * Color_Specular * specular) * lightcolor;\n"
3097 "#  else\n"
3098 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3099 "#  endif\n"
3100 "# else\n"
3101 "       color.rgb = diffusetex * Color_Ambient;\n"
3102 "# endif\n"
3103 "#endif\n"
3104 "\n"
3105 "#ifdef USEDEFERREDLIGHTMAP\n"
3106 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3107 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3108 "       color.rgb += glosstex * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3109 "#endif\n"
3110 "\n"
3111 "#ifdef USEGLOW\n"
3112 "#ifdef USEVERTEXTEXTUREBLEND\n"
3113 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3114 "#else\n"
3115 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3116 "#endif\n"
3117 "#endif\n"
3118 "\n"
3119 "#ifdef USEFOG\n"
3120 "#ifdef MODE_LIGHTSOURCE\n"
3121 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3122 "#else\n"
3123 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#endif\n"
3125 "#endif\n"
3126 "\n"
3127 "       // 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"
3128 "#ifdef USEREFLECTION\n"
3129 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3130 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3131 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3132 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3133 "       // FIXME temporary hack to detect the case that the reflection\n"
3134 "       // gets blackened at edges due to leaving the area that contains actual\n"
3135 "       // content.\n"
3136 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3137 "       // 'appening.\n"
3138 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3139 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3140 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3142 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3143 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3144 "#endif\n"
3145 "\n"
3146 "       gl_FragColor = float4(color);\n"
3147 "}\n"
3148 "#endif // FRAGMENT_SHADER\n"
3149 "\n"
3150 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3151 "#endif // !MODE_DEFERREDGEOMETRY\n"
3152 "#endif // !MODE_WATER\n"
3153 "#endif // !MODE_REFRACTION\n"
3154 "#endif // !MODE_BLOOMBLUR\n"
3155 "#endif // !MODE_GENERIC\n"
3156 "#endif // !MODE_POSTPROCESS\n"
3157 "#endif // !MODE_SHOWDEPTH\n"
3158 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3159 ;
3160
3161 char *glslshaderstring = NULL;
3162 char *cgshaderstring = NULL;
3163
3164 //=======================================================================================================================================================
3165
3166 typedef struct shaderpermutationinfo_s
3167 {
3168         const char *pretext;
3169         const char *name;
3170 }
3171 shaderpermutationinfo_t;
3172
3173 typedef struct shadermodeinfo_s
3174 {
3175         const char *vertexfilename;
3176         const char *geometryfilename;
3177         const char *fragmentfilename;
3178         const char *pretext;
3179         const char *name;
3180 }
3181 shadermodeinfo_t;
3182
3183 typedef enum shaderpermutation_e
3184 {
3185         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3186         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3187         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3188         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3189         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3190         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3191         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3192         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3193         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3194         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3195         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3196         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3197         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3198         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3199         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3200         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3201         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3202         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3203         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3204         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3206         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3207         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3208         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3209         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3210         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3211         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3212         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3213         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3214 }
3215 shaderpermutation_t;
3216
3217 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3218 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3219 {
3220         {"#define USEDIFFUSE\n", " diffuse"},
3221         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3222         {"#define USEVIEWTINT\n", " viewtint"},
3223         {"#define USECOLORMAPPING\n", " colormapping"},
3224         {"#define USESATURATION\n", " saturation"},
3225         {"#define USEFOGINSIDE\n", " foginside"},
3226         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3227         {"#define USEGAMMARAMPS\n", " gammaramps"},
3228         {"#define USECUBEFILTER\n", " cubefilter"},
3229         {"#define USEGLOW\n", " glow"},
3230         {"#define USEBLOOM\n", " bloom"},
3231         {"#define USESPECULAR\n", " specular"},
3232         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3233         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3234         {"#define USEREFLECTION\n", " reflection"},
3235         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3236         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3237         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3238         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3239         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3240         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3241         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3242         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3243         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3244         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3245         {"#define USEALPHAKILL\n", " alphakill"},
3246         {"#define USEREFLECTCUBE\n", " reflectcube"},
3247 };
3248
3249 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3250 typedef enum shadermode_e
3251 {
3252         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3253         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3254         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3255         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3256         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3257         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3258         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3259         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3260         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3261         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3262         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3263         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3264         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3265         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3266         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3267         SHADERMODE_COUNT
3268 }
3269 shadermode_t;
3270
3271 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3272 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3273 {
3274         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3275         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3276         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3278         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3289 };
3290
3291 #ifdef SUPPORTCG
3292 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3293 {
3294         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3295         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3296         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3298         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3309 };
3310 #endif
3311
3312 struct r_glsl_permutation_s;
3313 typedef struct r_glsl_permutation_s
3314 {
3315         /// hash lookup data
3316         struct r_glsl_permutation_s *hashnext;
3317         unsigned int mode;
3318         unsigned int permutation;
3319
3320         /// indicates if we have tried compiling this permutation already
3321         qboolean compiled;
3322         /// 0 if compilation failed
3323         int program;
3324         /// locations of detected uniforms in program object, or -1 if not found
3325         int loc_Texture_First;
3326         int loc_Texture_Second;
3327         int loc_Texture_GammaRamps;
3328         int loc_Texture_Normal;
3329         int loc_Texture_Color;
3330         int loc_Texture_Gloss;
3331         int loc_Texture_Glow;
3332         int loc_Texture_SecondaryNormal;
3333         int loc_Texture_SecondaryColor;
3334         int loc_Texture_SecondaryGloss;
3335         int loc_Texture_SecondaryGlow;
3336         int loc_Texture_Pants;
3337         int loc_Texture_Shirt;
3338         int loc_Texture_FogMask;
3339         int loc_Texture_Lightmap;
3340         int loc_Texture_Deluxemap;
3341         int loc_Texture_Attenuation;
3342         int loc_Texture_Cube;
3343         int loc_Texture_Refraction;
3344         int loc_Texture_Reflection;
3345         int loc_Texture_ShadowMapRect;
3346         int loc_Texture_ShadowMapCube;
3347         int loc_Texture_ShadowMap2D;
3348         int loc_Texture_CubeProjection;
3349         int loc_Texture_ScreenDepth;
3350         int loc_Texture_ScreenNormalMap;
3351         int loc_Texture_ScreenDiffuse;
3352         int loc_Texture_ScreenSpecular;
3353         int loc_Texture_ReflectMask;
3354         int loc_Texture_ReflectCube;
3355         int loc_Alpha;
3356         int loc_BloomBlur_Parameters;
3357         int loc_ClientTime;
3358         int loc_Color_Ambient;
3359         int loc_Color_Diffuse;
3360         int loc_Color_Specular;
3361         int loc_Color_Glow;
3362         int loc_Color_Pants;
3363         int loc_Color_Shirt;
3364         int loc_DeferredColor_Ambient;
3365         int loc_DeferredColor_Diffuse;
3366         int loc_DeferredColor_Specular;
3367         int loc_DeferredMod_Diffuse;
3368         int loc_DeferredMod_Specular;
3369         int loc_DistortScaleRefractReflect;
3370         int loc_EyePosition;
3371         int loc_FogColor;
3372         int loc_FogHeightFade;
3373         int loc_FogPlane;
3374         int loc_FogPlaneViewDist;
3375         int loc_FogRangeRecip;
3376         int loc_LightColor;
3377         int loc_LightDir;
3378         int loc_LightPosition;
3379         int loc_OffsetMapping_Scale;
3380         int loc_PixelSize;
3381         int loc_ReflectColor;
3382         int loc_ReflectFactor;
3383         int loc_ReflectOffset;
3384         int loc_RefractColor;
3385         int loc_Saturation;
3386         int loc_ScreenCenterRefractReflect;
3387         int loc_ScreenScaleRefractReflect;
3388         int loc_ScreenToDepth;
3389         int loc_ShadowMap_Parameters;
3390         int loc_ShadowMap_TextureScale;
3391         int loc_SpecularPower;
3392         int loc_UserVec1;
3393         int loc_UserVec2;
3394         int loc_UserVec3;
3395         int loc_UserVec4;
3396         int loc_ViewTintColor;
3397         int loc_ViewToLight;
3398         int loc_ModelToLight;
3399         int loc_TexMatrix;
3400         int loc_BackgroundTexMatrix;
3401         int loc_ModelViewProjectionMatrix;
3402         int loc_ModelViewMatrix;
3403         int loc_PixelToScreenTexCoord;
3404         int loc_ModelToReflectCube;
3405 }
3406 r_glsl_permutation_t;
3407
3408 #define SHADERPERMUTATION_HASHSIZE 256
3409
3410 /// information about each possible shader permutation
3411 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3412 /// currently selected permutation
3413 r_glsl_permutation_t *r_glsl_permutation;
3414 /// storage for permutations linked in the hash table
3415 memexpandablearray_t r_glsl_permutationarray;
3416
3417 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3418 {
3419         //unsigned int hashdepth = 0;
3420         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3421         r_glsl_permutation_t *p;
3422         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3423         {
3424                 if (p->mode == mode && p->permutation == permutation)
3425                 {
3426                         //if (hashdepth > 10)
3427                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3428                         return p;
3429                 }
3430                 //hashdepth++;
3431         }
3432         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3433         p->mode = mode;
3434         p->permutation = permutation;
3435         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3436         r_glsl_permutationhash[mode][hashindex] = p;
3437         //if (hashdepth > 10)
3438         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3439         return p;
3440 }
3441
3442 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3443 {
3444         char *shaderstring;
3445         if (!filename || !filename[0])
3446                 return NULL;
3447         if (!strcmp(filename, "glsl/default.glsl"))
3448         {
3449                 if (!glslshaderstring)
3450                 {
3451                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3452                         if (glslshaderstring)
3453                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3454                         else
3455                                 glslshaderstring = (char *)builtinshaderstring;
3456                 }
3457                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3458                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3459                 return shaderstring;
3460         }
3461         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3462         if (shaderstring)
3463         {
3464                 if (printfromdisknotice)
3465                         Con_DPrintf("from disk %s... ", filename);
3466                 return shaderstring;
3467         }
3468         return shaderstring;
3469 }
3470
3471 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3472 {
3473         int i;
3474         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3475         int vertstrings_count = 0;
3476         int geomstrings_count = 0;
3477         int fragstrings_count = 0;
3478         char *vertexstring, *geometrystring, *fragmentstring;
3479         const char *vertstrings_list[32+3];
3480         const char *geomstrings_list[32+3];
3481         const char *fragstrings_list[32+3];
3482         char permutationname[256];
3483
3484         if (p->compiled)
3485                 return;
3486         p->compiled = true;
3487         p->program = 0;
3488
3489         permutationname[0] = 0;
3490         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3491         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3492         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3493
3494         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3495
3496         // the first pretext is which type of shader to compile as
3497         // (later these will all be bound together as a program object)
3498         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3499         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3500         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3501
3502         // the second pretext is the mode (for example a light source)
3503         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3504         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3505         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3506         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3507
3508         // now add all the permutation pretexts
3509         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3510         {
3511                 if (permutation & (1<<i))
3512                 {
3513                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3514                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3515                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3517                 }
3518                 else
3519                 {
3520                         // keep line numbers correct
3521                         vertstrings_list[vertstrings_count++] = "\n";
3522                         geomstrings_list[geomstrings_count++] = "\n";
3523                         fragstrings_list[fragstrings_count++] = "\n";
3524                 }
3525         }
3526
3527         // now append the shader text itself
3528         vertstrings_list[vertstrings_count++] = vertexstring;
3529         geomstrings_list[geomstrings_count++] = geometrystring;
3530         fragstrings_list[fragstrings_count++] = fragmentstring;
3531
3532         // if any sources were NULL, clear the respective list
3533         if (!vertexstring)
3534                 vertstrings_count = 0;
3535         if (!geometrystring)
3536                 geomstrings_count = 0;
3537         if (!fragmentstring)
3538                 fragstrings_count = 0;
3539
3540         // compile the shader program
3541         if (vertstrings_count + geomstrings_count + fragstrings_count)
3542                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3543         if (p->program)
3544         {
3545                 CHECKGLERROR
3546                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3547                 // look up all the uniform variable names we care about, so we don't
3548                 // have to look them up every time we set them
3549
3550                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3551                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3552                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3553                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3554                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3555                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3556                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3557                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3558                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3559                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3560                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3561                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3562                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3563                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3564                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3565                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3566                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3567                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3568                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3569                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3570                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3571                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3572                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3573                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3574                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3575                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3576                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3577                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3578                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3579                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3580                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3581                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3582                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3583                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3584                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3585                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3586                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3587                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3588                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3589                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3590                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3591                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3592                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3593                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3594                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3595                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3596                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3597                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3598                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3599                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3600                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3601                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3602                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3603                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3604                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3605                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3606                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3607                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3608                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3609                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3610                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3611                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3612                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3613                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3614                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3615                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3616                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3617                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3618                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3619                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3620                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3621                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3622                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3623                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3624                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3625                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3626                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3627                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3628                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3629                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3630                 // initialize the samplers to refer to the texture units we use
3631                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3632                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3633                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3634                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3635                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3636                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3637                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3638                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3639                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3640                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3641                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3642                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3643                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3644                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3645                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3646                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3647                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3648                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3649                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3650                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3651                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3652                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3653                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3654                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3655                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3656                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3657                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3658                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3659                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3660                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3661                 CHECKGLERROR
3662                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3663         }
3664         else
3665                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3666
3667         // free the strings
3668         if (vertexstring)
3669                 Mem_Free(vertexstring);
3670         if (geometrystring)
3671                 Mem_Free(geometrystring);
3672         if (fragmentstring)
3673                 Mem_Free(fragmentstring);
3674 }
3675
3676 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3677 {
3678         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3679         if (r_glsl_permutation != perm)
3680         {
3681                 r_glsl_permutation = perm;
3682                 if (!r_glsl_permutation->program)
3683                 {
3684                         if (!r_glsl_permutation->compiled)
3685                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3686                         if (!r_glsl_permutation->program)
3687                         {
3688                                 // remove features until we find a valid permutation
3689                                 int i;
3690                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3691                                 {
3692                                         // reduce i more quickly whenever it would not remove any bits
3693                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3694                                         if (!(permutation & j))
3695                                                 continue;
3696                                         permutation -= j;
3697                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3698                                         if (!r_glsl_permutation->compiled)
3699                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3700                                         if (r_glsl_permutation->program)
3701                                                 break;
3702                                 }
3703                                 if (i >= SHADERPERMUTATION_COUNT)
3704                                 {
3705                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3706                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3707                                         qglUseProgramObjectARB(0);CHECKGLERROR
3708                                         return; // no bit left to clear, entire mode is broken
3709                                 }
3710                         }
3711                 }
3712                 CHECKGLERROR
3713                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3714         }
3715         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3716         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3717 }
3718
3719 #ifdef SUPPORTCG
3720 #include <Cg/cgGL.h>
3721 struct r_cg_permutation_s;
3722 typedef struct r_cg_permutation_s
3723 {
3724         /// hash lookup data
3725         struct r_cg_permutation_s *hashnext;
3726         unsigned int mode;
3727         unsigned int permutation;
3728
3729         /// indicates if we have tried compiling this permutation already
3730         qboolean compiled;
3731         /// 0 if compilation failed
3732         CGprogram vprogram;
3733         CGprogram fprogram;
3734         /// locations of detected parameters in programs, or NULL if not found
3735         CGparameter vp_EyePosition;
3736         CGparameter vp_FogPlane;
3737         CGparameter vp_LightDir;
3738         CGparameter vp_LightPosition;
3739         CGparameter vp_ModelToLight;
3740         CGparameter vp_TexMatrix;
3741         CGparameter vp_BackgroundTexMatrix;
3742         CGparameter vp_ModelViewProjectionMatrix;
3743         CGparameter vp_ModelViewMatrix;
3744
3745         CGparameter fp_Texture_First;
3746         CGparameter fp_Texture_Second;
3747         CGparameter fp_Texture_GammaRamps;
3748         CGparameter fp_Texture_Normal;
3749         CGparameter fp_Texture_Color;
3750         CGparameter fp_Texture_Gloss;
3751         CGparameter fp_Texture_Glow;
3752         CGparameter fp_Texture_SecondaryNormal;
3753         CGparameter fp_Texture_SecondaryColor;
3754         CGparameter fp_Texture_SecondaryGloss;
3755         CGparameter fp_Texture_SecondaryGlow;
3756         CGparameter fp_Texture_Pants;
3757         CGparameter fp_Texture_Shirt;
3758         CGparameter fp_Texture_FogMask;
3759         CGparameter fp_Texture_Lightmap;
3760         CGparameter fp_Texture_Deluxemap;
3761         CGparameter fp_Texture_Attenuation;
3762         CGparameter fp_Texture_Cube;
3763         CGparameter fp_Texture_Refraction;
3764         CGparameter fp_Texture_Reflection;
3765         CGparameter fp_Texture_ShadowMapRect;
3766         CGparameter fp_Texture_ShadowMapCube;
3767         CGparameter fp_Texture_ShadowMap2D;
3768         CGparameter fp_Texture_CubeProjection;
3769         CGparameter fp_Texture_ScreenDepth;
3770         CGparameter fp_Texture_ScreenNormalMap;
3771         CGparameter fp_Texture_ScreenDiffuse;
3772         CGparameter fp_Texture_ScreenSpecular;
3773         CGparameter fp_Texture_ReflectMask;
3774         CGparameter fp_Texture_ReflectCube;
3775         CGparameter fp_Alpha;
3776         CGparameter fp_BloomBlur_Parameters;
3777         CGparameter fp_ClientTime;
3778         CGparameter fp_Color_Ambient;
3779         CGparameter fp_Color_Diffuse;
3780         CGparameter fp_Color_Specular;
3781         CGparameter fp_Color_Glow;
3782         CGparameter fp_Color_Pants;
3783         CGparameter fp_Color_Shirt;
3784         CGparameter fp_DeferredColor_Ambient;
3785         CGparameter fp_DeferredColor_Diffuse;
3786         CGparameter fp_DeferredColor_Specular;
3787         CGparameter fp_DeferredMod_Diffuse;
3788         CGparameter fp_DeferredMod_Specular;
3789         CGparameter fp_DistortScaleRefractReflect;
3790         CGparameter fp_EyePosition;
3791         CGparameter fp_FogColor;
3792         CGparameter fp_FogHeightFade;
3793         CGparameter fp_FogPlane;
3794         CGparameter fp_FogPlaneViewDist;
3795         CGparameter fp_FogRangeRecip;
3796         CGparameter fp_LightColor;
3797         CGparameter fp_LightDir;
3798         CGparameter fp_LightPosition;
3799         CGparameter fp_OffsetMapping_Scale;
3800         CGparameter fp_PixelSize;
3801         CGparameter fp_ReflectColor;
3802         CGparameter fp_ReflectFactor;
3803         CGparameter fp_ReflectOffset;
3804         CGparameter fp_RefractColor;
3805         CGparameter fp_Saturation;
3806         CGparameter fp_ScreenCenterRefractReflect;
3807         CGparameter fp_ScreenScaleRefractReflect;
3808         CGparameter fp_ScreenToDepth;
3809         CGparameter fp_ShadowMap_Parameters;
3810         CGparameter fp_ShadowMap_TextureScale;
3811         CGparameter fp_SpecularPower;
3812         CGparameter fp_UserVec1;
3813         CGparameter fp_UserVec2;
3814         CGparameter fp_UserVec3;
3815         CGparameter fp_UserVec4;
3816         CGparameter fp_ViewTintColor;
3817         CGparameter fp_ViewToLight;
3818         CGparameter fp_PixelToScreenTexCoord;
3819         CGparameter fp_ModelToReflectCube;
3820 }
3821 r_cg_permutation_t;
3822
3823 /// information about each possible shader permutation
3824 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3825 /// currently selected permutation
3826 r_cg_permutation_t *r_cg_permutation;
3827 /// storage for permutations linked in the hash table
3828 memexpandablearray_t r_cg_permutationarray;
3829
3830 #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));}}
3831
3832 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3833 {
3834         //unsigned int hashdepth = 0;
3835         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3836         r_cg_permutation_t *p;
3837         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3838         {
3839                 if (p->mode == mode && p->permutation == permutation)
3840                 {
3841                         //if (hashdepth > 10)
3842                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3843                         return p;
3844                 }
3845                 //hashdepth++;
3846         }
3847         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3848         p->mode = mode;
3849         p->permutation = permutation;
3850         p->hashnext = r_cg_permutationhash[mode][hashindex];
3851         r_cg_permutationhash[mode][hashindex] = p;
3852         //if (hashdepth > 10)
3853         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3854         return p;
3855 }
3856
3857 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3858 {
3859         char *shaderstring;
3860         if (!filename || !filename[0])
3861                 return NULL;
3862         if (!strcmp(filename, "cg/default.cg"))
3863         {
3864                 if (!cgshaderstring)
3865                 {
3866                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3867                         if (cgshaderstring)
3868                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3869                         else
3870                                 cgshaderstring = (char *)builtincgshaderstring;
3871                 }
3872                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3873                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3874                 return shaderstring;
3875         }
3876         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3877         if (shaderstring)
3878         {
3879                 if (printfromdisknotice)
3880                         Con_DPrintf("from disk %s... ", filename);
3881                 return shaderstring;
3882         }
3883         return shaderstring;
3884 }
3885
3886 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3887 {
3888         // TODO: load or create .fp and .vp shader files
3889 }
3890
3891 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3892 {
3893         int i;
3894         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3895         int vertstrings_count = 0, vertstring_length = 0;
3896         int geomstrings_count = 0, geomstring_length = 0;
3897         int fragstrings_count = 0, fragstring_length = 0;
3898         char *t;
3899         char *vertexstring, *geometrystring, *fragmentstring;
3900         char *vertstring, *geomstring, *fragstring;
3901         const char *vertstrings_list[32+3];
3902         const char *geomstrings_list[32+3];
3903         const char *fragstrings_list[32+3];
3904         char permutationname[256];
3905         char cachename[256];
3906         CGprofile vertexProfile;
3907         CGprofile fragmentProfile;
3908
3909         if (p->compiled)
3910                 return;
3911         p->compiled = true;
3912         p->vprogram = NULL;
3913         p->fprogram = NULL;
3914
3915         permutationname[0] = 0;
3916         cachename[0] = 0;
3917         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3918         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3919         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3920
3921         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3922         strlcat(cachename, "cg/", sizeof(cachename));
3923
3924         // the first pretext is which type of shader to compile as
3925         // (later these will all be bound together as a program object)
3926         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3927         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3928         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3929
3930         // the second pretext is the mode (for example a light source)
3931         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3932         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3933         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3934         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3935         strlcat(cachename, modeinfo->name, sizeof(cachename));
3936
3937         // now add all the permutation pretexts
3938         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3939         {
3940                 if (permutation & (1<<i))
3941                 {
3942                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3943                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3944                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3946                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3947                 }
3948                 else
3949                 {
3950                         // keep line numbers correct
3951                         vertstrings_list[vertstrings_count++] = "\n";
3952                         geomstrings_list[geomstrings_count++] = "\n";
3953                         fragstrings_list[fragstrings_count++] = "\n";
3954                 }
3955         }
3956
3957         // replace spaces in the cachename with _ characters
3958         for (i = 0;cachename[i];i++)
3959                 if (cachename[i] == ' ')
3960                         cachename[i] = '_';
3961
3962         // now append the shader text itself
3963         vertstrings_list[vertstrings_count++] = vertexstring;
3964         geomstrings_list[geomstrings_count++] = geometrystring;
3965         fragstrings_list[fragstrings_count++] = fragmentstring;
3966
3967         // if any sources were NULL, clear the respective list
3968         if (!vertexstring)
3969                 vertstrings_count = 0;
3970         if (!geometrystring)
3971                 geomstrings_count = 0;
3972         if (!fragmentstring)
3973                 fragstrings_count = 0;
3974
3975         vertstring_length = 0;
3976         for (i = 0;i < vertstrings_count;i++)
3977                 vertstring_length += strlen(vertstrings_list[i]);
3978         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3979         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3980                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3981
3982         geomstring_length = 0;
3983         for (i = 0;i < geomstrings_count;i++)
3984                 geomstring_length += strlen(geomstrings_list[i]);
3985         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3986         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3987                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3988
3989         fragstring_length = 0;
3990         for (i = 0;i < fragstrings_count;i++)
3991                 fragstring_length += strlen(fragstrings_list[i]);
3992         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3993         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3994                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3995
3996         CHECKGLERROR
3997         CHECKCGERROR
3998         //vertexProfile = CG_PROFILE_ARBVP1;
3999         //fragmentProfile = CG_PROFILE_ARBFP1;
4000         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4001         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4002         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4003         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4004         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4005         CHECKGLERROR
4006
4007         // try to load the cached shader, or generate one
4008         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4009
4010         // if caching failed, do a dynamic compile for now
4011         CHECKCGERROR
4012         if (vertstring[0] && !p->vprogram)
4013                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4014         CHECKCGERROR
4015         if (fragstring[0] && !p->fprogram)
4016                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4017         CHECKCGERROR
4018
4019         // look up all the uniform variable names we care about, so we don't
4020         // have to look them up every time we set them
4021         if (p->vprogram)
4022         {
4023                 CHECKCGERROR
4024                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4025                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4026                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4027                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4028                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4029                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4030                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4031                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4032                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4033                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4034                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4035                 CHECKCGERROR
4036         }
4037         if (p->fprogram)
4038         {
4039                 CHECKCGERROR
4040                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4041                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4042                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4043                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4044                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4045                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4046                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4047                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4048                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4049                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4050                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4051                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4052                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4053                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4054                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4055                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4056                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4057                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4058                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4059                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4060                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4061                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4062                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4063                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4064                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4065                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4066                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4067                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4068                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4069                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4070                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4071                 p->fp_Texture_ReflectCube        = qgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4072                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4073                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4074                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4075                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4076                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4077                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4078                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4079                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4080                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4081                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4082                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4083                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4084                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4085                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4086                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4087                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4088                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4089                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4090                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4091                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4092                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4093                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4094                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4095                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4096                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4097                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4098                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4099                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4100                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4101                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4102                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4103                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4104                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4105                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4106                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4107                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4108                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4109                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4110                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4111                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4112                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4113                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4114                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4115                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4116                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4117                 CHECKCGERROR
4118         }
4119
4120         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4121                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4122         else
4123                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4124
4125         // free the strings
4126         if (vertstring)
4127                 Mem_Free(vertstring);
4128         if (geomstring)
4129                 Mem_Free(geomstring);
4130         if (fragstring)
4131                 Mem_Free(fragstring);
4132         if (vertexstring)
4133                 Mem_Free(vertexstring);
4134         if (geometrystring)
4135                 Mem_Free(geometrystring);
4136         if (fragmentstring)
4137                 Mem_Free(fragmentstring);
4138 }
4139
4140 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4141 {
4142         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4143         CHECKGLERROR
4144         CHECKCGERROR
4145         if (r_cg_permutation != perm)
4146         {
4147                 r_cg_permutation = perm;
4148                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4149                 {
4150                         if (!r_cg_permutation->compiled)
4151                                 R_CG_CompilePermutation(perm, mode, permutation);
4152                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4153                         {
4154                                 // remove features until we find a valid permutation
4155                                 int i;
4156                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4157                                 {
4158                                         // reduce i more quickly whenever it would not remove any bits
4159                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4160                                         if (!(permutation & j))
4161                                                 continue;
4162                                         permutation -= j;
4163                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4164                                         if (!r_cg_permutation->compiled)
4165                                                 R_CG_CompilePermutation(perm, mode, permutation);
4166                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4167                                                 break;
4168                                 }
4169                                 if (i >= SHADERPERMUTATION_COUNT)
4170                                 {
4171                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4172                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4173                                         return; // no bit left to clear, entire mode is broken
4174                                 }
4175                         }
4176                 }
4177                 CHECKGLERROR
4178                 CHECKCGERROR
4179                 if (r_cg_permutation->vprogram)
4180                 {
4181                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4182                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4183                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4184                 }
4185                 else
4186                 {
4187                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4188                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4189                 }
4190                 if (r_cg_permutation->fprogram)
4191                 {
4192                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4193                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4194                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4195                 }
4196                 else
4197                 {
4198                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4199                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4200                 }
4201         }
4202         CHECKCGERROR
4203         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4204         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4205 }
4206
4207 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4208 {
4209         cgGLSetTextureParameter(param, R_GetTexture(tex));
4210         cgGLEnableTextureParameter(param);
4211 }
4212 #endif
4213
4214 void R_GLSL_Restart_f(void)
4215 {
4216         unsigned int i, limit;
4217         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4218                 Mem_Free(glslshaderstring);
4219         glslshaderstring = NULL;
4220         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4221                 Mem_Free(cgshaderstring);
4222         cgshaderstring = NULL;
4223         switch(vid.renderpath)
4224         {
4225         case RENDERPATH_GL20:
4226                 {
4227                         r_glsl_permutation_t *p;
4228                         r_glsl_permutation = NULL;
4229                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4230                         for (i = 0;i < limit;i++)
4231                         {
4232                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4233                                 {
4234                                         GL_Backend_FreeProgram(p->program);
4235                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4236                                 }
4237                         }
4238                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4239                 }
4240                 break;
4241         case RENDERPATH_CGGL:
4242 #ifdef SUPPORTCG
4243                 {
4244                         r_cg_permutation_t *p;
4245                         r_cg_permutation = NULL;
4246                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4247                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4250                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4251                         for (i = 0;i < limit;i++)
4252                         {
4253                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4254                                 {
4255                                         if (p->vprogram)
4256                                                 cgDestroyProgram(p->vprogram);
4257                                         if (p->fprogram)
4258                                                 cgDestroyProgram(p->fprogram);
4259                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4260                                 }
4261                         }
4262                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4263                 }
4264                 break;
4265 #endif
4266         case RENDERPATH_GL13:
4267         case RENDERPATH_GL11:
4268                 break;
4269         }
4270 }
4271
4272 void R_GLSL_DumpShader_f(void)
4273 {
4274         int i;
4275         qfile_t *file;
4276
4277         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4278         if (file)
4279         {
4280                 FS_Print(file, "/* The engine may define the following macros:\n");
4281                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4282                 for (i = 0;i < SHADERMODE_COUNT;i++)
4283                         FS_Print(file, glslshadermodeinfo[i].pretext);
4284                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4285                         FS_Print(file, shaderpermutationinfo[i].pretext);
4286                 FS_Print(file, "*/\n");
4287                 FS_Print(file, builtinshaderstring);
4288                 FS_Close(file);
4289                 Con_Printf("glsl/default.glsl written\n");
4290         }
4291         else
4292                 Con_Printf("failed to write to glsl/default.glsl\n");
4293
4294 #ifdef SUPPORTCG
4295         file = FS_OpenRealFile("cg/default.cg", "w", false);
4296         if (file)
4297         {
4298                 FS_Print(file, "/* The engine may define the following macros:\n");
4299                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4300                 for (i = 0;i < SHADERMODE_COUNT;i++)
4301                         FS_Print(file, cgshadermodeinfo[i].pretext);
4302                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4303                         FS_Print(file, shaderpermutationinfo[i].pretext);
4304                 FS_Print(file, "*/\n");
4305                 FS_Print(file, builtincgshaderstring);
4306                 FS_Close(file);
4307                 Con_Printf("cg/default.cg written\n");
4308         }
4309         else
4310                 Con_Printf("failed to write to cg/default.cg\n");
4311 #endif
4312 }
4313
4314 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4315 {
4316         if (!second)
4317                 texturemode = GL_MODULATE;
4318         switch (vid.renderpath)
4319         {
4320         case RENDERPATH_GL20:
4321                 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))));
4322                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4323                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4324                 break;
4325         case RENDERPATH_CGGL:
4326 #ifdef SUPPORTCG
4327                 CHECKCGERROR
4328                 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))));
4329                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4330                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4331 #endif
4332                 break;
4333         case RENDERPATH_GL13:
4334                 R_Mesh_TexBind(0, first );
4335                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4336                 R_Mesh_TexBind(1, second);
4337                 if (second)
4338                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4339                 break;
4340         case RENDERPATH_GL11:
4341                 R_Mesh_TexBind(0, first );
4342                 break;
4343         }
4344 }
4345
4346 void R_SetupShader_DepthOrShadow(void)
4347 {
4348         switch (vid.renderpath)
4349         {
4350         case RENDERPATH_GL20:
4351                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4352                 break;
4353         case RENDERPATH_CGGL:
4354 #ifdef SUPPORTCG
4355                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4356 #endif
4357                 break;
4358         case RENDERPATH_GL13:
4359                 R_Mesh_TexBind(0, 0);
4360                 R_Mesh_TexBind(1, 0);
4361                 break;
4362         case RENDERPATH_GL11:
4363                 R_Mesh_TexBind(0, 0);
4364                 break;
4365         }
4366 }
4367
4368 void R_SetupShader_ShowDepth(void)
4369 {
4370         switch (vid.renderpath)
4371         {
4372         case RENDERPATH_GL20:
4373                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4374                 break;
4375         case RENDERPATH_CGGL:
4376 #ifdef SUPPORTCG
4377                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4378 #endif
4379                 break;
4380         case RENDERPATH_GL13:
4381                 break;
4382         case RENDERPATH_GL11:
4383                 break;
4384         }
4385 }
4386
4387 extern qboolean r_shadow_usingdeferredprepass;
4388 extern cvar_t r_shadow_deferred_8bitrange;
4389 extern rtexture_t *r_shadow_attenuationgradienttexture;
4390 extern rtexture_t *r_shadow_attenuation2dtexture;
4391 extern rtexture_t *r_shadow_attenuation3dtexture;
4392 extern qboolean r_shadow_usingshadowmaprect;
4393 extern qboolean r_shadow_usingshadowmapcube;
4394 extern qboolean r_shadow_usingshadowmap2d;
4395 extern float r_shadow_shadowmap_texturescale[2];
4396 extern float r_shadow_shadowmap_parameters[4];
4397 extern qboolean r_shadow_shadowmapvsdct;
4398 extern qboolean r_shadow_shadowmapsampler;
4399 extern int r_shadow_shadowmappcf;
4400 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4401 extern rtexture_t *r_shadow_shadowmap2dtexture;
4402 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4403 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4404 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4405 extern int r_shadow_prepass_width;
4406 extern int r_shadow_prepass_height;
4407 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4408 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4409 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4410 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4411 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4412 {
4413         // select a permutation of the lighting shader appropriate to this
4414         // combination of texture, entity, light source, and fogging, only use the
4415         // minimum features necessary to avoid wasting rendering time in the
4416         // fragment shader on features that are not being used
4417         unsigned int permutation = 0;
4418         unsigned int mode = 0;
4419         float m16f[16];
4420         if (rsurfacepass == RSURFPASS_BACKGROUND)
4421         {
4422                 // distorted background
4423                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4424                         mode = SHADERMODE_WATER;
4425                 else
4426                         mode = SHADERMODE_REFRACTION;
4427                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4428                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4429                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4432                 R_Mesh_ColorPointer(NULL, 0, 0);
4433                 GL_AlphaTest(false);
4434                 GL_BlendFunc(GL_ONE, GL_ZERO);
4435         }
4436         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4437         {
4438                 if (r_glsl_offsetmapping.integer)
4439                 {
4440                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4441                         if (r_glsl_offsetmapping_reliefmapping.integer)
4442                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4443                 }
4444                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4445                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4447                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4448                 // normalmap (deferred prepass), may use alpha test on diffuse
4449                 mode = SHADERMODE_DEFERREDGEOMETRY;
4450                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4451                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4452                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4453                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4454                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4457                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4458                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4459                 else
4460                         R_Mesh_ColorPointer(NULL, 0, 0);
4461                 GL_AlphaTest(false);
4462                 GL_BlendFunc(GL_ONE, GL_ZERO);
4463         }
4464         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4465         {
4466                 if (r_glsl_offsetmapping.integer)
4467                 {
4468                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4469                         if (r_glsl_offsetmapping_reliefmapping.integer)
4470                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4471                 }
4472                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4473                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4474                 // light source
4475                 mode = SHADERMODE_LIGHTSOURCE;
4476                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4477                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4478                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4479                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4480                 if (diffusescale > 0)
4481                         permutation |= SHADERPERMUTATION_DIFFUSE;
4482                 if (specularscale > 0)
4483                 {
4484                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4485                         if (r_shadow_glossexact.integer)
4486                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4487                 }
4488                 if (r_refdef.fogenabled)
4489                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4490                 if (rsurface.texture->colormapping)
4491                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4492                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4493                 {
4494                         if (r_shadow_usingshadowmaprect)
4495                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4496                         if (r_shadow_usingshadowmap2d)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4498                         if (r_shadow_usingshadowmapcube)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4500                         else if(r_shadow_shadowmapvsdct)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4502
4503                         if (r_shadow_shadowmapsampler)
4504                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4505                         if (r_shadow_shadowmappcf > 1)
4506                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4507                         else if (r_shadow_shadowmappcf)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4509                 }
4510                 if (rsurface.texture->reflectmasktexture)
4511                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4512                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4514                 {
4515                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4516                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4517                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4518                 }
4519                 else
4520                 {
4521                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4522                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4523                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4524                 }
4525                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4526                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4527                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4528                 else
4529                         R_Mesh_ColorPointer(NULL, 0, 0);
4530                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4531                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4532         }
4533         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4534         {
4535                 if (r_glsl_offsetmapping.integer)
4536                 {
4537                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4538                         if (r_glsl_offsetmapping_reliefmapping.integer)
4539                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4540                 }
4541                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4542                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4543                 // unshaded geometry (fullbright or ambient model lighting)
4544                 mode = SHADERMODE_FLATCOLOR;
4545                 ambientscale = diffusescale = specularscale = 0;
4546                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4547                         permutation |= SHADERPERMUTATION_GLOW;
4548                 if (r_refdef.fogenabled)
4549                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4550                 if (rsurface.texture->colormapping)
4551                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4552                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4553                         permutation |= SHADERPERMUTATION_REFLECTION;
4554                 if (rsurface.texture->reflectmasktexture)
4555                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4556                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4557                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4558                 {
4559                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4560                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4561                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4562                 }
4563                 else
4564                 {
4565                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4566                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4567                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4568                 }
4569                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4570                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4571                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4572                 else
4573                         R_Mesh_ColorPointer(NULL, 0, 0);
4574                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4575                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4576         }
4577         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4578         {
4579                 if (r_glsl_offsetmapping.integer)
4580                 {
4581                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4582                         if (r_glsl_offsetmapping_reliefmapping.integer)
4583                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4584                 }
4585                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4586                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4587                 // directional model lighting
4588                 mode = SHADERMODE_LIGHTDIRECTION;
4589                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4590                         permutation |= SHADERPERMUTATION_GLOW;
4591                 permutation |= SHADERPERMUTATION_DIFFUSE;
4592                 if (specularscale > 0)
4593                 {
4594                         permutation |= SHADERPERMUTATION_SPECULAR;
4595                         if (r_shadow_glossexact.integer)
4596                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4597                 }
4598                 if (r_refdef.fogenabled)
4599                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4600                 if (rsurface.texture->colormapping)
4601                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4602                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4603                         permutation |= SHADERPERMUTATION_REFLECTION;
4604                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4605                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4606                 if (rsurface.texture->reflectmasktexture)
4607                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4608                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4609                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4610                 {
4611                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4612                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4613                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4614                 }
4615                 else
4616                 {
4617                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4618                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4619                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4620                 }
4621                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4622                 R_Mesh_ColorPointer(NULL, 0, 0);
4623                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4624                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4625         }
4626         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4627         {
4628                 if (r_glsl_offsetmapping.integer)
4629                 {
4630                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4631                         if (r_glsl_offsetmapping_reliefmapping.integer)
4632                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4633                 }
4634                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4635                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4636                 // ambient model lighting
4637                 mode = SHADERMODE_LIGHTDIRECTION;
4638                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4639                         permutation |= SHADERPERMUTATION_GLOW;
4640                 if (r_refdef.fogenabled)
4641                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4642                 if (rsurface.texture->colormapping)
4643                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4644                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4645                         permutation |= SHADERPERMUTATION_REFLECTION;
4646                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4647                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4648                 if (rsurface.texture->reflectmasktexture)
4649                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4650                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4651                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4652                 {
4653                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4654                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4655                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4656                 }
4657                 else
4658                 {
4659                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4660                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4661                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4662                 }
4663                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4664                 R_Mesh_ColorPointer(NULL, 0, 0);
4665                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4666                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4667         }
4668         else
4669         {
4670                 if (r_glsl_offsetmapping.integer)
4671                 {
4672                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4673                         if (r_glsl_offsetmapping_reliefmapping.integer)
4674                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4675                 }
4676                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4677                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4678                 // lightmapped wall
4679                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4680                         permutation |= SHADERPERMUTATION_GLOW;
4681                 if (r_refdef.fogenabled)
4682                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4683                 if (rsurface.texture->colormapping)
4684                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4685                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4686                         permutation |= SHADERPERMUTATION_REFLECTION;
4687                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4688                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4689                 if (rsurface.texture->reflectmasktexture)
4690                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4691                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4692                 {
4693                         // deluxemapping (light direction texture)
4694                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4695                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4696                         else
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4698                         permutation |= SHADERPERMUTATION_DIFFUSE;
4699                         if (specularscale > 0)
4700                         {
4701                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4702                                 if (r_shadow_glossexact.integer)
4703                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4704                         }
4705                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4706                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4707                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4708                         else
4709                                 R_Mesh_ColorPointer(NULL, 0, 0);
4710                 }
4711                 else if (r_glsl_deluxemapping.integer >= 2)
4712                 {
4713                         // fake deluxemapping (uniform light direction in tangentspace)
4714                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4715                         permutation |= SHADERPERMUTATION_DIFFUSE;
4716                         if (specularscale > 0)
4717                         {
4718                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4719                                 if (r_shadow_glossexact.integer)
4720                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4721                         }
4722                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4723                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4724                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4725                         else
4726                                 R_Mesh_ColorPointer(NULL, 0, 0);
4727                 }
4728                 else if (rsurface.uselightmaptexture)
4729                 {
4730                         // ordinary lightmapping (q1bsp, q3bsp)
4731                         mode = SHADERMODE_LIGHTMAP;
4732                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4733                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4734                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4735                         else
4736                                 R_Mesh_ColorPointer(NULL, 0, 0);
4737                 }
4738                 else
4739                 {
4740                         // ordinary vertex coloring (q3bsp)
4741                         mode = SHADERMODE_VERTEXCOLOR;
4742                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4743                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4744                 }
4745                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4746                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4747                 {
4748                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4749                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4750                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4751                 }
4752                 else
4753                 {
4754                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4755                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4756                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4757                 }
4758                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4759                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4760         }
4761         switch(vid.renderpath)
4762         {
4763         case RENDERPATH_GL20:
4764                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4765                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4766                 if (mode == SHADERMODE_LIGHTSOURCE)
4767                 {
4768                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4769                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4770                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4771                         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);
4772                         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);
4773                         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);
4774         
4775                         // additive passes are only darkened by fog, not tinted
4776                         if (r_glsl_permutation->loc_FogColor >= 0)
4777                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4778                         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]);
4779                         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]);
4780                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4781                 }
4782                 else
4783                 {
4784                         if (mode == SHADERMODE_FLATCOLOR)
4785                         {
4786                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4787                         }
4788                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4789                         {
4790                                 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]);
4791                                 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]);
4792                                 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);
4793                                 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);
4794                                 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);
4795                                 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]);
4796                                 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]);
4797                         }
4798                         else
4799                         {
4800                                 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]);
4801                                 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]);
4802                                 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);
4803                                 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);
4804                                 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);
4805                         }
4806                         // additive passes are only darkened by fog, not tinted
4807                         if (r_glsl_permutation->loc_FogColor >= 0)
4808                         {
4809                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4810                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4811                                 else
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4813                         }
4814                         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);
4815                         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]);
4816                         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]);
4817                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4818                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4819                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4820                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4821                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4822                 }
4823                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4824                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4825                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4826                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4827                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4828                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4829                 {
4830                         if (rsurface.texture->pantstexture)
4831                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4832                         else
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4834                 }
4835                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4836                 {
4837                         if (rsurface.texture->shirttexture)
4838                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4839                         else
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4841                 }
4842                 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]);
4843                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4844                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4845                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4846                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4847                 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]);
4848                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4849
4850         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4851         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4852         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4853                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4854                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4855                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4856                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4857                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4858                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4861                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4862                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4863                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4864                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4865                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4866                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4867                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4868                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4869                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4870                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4871                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4872                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4874                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4875                 if (rsurface.rtlight)
4876                 {
4877                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4878                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4879                         if (r_shadow_usingshadowmapcube)
4880                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4881                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4882                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4883                 }
4884                 CHECKGLERROR
4885                 break;
4886         case RENDERPATH_CGGL:
4887 #ifdef SUPPORTCG
4888                 R_SetupShader_SetPermutationCG(mode, permutation);
4889                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4890                 if (mode == SHADERMODE_LIGHTSOURCE)
4891                 {
4892                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4893                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4894                 }
4895                 else
4896                 {
4897                         if (mode == SHADERMODE_LIGHTDIRECTION)
4898                         {
4899                                 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
4900                         }
4901                 }
4902                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4903                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4904                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4905                 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
4906                 CHECKGLERROR
4907
4908                 if (mode == SHADERMODE_LIGHTSOURCE)
4909                 {
4910                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4911                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4912                         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
4913                         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
4914                         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
4915
4916                         // additive passes are only darkened by fog, not tinted
4917                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4918                         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
4919                         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
4920                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4921                 }
4922                 else
4923                 {
4924                         if (mode == SHADERMODE_FLATCOLOR)
4925                         {
4926                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4927                         }
4928                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4929                         {
4930                                 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
4931                                 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
4932                                 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
4933                                 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
4934                                 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
4935                                 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
4936                                 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
4937                         }
4938                         else
4939                         {
4940                                 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
4941                                 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
4942                                 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
4943                                 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
4944                                 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
4945                         }
4946                         // additive passes are only darkened by fog, not tinted
4947                         if (r_cg_permutation->fp_FogColor)
4948                         {
4949                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4950                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4951                                 else
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4953                                 CHECKCGERROR
4954                         }
4955                         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
4956                         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
4957                         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
4958                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4959                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4960                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4962                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4963                 }
4964                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4965                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4966                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Color_Pants)
4968                 {
4969                         if (rsurface.texture->pantstexture)
4970                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4971                         else
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4973                         CHECKCGERROR
4974                 }
4975                 if (r_cg_permutation->fp_Color_Shirt)
4976                 {
4977                         if (rsurface.texture->shirttexture)
4978                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4979                         else
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4981                         CHECKCGERROR
4982                 }
4983                 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
4984                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4985                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4986                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4987                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4988                 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
4989                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4990
4991         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4992         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4993         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4994                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4995                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5005                 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
5006                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5007                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5008                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5016                 if (rsurface.rtlight)
5017                 {
5018                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5019                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5020                         if (r_shadow_usingshadowmapcube)
5021                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5022                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5023                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5024                 }
5025
5026                 CHECKGLERROR
5027 #endif
5028                 break;
5029         case RENDERPATH_GL13:
5030         case RENDERPATH_GL11:
5031                 break;
5032         }
5033 }
5034
5035 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5036 {
5037         // select a permutation of the lighting shader appropriate to this
5038         // combination of texture, entity, light source, and fogging, only use the
5039         // minimum features necessary to avoid wasting rendering time in the
5040         // fragment shader on features that are not being used
5041         unsigned int permutation = 0;
5042         unsigned int mode = 0;
5043         const float *lightcolorbase = rtlight->currentcolor;
5044         float ambientscale = rtlight->ambientscale;
5045         float diffusescale = rtlight->diffusescale;
5046         float specularscale = rtlight->specularscale;
5047         // this is the location of the light in view space
5048         vec3_t viewlightorigin;
5049         // this transforms from view space (camera) to light space (cubemap)
5050         matrix4x4_t viewtolight;
5051         matrix4x4_t lighttoview;
5052         float viewtolight16f[16];
5053         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5054         // light source
5055         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5056         if (rtlight->currentcubemap != r_texture_whitecube)
5057                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5058         if (diffusescale > 0)
5059                 permutation |= SHADERPERMUTATION_DIFFUSE;
5060         if (specularscale > 0)
5061         {
5062                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5063                 if (r_shadow_glossexact.integer)
5064                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5065         }
5066         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5067         {
5068                 if (r_shadow_usingshadowmaprect)
5069                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5070                 if (r_shadow_usingshadowmap2d)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5072                 if (r_shadow_usingshadowmapcube)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5074                 else if(r_shadow_shadowmapvsdct)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5076
5077                 if (r_shadow_shadowmapsampler)
5078                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5079                 if (r_shadow_shadowmappcf > 1)
5080                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5081                 else if (r_shadow_shadowmappcf)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5083         }
5084         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5085         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5086         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5087         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5088         switch(vid.renderpath)
5089         {
5090         case RENDERPATH_GL20:
5091                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5092                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5093                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5094                 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);
5095                 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);
5096                 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);
5097                 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]);
5098                 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]);
5099                 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));
5100                 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]);
5101                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5102
5103                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5104                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5105                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5106                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5107                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5108                 if (r_shadow_usingshadowmapcube)
5109                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5110                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5111                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5112                 break;
5113         case RENDERPATH_CGGL:
5114 #ifdef SUPPORTCG
5115                 R_SetupShader_SetPermutationCG(mode, permutation);
5116                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5117                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5118                 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
5119                 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
5120                 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
5121                 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
5122                 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
5123                 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
5124                 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
5125                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5126
5127                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5128                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5129                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5132                 if (r_shadow_usingshadowmapcube)
5133                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5134                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5135                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5136 #endif
5137                 break;
5138         case RENDERPATH_GL13:
5139         case RENDERPATH_GL11:
5140                 break;
5141         }
5142 }
5143
5144 #define SKINFRAME_HASH 1024
5145
5146 typedef struct
5147 {
5148         int loadsequence; // incremented each level change
5149         memexpandablearray_t array;
5150         skinframe_t *hash[SKINFRAME_HASH];
5151 }
5152 r_skinframe_t;
5153 r_skinframe_t r_skinframe;
5154
5155 void R_SkinFrame_PrepareForPurge(void)
5156 {
5157         r_skinframe.loadsequence++;
5158         // wrap it without hitting zero
5159         if (r_skinframe.loadsequence >= 200)
5160                 r_skinframe.loadsequence = 1;
5161 }
5162
5163 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5164 {
5165         if (!skinframe)
5166                 return;
5167         // mark the skinframe as used for the purging code
5168         skinframe->loadsequence = r_skinframe.loadsequence;
5169 }
5170
5171 void R_SkinFrame_Purge(void)
5172 {
5173         int i;
5174         skinframe_t *s;
5175         for (i = 0;i < SKINFRAME_HASH;i++)
5176         {
5177                 for (s = r_skinframe.hash[i];s;s = s->next)
5178                 {
5179                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5180                         {
5181                                 if (s->merged == s->base)
5182                                         s->merged = NULL;
5183                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5184                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5185                                 R_PurgeTexture(s->merged);s->merged = NULL;
5186                                 R_PurgeTexture(s->base  );s->base   = NULL;
5187                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5188                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5189                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5190                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5191                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5192                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5193                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5194                                 s->loadsequence = 0;
5195                         }
5196                 }
5197         }
5198 }
5199
5200 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5201         skinframe_t *item;
5202         char basename[MAX_QPATH];
5203
5204         Image_StripImageExtension(name, basename, sizeof(basename));
5205
5206         if( last == NULL ) {
5207                 int hashindex;
5208                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5209                 item = r_skinframe.hash[hashindex];
5210         } else {
5211                 item = last->next;
5212         }
5213
5214         // linearly search through the hash bucket
5215         for( ; item ; item = item->next ) {
5216                 if( !strcmp( item->basename, basename ) ) {
5217                         return item;
5218                 }
5219         }
5220         return NULL;
5221 }
5222
5223 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5224 {
5225         skinframe_t *item;
5226         int hashindex;
5227         char basename[MAX_QPATH];
5228
5229         Image_StripImageExtension(name, basename, sizeof(basename));
5230
5231         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5232         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5233                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5234                         break;
5235
5236         if (!item) {
5237                 rtexture_t *dyntexture;
5238                 // check whether its a dynamic texture
5239                 dyntexture = CL_GetDynTexture( basename );
5240                 if (!add && !dyntexture)
5241                         return NULL;
5242                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5243                 memset(item, 0, sizeof(*item));
5244                 strlcpy(item->basename, basename, sizeof(item->basename));
5245                 item->base = dyntexture; // either NULL or dyntexture handle
5246                 item->textureflags = textureflags;
5247                 item->comparewidth = comparewidth;
5248                 item->compareheight = compareheight;
5249                 item->comparecrc = comparecrc;
5250                 item->next = r_skinframe.hash[hashindex];
5251                 r_skinframe.hash[hashindex] = item;
5252         }
5253         else if( item->base == NULL )
5254         {
5255                 rtexture_t *dyntexture;
5256                 // check whether its a dynamic texture
5257                 // 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]
5258                 dyntexture = CL_GetDynTexture( basename );
5259                 item->base = dyntexture; // either NULL or dyntexture handle
5260         }
5261
5262         R_SkinFrame_MarkUsed(item);
5263         return item;
5264 }
5265
5266 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5267         { \
5268                 unsigned long long avgcolor[5], wsum; \
5269                 int pix, comp, w; \
5270                 avgcolor[0] = 0; \
5271                 avgcolor[1] = 0; \
5272                 avgcolor[2] = 0; \
5273                 avgcolor[3] = 0; \
5274                 avgcolor[4] = 0; \
5275                 wsum = 0; \
5276                 for(pix = 0; pix < cnt; ++pix) \
5277                 { \
5278                         w = 0; \
5279                         for(comp = 0; comp < 3; ++comp) \
5280                                 w += getpixel; \
5281                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5282                         { \
5283                                 ++wsum; \
5284                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5285                                 w = getpixel; \
5286                                 for(comp = 0; comp < 3; ++comp) \
5287                                         avgcolor[comp] += getpixel * w; \
5288                                 avgcolor[3] += w; \
5289                         } \
5290                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5291                         avgcolor[4] += getpixel; \
5292                 } \
5293                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5294                         avgcolor[3] = 1; \
5295                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5296                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5297                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5299         }
5300
5301 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5302 {
5303         int j;
5304         unsigned char *pixels;
5305         unsigned char *bumppixels;
5306         unsigned char *basepixels = NULL;
5307         int basepixels_width = 0;
5308         int basepixels_height = 0;
5309         skinframe_t *skinframe;
5310         rtexture_t *ddsbase = NULL;
5311         qboolean ddshasalpha = false;
5312         float ddsavgcolor[4];
5313         char basename[MAX_QPATH];
5314
5315         if (cls.state == ca_dedicated)
5316                 return NULL;
5317
5318         // return an existing skinframe if already loaded
5319         // if loading of the first image fails, don't make a new skinframe as it
5320         // would cause all future lookups of this to be missing
5321         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5322         if (skinframe && skinframe->base)
5323                 return skinframe;
5324
5325         Image_StripImageExtension(name, basename, sizeof(basename));
5326
5327         // check for DDS texture file first
5328         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5329         {
5330                 basepixels = loadimagepixelsbgra(name, complain, true);
5331                 if (basepixels == NULL)
5332                         return NULL;
5333         }
5334
5335         if (developer_loading.integer)
5336                 Con_Printf("loading skin \"%s\"\n", name);
5337
5338         // we've got some pixels to store, so really allocate this new texture now
5339         if (!skinframe)
5340                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5341         skinframe->stain = NULL;
5342         skinframe->merged = NULL;
5343         skinframe->base = NULL;
5344         skinframe->pants = NULL;
5345         skinframe->shirt = NULL;
5346         skinframe->nmap = NULL;
5347         skinframe->gloss = NULL;
5348         skinframe->glow = NULL;
5349         skinframe->fog = NULL;
5350         skinframe->reflect = NULL;
5351         skinframe->hasalpha = false;
5352
5353         if (ddsbase)
5354         {
5355                 skinframe->base = ddsbase;
5356                 skinframe->hasalpha = ddshasalpha;
5357                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5358                 if (r_loadfog && skinframe->hasalpha)
5359                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5360                 //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]);
5361         }
5362         else
5363         {
5364                 basepixels_width = image_width;
5365                 basepixels_height = image_height;
5366                 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);
5367                 if (textureflags & TEXF_ALPHA)
5368                 {
5369                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5370                         {
5371                                 if (basepixels[j] < 255)
5372                                 {
5373                                         skinframe->hasalpha = true;
5374                                         break;
5375                                 }
5376                         }
5377                         if (r_loadfog && skinframe->hasalpha)
5378                         {
5379                                 // has transparent pixels
5380                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5381                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5382                                 {
5383                                         pixels[j+0] = 255;
5384                                         pixels[j+1] = 255;
5385                                         pixels[j+2] = 255;
5386                                         pixels[j+3] = basepixels[j+3];
5387                                 }
5388                                 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);
5389                                 Mem_Free(pixels);
5390                         }
5391                 }
5392                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5393                 //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]);
5394                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5395                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5397                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5398         }
5399
5400         if (r_loaddds)
5401         {
5402                 if (r_loadnormalmap)
5403                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5404                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5405                 if (r_loadgloss)
5406                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5408                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5410         }
5411
5412         // _norm is the name used by tenebrae and has been adopted as standard
5413         if (r_loadnormalmap && skinframe->nmap == NULL)
5414         {
5415                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5416                 {
5417                         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);
5418                         Mem_Free(pixels);
5419                         pixels = NULL;
5420                 }
5421                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5422                 {
5423                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5424                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5425                         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);
5426                         Mem_Free(pixels);
5427                         Mem_Free(bumppixels);
5428                 }
5429                 else if (r_shadow_bumpscale_basetexture.value > 0)
5430                 {
5431                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5432                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5433                         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);
5434                         Mem_Free(pixels);
5435                 }
5436                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5437                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5438         }
5439
5440         // _luma is supported only for tenebrae compatibility
5441         // _glow is the preferred name
5442         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5443         {
5444                 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);
5445                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5446                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5447                 Mem_Free(pixels);pixels = NULL;
5448         }
5449
5450         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5451         {
5452                 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);
5453                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5454                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5455                 Mem_Free(pixels);
5456                 pixels = NULL;
5457         }
5458
5459         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5460         {
5461                 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);
5462                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5463                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5464                 Mem_Free(pixels);
5465                 pixels = NULL;
5466         }
5467
5468         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5469         {
5470                 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);
5471                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5472                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5473                 Mem_Free(pixels);
5474                 pixels = NULL;
5475         }
5476
5477         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5478         {
5479                 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);
5480                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5481                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5482                 Mem_Free(pixels);
5483                 pixels = NULL;
5484         }
5485
5486         if (basepixels)
5487                 Mem_Free(basepixels);
5488
5489         return skinframe;
5490 }
5491
5492 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5493 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5494 {
5495         int i;
5496         unsigned char *temp1, *temp2;
5497         skinframe_t *skinframe;
5498
5499         if (cls.state == ca_dedicated)
5500                 return NULL;
5501
5502         // if already loaded just return it, otherwise make a new skinframe
5503         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5504         if (skinframe && skinframe->base)
5505                 return skinframe;
5506
5507         skinframe->stain = NULL;
5508         skinframe->merged = NULL;
5509         skinframe->base = NULL;
5510         skinframe->pants = NULL;
5511         skinframe->shirt = NULL;
5512         skinframe->nmap = NULL;
5513         skinframe->gloss = NULL;
5514         skinframe->glow = NULL;
5515         skinframe->fog = NULL;
5516         skinframe->reflect = NULL;
5517         skinframe->hasalpha = false;
5518
5519         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5520         if (!skindata)
5521                 return NULL;
5522
5523         if (developer_loading.integer)
5524                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5525
5526         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5527         {
5528                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5529                 temp2 = temp1 + width * height * 4;
5530                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5531                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5532                 Mem_Free(temp1);
5533         }
5534         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5535         if (textureflags & TEXF_ALPHA)
5536         {
5537                 for (i = 3;i < width * height * 4;i += 4)
5538                 {
5539                         if (skindata[i] < 255)
5540                         {
5541                                 skinframe->hasalpha = true;
5542                                 break;
5543                         }
5544                 }
5545                 if (r_loadfog && skinframe->hasalpha)
5546                 {
5547                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5548                         memcpy(fogpixels, skindata, width * height * 4);
5549                         for (i = 0;i < width * height * 4;i += 4)
5550                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5551                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5552                         Mem_Free(fogpixels);
5553                 }
5554         }
5555
5556         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5557         //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]);
5558
5559         return skinframe;
5560 }
5561
5562 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5563 {
5564         int i;
5565         int featuresmask;
5566         skinframe_t *skinframe;
5567
5568         if (cls.state == ca_dedicated)
5569                 return NULL;
5570
5571         // if already loaded just return it, otherwise make a new skinframe
5572         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5573         if (skinframe && skinframe->base)
5574                 return skinframe;
5575
5576         skinframe->stain = NULL;
5577         skinframe->merged = NULL;
5578         skinframe->base = NULL;
5579         skinframe->pants = NULL;
5580         skinframe->shirt = NULL;
5581         skinframe->nmap = NULL;
5582         skinframe->gloss = NULL;
5583         skinframe->glow = NULL;
5584         skinframe->fog = NULL;
5585         skinframe->reflect = NULL;
5586         skinframe->hasalpha = false;
5587
5588         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5589         if (!skindata)
5590                 return NULL;
5591
5592         if (developer_loading.integer)
5593                 Con_Printf("loading quake skin \"%s\"\n", name);
5594
5595         // 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)
5596         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5597         memcpy(skinframe->qpixels, skindata, width*height);
5598         skinframe->qwidth = width;
5599         skinframe->qheight = height;
5600
5601         featuresmask = 0;
5602         for (i = 0;i < width * height;i++)
5603                 featuresmask |= palette_featureflags[skindata[i]];
5604
5605         skinframe->hasalpha = false;
5606         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5607         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5608         skinframe->qgeneratemerged = true;
5609         skinframe->qgeneratebase = skinframe->qhascolormapping;
5610         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5611
5612         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5613         //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]);
5614
5615         return skinframe;
5616 }
5617
5618 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5619 {
5620         int width;
5621         int height;
5622         unsigned char *skindata;
5623
5624         if (!skinframe->qpixels)
5625                 return;
5626
5627         if (!skinframe->qhascolormapping)
5628                 colormapped = false;
5629
5630         if (colormapped)
5631         {
5632                 if (!skinframe->qgeneratebase)
5633                         return;
5634         }
5635         else
5636         {
5637                 if (!skinframe->qgeneratemerged)
5638                         return;
5639         }
5640
5641         width = skinframe->qwidth;
5642         height = skinframe->qheight;
5643         skindata = skinframe->qpixels;
5644
5645         if (skinframe->qgeneratenmap)
5646         {
5647                 unsigned char *temp1, *temp2;
5648                 skinframe->qgeneratenmap = false;
5649                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5650                 temp2 = temp1 + width * height * 4;
5651                 // use either a custom palette or the quake palette
5652                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5653                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5654                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5655                 Mem_Free(temp1);
5656         }
5657
5658         if (skinframe->qgenerateglow)
5659         {
5660                 skinframe->qgenerateglow = false;
5661                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5662         }
5663
5664         if (colormapped)
5665         {
5666                 skinframe->qgeneratebase = false;
5667                 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);
5668                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5669                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5670         }
5671         else
5672         {
5673                 skinframe->qgeneratemerged = false;
5674                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5675         }
5676
5677         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5678         {
5679                 Mem_Free(skinframe->qpixels);
5680                 skinframe->qpixels = NULL;
5681         }
5682 }
5683
5684 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)
5685 {
5686         int i;
5687         skinframe_t *skinframe;
5688
5689         if (cls.state == ca_dedicated)
5690                 return NULL;
5691
5692         // if already loaded just return it, otherwise make a new skinframe
5693         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5694         if (skinframe && skinframe->base)
5695                 return skinframe;
5696
5697         skinframe->stain = NULL;
5698         skinframe->merged = NULL;
5699         skinframe->base = NULL;
5700         skinframe->pants = NULL;
5701         skinframe->shirt = NULL;
5702         skinframe->nmap = NULL;
5703         skinframe->gloss = NULL;
5704         skinframe->glow = NULL;
5705         skinframe->fog = NULL;
5706         skinframe->reflect = NULL;
5707         skinframe->hasalpha = false;
5708
5709         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5710         if (!skindata)
5711                 return NULL;
5712
5713         if (developer_loading.integer)
5714                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5715
5716         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5717         if (textureflags & TEXF_ALPHA)
5718         {
5719                 for (i = 0;i < width * height;i++)
5720                 {
5721                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5722                         {
5723                                 skinframe->hasalpha = true;
5724                                 break;
5725                         }
5726                 }
5727                 if (r_loadfog && skinframe->hasalpha)
5728                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5729         }
5730
5731         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5732         //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]);
5733
5734         return skinframe;
5735 }
5736
5737 skinframe_t *R_SkinFrame_LoadMissing(void)
5738 {
5739         skinframe_t *skinframe;
5740
5741         if (cls.state == ca_dedicated)
5742                 return NULL;
5743
5744         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5745         skinframe->stain = NULL;
5746         skinframe->merged = NULL;
5747         skinframe->base = NULL;
5748         skinframe->pants = NULL;
5749         skinframe->shirt = NULL;
5750         skinframe->nmap = NULL;
5751         skinframe->gloss = NULL;
5752         skinframe->glow = NULL;
5753         skinframe->fog = NULL;
5754         skinframe->reflect = NULL;
5755         skinframe->hasalpha = false;
5756
5757         skinframe->avgcolor[0] = rand() / RAND_MAX;
5758         skinframe->avgcolor[1] = rand() / RAND_MAX;
5759         skinframe->avgcolor[2] = rand() / RAND_MAX;
5760         skinframe->avgcolor[3] = 1;
5761
5762         return skinframe;
5763 }
5764
5765 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5766 typedef struct suffixinfo_s
5767 {
5768         char *suffix;
5769         qboolean flipx, flipy, flipdiagonal;
5770 }
5771 suffixinfo_t;
5772 static suffixinfo_t suffix[3][6] =
5773 {
5774         {
5775                 {"px",   false, false, false},
5776                 {"nx",   false, false, false},
5777                 {"py",   false, false, false},
5778                 {"ny",   false, false, false},
5779                 {"pz",   false, false, false},
5780                 {"nz",   false, false, false}
5781         },
5782         {
5783                 {"posx", false, false, false},
5784                 {"negx", false, false, false},
5785                 {"posy", false, false, false},
5786                 {"negy", false, false, false},
5787                 {"posz", false, false, false},
5788                 {"negz", false, false, false}
5789         },
5790         {
5791                 {"rt",    true, false,  true},
5792                 {"lf",   false,  true,  true},
5793                 {"ft",    true,  true, false},
5794                 {"bk",   false, false, false},
5795                 {"up",    true, false,  true},
5796                 {"dn",    true, false,  true}
5797         }
5798 };
5799
5800 static int componentorder[4] = {0, 1, 2, 3};
5801
5802 rtexture_t *R_LoadCubemap(const char *basename)
5803 {
5804         int i, j, cubemapsize;
5805         unsigned char *cubemappixels, *image_buffer;
5806         rtexture_t *cubemaptexture;
5807         char name[256];
5808         // must start 0 so the first loadimagepixels has no requested width/height
5809         cubemapsize = 0;
5810         cubemappixels = NULL;
5811         cubemaptexture = NULL;
5812         // keep trying different suffix groups (posx, px, rt) until one loads
5813         for (j = 0;j < 3 && !cubemappixels;j++)
5814         {
5815                 // load the 6 images in the suffix group
5816                 for (i = 0;i < 6;i++)
5817                 {
5818                         // generate an image name based on the base and and suffix
5819                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5820                         // load it
5821                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5822                         {
5823                                 // an image loaded, make sure width and height are equal
5824                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5825                                 {
5826                                         // if this is the first image to load successfully, allocate the cubemap memory
5827                                         if (!cubemappixels && image_width >= 1)
5828                                         {
5829                                                 cubemapsize = image_width;
5830                                                 // note this clears to black, so unavailable sides are black
5831                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5832                                         }
5833                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5834                                         if (cubemappixels)
5835                                                 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);
5836                                 }
5837                                 else
5838                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5839                                 // free the image
5840                                 Mem_Free(image_buffer);
5841                         }
5842                 }
5843         }
5844         // if a cubemap loaded, upload it
5845         if (cubemappixels)
5846         {
5847                 if (developer_loading.integer)
5848                         Con_Printf("loading cubemap \"%s\"\n", basename);
5849
5850                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5851                 Mem_Free(cubemappixels);
5852         }
5853         else
5854         {
5855                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5856                 if (developer_loading.integer)
5857                 {
5858                         Con_Printf("(tried tried images ");
5859                         for (j = 0;j < 3;j++)
5860                                 for (i = 0;i < 6;i++)
5861                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5862                         Con_Print(" and was unable to find any of them).\n");
5863                 }
5864         }
5865         return cubemaptexture;
5866 }
5867
5868 rtexture_t *R_GetCubemap(const char *basename)
5869 {
5870         int i;
5871         for (i = 0;i < r_texture_numcubemaps;i++)
5872                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5873                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5874         if (i >= MAX_CUBEMAPS)
5875                 return r_texture_whitecube;
5876         r_texture_numcubemaps++;
5877         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5878         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5879         return r_texture_cubemaps[i].texture;
5880 }
5881
5882 void R_FreeCubemaps(void)
5883 {
5884         int i;
5885         for (i = 0;i < r_texture_numcubemaps;i++)
5886         {
5887                 if (developer_loading.integer)
5888                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5889                 if (r_texture_cubemaps[i].texture)
5890                         R_FreeTexture(r_texture_cubemaps[i].texture);
5891         }
5892         r_texture_numcubemaps = 0;
5893 }
5894
5895 void R_Main_FreeViewCache(void)
5896 {
5897         if (r_refdef.viewcache.entityvisible)
5898                 Mem_Free(r_refdef.viewcache.entityvisible);
5899         if (r_refdef.viewcache.world_pvsbits)
5900                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5901         if (r_refdef.viewcache.world_leafvisible)
5902                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5903         if (r_refdef.viewcache.world_surfacevisible)
5904                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5905         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5906 }
5907
5908 void R_Main_ResizeViewCache(void)
5909 {
5910         int numentities = r_refdef.scene.numentities;
5911         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5912         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5913         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5914         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5915         if (r_refdef.viewcache.maxentities < numentities)
5916         {
5917                 r_refdef.viewcache.maxentities = numentities;
5918                 if (r_refdef.viewcache.entityvisible)
5919                         Mem_Free(r_refdef.viewcache.entityvisible);
5920                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5921         }
5922         if (r_refdef.viewcache.world_numclusters != numclusters)
5923         {
5924                 r_refdef.viewcache.world_numclusters = numclusters;
5925                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5926                 if (r_refdef.viewcache.world_pvsbits)
5927                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5928                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5929         }
5930         if (r_refdef.viewcache.world_numleafs != numleafs)
5931         {
5932                 r_refdef.viewcache.world_numleafs = numleafs;
5933                 if (r_refdef.viewcache.world_leafvisible)
5934                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5935                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5936         }
5937         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5938         {
5939                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5940                 if (r_refdef.viewcache.world_surfacevisible)
5941                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5942                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5943         }
5944 }
5945
5946 extern rtexture_t *loadingscreentexture;
5947 void gl_main_start(void)
5948 {
5949         loadingscreentexture = NULL;
5950         r_texture_blanknormalmap = NULL;
5951         r_texture_white = NULL;
5952         r_texture_grey128 = NULL;
5953         r_texture_black = NULL;
5954         r_texture_whitecube = NULL;
5955         r_texture_normalizationcube = NULL;
5956         r_texture_fogattenuation = NULL;
5957         r_texture_gammaramps = NULL;
5958         r_texture_numcubemaps = 0;
5959
5960         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5961         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5962
5963         switch(vid.renderpath)
5964         {
5965         case RENDERPATH_GL20:
5966         case RENDERPATH_CGGL:
5967                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5968                 Cvar_SetValueQuick(&gl_combine, 1);
5969                 Cvar_SetValueQuick(&r_glsl, 1);
5970                 r_loadnormalmap = true;
5971                 r_loadgloss = true;
5972                 r_loadfog = false;
5973                 break;
5974         case RENDERPATH_GL13:
5975                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5976                 Cvar_SetValueQuick(&gl_combine, 1);
5977                 Cvar_SetValueQuick(&r_glsl, 0);
5978                 r_loadnormalmap = false;
5979                 r_loadgloss = false;
5980                 r_loadfog = true;
5981                 break;
5982         case RENDERPATH_GL11:
5983                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5984                 Cvar_SetValueQuick(&gl_combine, 0);
5985                 Cvar_SetValueQuick(&r_glsl, 0);
5986                 r_loadnormalmap = false;
5987                 r_loadgloss = false;
5988                 r_loadfog = true;
5989                 break;
5990         }
5991
5992         R_AnimCache_Free();
5993         R_FrameData_Reset();
5994
5995         r_numqueries = 0;
5996         r_maxqueries = 0;
5997         memset(r_queries, 0, sizeof(r_queries));
5998
5999         r_qwskincache = NULL;
6000         r_qwskincache_size = 0;
6001
6002         // set up r_skinframe loading system for textures
6003         memset(&r_skinframe, 0, sizeof(r_skinframe));
6004         r_skinframe.loadsequence = 1;
6005         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6006
6007         r_main_texturepool = R_AllocTexturePool();
6008         R_BuildBlankTextures();
6009         R_BuildNoTexture();
6010         if (vid.support.arb_texture_cube_map)
6011         {
6012                 R_BuildWhiteCube();
6013                 R_BuildNormalizationCube();
6014         }
6015         r_texture_fogattenuation = NULL;
6016         r_texture_gammaramps = NULL;
6017         //r_texture_fogintensity = NULL;
6018         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6019         memset(&r_waterstate, 0, sizeof(r_waterstate));
6020         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6021         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6022         glslshaderstring = NULL;
6023 #ifdef SUPPORTCG
6024         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6025         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6026         cgshaderstring = NULL;
6027 #endif
6028         memset(&r_svbsp, 0, sizeof (r_svbsp));
6029
6030         r_refdef.fogmasktable_density = 0;
6031 }
6032
6033 void gl_main_shutdown(void)
6034 {
6035         R_AnimCache_Free();
6036         R_FrameData_Reset();
6037
6038         R_Main_FreeViewCache();
6039
6040         if (r_maxqueries)
6041                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6042
6043         r_numqueries = 0;
6044         r_maxqueries = 0;
6045         memset(r_queries, 0, sizeof(r_queries));
6046
6047         r_qwskincache = NULL;
6048         r_qwskincache_size = 0;
6049
6050         // clear out the r_skinframe state
6051         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6052         memset(&r_skinframe, 0, sizeof(r_skinframe));
6053
6054         if (r_svbsp.nodes)
6055                 Mem_Free(r_svbsp.nodes);
6056         memset(&r_svbsp, 0, sizeof (r_svbsp));
6057         R_FreeTexturePool(&r_main_texturepool);
6058         loadingscreentexture = NULL;
6059         r_texture_blanknormalmap = NULL;
6060         r_texture_white = NULL;
6061         r_texture_grey128 = NULL;
6062         r_texture_black = NULL;
6063         r_texture_whitecube = NULL;
6064         r_texture_normalizationcube = NULL;
6065         r_texture_fogattenuation = NULL;
6066         r_texture_gammaramps = NULL;
6067         r_texture_numcubemaps = 0;
6068         //r_texture_fogintensity = NULL;
6069         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6070         memset(&r_waterstate, 0, sizeof(r_waterstate));
6071         R_GLSL_Restart_f();
6072 }
6073
6074 extern void CL_ParseEntityLump(char *entitystring);
6075 void gl_main_newmap(void)
6076 {
6077         // FIXME: move this code to client
6078         int l;
6079         char *entities, entname[MAX_QPATH];
6080         if (r_qwskincache)
6081                 Mem_Free(r_qwskincache);
6082         r_qwskincache = NULL;
6083         r_qwskincache_size = 0;
6084         if (cl.worldmodel)
6085         {
6086                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6087                 l = (int)strlen(entname) - 4;
6088                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6089                 {
6090                         memcpy(entname + l, ".ent", 5);
6091                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6092                         {
6093                                 CL_ParseEntityLump(entities);
6094                                 Mem_Free(entities);
6095                                 return;
6096                         }
6097                 }
6098                 if (cl.worldmodel->brush.entities)
6099                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6100         }
6101         R_Main_FreeViewCache();
6102
6103         R_FrameData_Reset();
6104 }
6105
6106 void GL_Main_Init(void)
6107 {
6108         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6109
6110         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6111         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6112         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6113         if (gamemode == GAME_NEHAHRA)
6114         {
6115                 Cvar_RegisterVariable (&gl_fogenable);
6116                 Cvar_RegisterVariable (&gl_fogdensity);
6117                 Cvar_RegisterVariable (&gl_fogred);
6118                 Cvar_RegisterVariable (&gl_foggreen);
6119                 Cvar_RegisterVariable (&gl_fogblue);
6120                 Cvar_RegisterVariable (&gl_fogstart);
6121                 Cvar_RegisterVariable (&gl_fogend);
6122                 Cvar_RegisterVariable (&gl_skyclip);
6123         }
6124         Cvar_RegisterVariable(&r_motionblur);
6125         Cvar_RegisterVariable(&r_motionblur_maxblur);
6126         Cvar_RegisterVariable(&r_motionblur_bmin);
6127         Cvar_RegisterVariable(&r_motionblur_vmin);
6128         Cvar_RegisterVariable(&r_motionblur_vmax);
6129         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6130         Cvar_RegisterVariable(&r_motionblur_randomize);
6131         Cvar_RegisterVariable(&r_damageblur);
6132         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6133         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6134         Cvar_RegisterVariable(&r_equalize_entities_by);
6135         Cvar_RegisterVariable(&r_equalize_entities_to);
6136         Cvar_RegisterVariable(&r_depthfirst);
6137         Cvar_RegisterVariable(&r_useinfinitefarclip);
6138         Cvar_RegisterVariable(&r_farclip_base);
6139         Cvar_RegisterVariable(&r_farclip_world);
6140         Cvar_RegisterVariable(&r_nearclip);
6141         Cvar_RegisterVariable(&r_showbboxes);
6142         Cvar_RegisterVariable(&r_showsurfaces);
6143         Cvar_RegisterVariable(&r_showtris);
6144         Cvar_RegisterVariable(&r_shownormals);
6145         Cvar_RegisterVariable(&r_showlighting);
6146         Cvar_RegisterVariable(&r_showshadowvolumes);
6147         Cvar_RegisterVariable(&r_showcollisionbrushes);
6148         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6150         Cvar_RegisterVariable(&r_showdisabledepthtest);
6151         Cvar_RegisterVariable(&r_drawportals);
6152         Cvar_RegisterVariable(&r_drawentities);
6153         Cvar_RegisterVariable(&r_cullentities_trace);
6154         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6155         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6156         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6157         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6158         Cvar_RegisterVariable(&r_drawviewmodel);
6159         Cvar_RegisterVariable(&r_speeds);
6160         Cvar_RegisterVariable(&r_fullbrights);
6161         Cvar_RegisterVariable(&r_wateralpha);
6162         Cvar_RegisterVariable(&r_dynamic);
6163         Cvar_RegisterVariable(&r_fullbright);
6164         Cvar_RegisterVariable(&r_shadows);
6165         Cvar_RegisterVariable(&r_shadows_darken);
6166         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6167         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6168         Cvar_RegisterVariable(&r_shadows_throwdistance);
6169         Cvar_RegisterVariable(&r_shadows_throwdirection);
6170         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6171         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6172         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6173         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6175         Cvar_RegisterVariable(&r_fog_exp2);
6176         Cvar_RegisterVariable(&r_drawfog);
6177         Cvar_RegisterVariable(&r_transparentdepthmasking);
6178         Cvar_RegisterVariable(&r_texture_dds_load);
6179         Cvar_RegisterVariable(&r_texture_dds_save);
6180         Cvar_RegisterVariable(&r_textureunits);
6181         Cvar_RegisterVariable(&gl_combine);
6182         Cvar_RegisterVariable(&r_glsl);
6183         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6184         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6185         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6187         Cvar_RegisterVariable(&r_glsl_postprocess);
6188         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6189         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6192         Cvar_RegisterVariable(&r_water);
6193         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6194         Cvar_RegisterVariable(&r_water_clippingplanebias);
6195         Cvar_RegisterVariable(&r_water_refractdistort);
6196         Cvar_RegisterVariable(&r_water_reflectdistort);
6197         Cvar_RegisterVariable(&r_lerpsprites);
6198         Cvar_RegisterVariable(&r_lerpmodels);
6199         Cvar_RegisterVariable(&r_lerplightstyles);
6200         Cvar_RegisterVariable(&r_waterscroll);
6201         Cvar_RegisterVariable(&r_bloom);
6202         Cvar_RegisterVariable(&r_bloom_colorscale);
6203         Cvar_RegisterVariable(&r_bloom_brighten);
6204         Cvar_RegisterVariable(&r_bloom_blur);
6205         Cvar_RegisterVariable(&r_bloom_resolution);
6206         Cvar_RegisterVariable(&r_bloom_colorexponent);
6207         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6208         Cvar_RegisterVariable(&r_hdr);
6209         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6210         Cvar_RegisterVariable(&r_hdr_glowintensity);
6211         Cvar_RegisterVariable(&r_hdr_range);
6212         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6213         Cvar_RegisterVariable(&developer_texturelogging);
6214         Cvar_RegisterVariable(&gl_lightmaps);
6215         Cvar_RegisterVariable(&r_test);
6216         Cvar_RegisterVariable(&r_batchmode);
6217         Cvar_RegisterVariable(&r_glsl_saturation);
6218         Cvar_RegisterVariable(&r_framedatasize);
6219         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6220                 Cvar_SetValue("r_fullbrights", 0);
6221         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6222
6223         Cvar_RegisterVariable(&r_track_sprites);
6224         Cvar_RegisterVariable(&r_track_sprites_flags);
6225         Cvar_RegisterVariable(&r_track_sprites_scalew);
6226         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6227         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6228         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6229 }
6230
6231 extern void R_Textures_Init(void);
6232 extern void GL_Draw_Init(void);
6233 extern void GL_Main_Init(void);
6234 extern void R_Shadow_Init(void);
6235 extern void R_Sky_Init(void);
6236 extern void GL_Surf_Init(void);
6237 extern void R_Particles_Init(void);
6238 extern void R_Explosion_Init(void);
6239 extern void gl_backend_init(void);
6240 extern void Sbar_Init(void);
6241 extern void R_LightningBeams_Init(void);
6242 extern void Mod_RenderInit(void);
6243 extern void Font_Init(void);
6244
6245 void Render_Init(void)
6246 {
6247         gl_backend_init();
6248         R_Textures_Init();
6249         GL_Main_Init();
6250         Font_Init();
6251         GL_Draw_Init();
6252         R_Shadow_Init();
6253         R_Sky_Init();
6254         GL_Surf_Init();
6255         Sbar_Init();
6256         R_Particles_Init();
6257         R_Explosion_Init();
6258         R_LightningBeams_Init();
6259         Mod_RenderInit();
6260 }
6261
6262 /*
6263 ===============
6264 GL_Init
6265 ===============
6266 */
6267 extern char *ENGINE_EXTENSIONS;
6268 void GL_Init (void)
6269 {
6270         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6271         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6272         gl_version = (const char *)qglGetString(GL_VERSION);
6273         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6274
6275         if (!gl_extensions)
6276                 gl_extensions = "";
6277         if (!gl_platformextensions)
6278                 gl_platformextensions = "";
6279
6280         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6281         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6282         Con_Printf("GL_VERSION: %s\n", gl_version);
6283         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6284         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6285
6286         VID_CheckExtensions();
6287
6288         // LordHavoc: report supported extensions
6289         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6290
6291         // clear to black (loading plaque will be seen over this)
6292         CHECKGLERROR
6293         qglClearColor(0,0,0,1);CHECKGLERROR
6294         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6295 }
6296
6297 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6298 {
6299         int i;
6300         mplane_t *p;
6301         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6302         {
6303                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6304                 if (i == 4)
6305                         continue;
6306                 p = r_refdef.view.frustum + i;
6307                 switch(p->signbits)
6308                 {
6309                 default:
6310                 case 0:
6311                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6312                                 return true;
6313                         break;
6314                 case 1:
6315                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6316                                 return true;
6317                         break;
6318                 case 2:
6319                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6320                                 return true;
6321                         break;
6322                 case 3:
6323                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6324                                 return true;
6325                         break;
6326                 case 4:
6327                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6328                                 return true;
6329                         break;
6330                 case 5:
6331                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6332                                 return true;
6333                         break;
6334                 case 6:
6335                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6336                                 return true;
6337                         break;
6338                 case 7:
6339                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6340                                 return true;
6341                         break;
6342                 }
6343         }
6344         return false;
6345 }
6346
6347 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6348 {
6349         int i;
6350         const mplane_t *p;
6351         for (i = 0;i < numplanes;i++)
6352         {
6353                 p = planes + i;
6354                 switch(p->signbits)
6355                 {
6356                 default:
6357                 case 0:
6358                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6359                                 return true;
6360                         break;
6361                 case 1:
6362                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6363                                 return true;
6364                         break;
6365                 case 2:
6366                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6367                                 return true;
6368                         break;
6369                 case 3:
6370                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6371                                 return true;
6372                         break;
6373                 case 4:
6374                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6375                                 return true;
6376                         break;
6377                 case 5:
6378                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6379                                 return true;
6380                         break;
6381                 case 6:
6382                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6383                                 return true;
6384                         break;
6385                 case 7:
6386                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6387                                 return true;
6388                         break;
6389                 }
6390         }
6391         return false;
6392 }
6393
6394 //==================================================================================
6395
6396 // LordHavoc: this stores temporary data used within the same frame
6397
6398 qboolean r_framedata_failed;
6399 static size_t r_framedata_size;
6400 static size_t r_framedata_current;
6401 static void *r_framedata_base;
6402
6403 void R_FrameData_Reset(void)
6404 {
6405         if (r_framedata_base)
6406                 Mem_Free(r_framedata_base);
6407         r_framedata_base = NULL;
6408         r_framedata_size = 0;
6409         r_framedata_current = 0;
6410         r_framedata_failed = false;
6411 }
6412
6413 void R_FrameData_NewFrame(void)
6414 {
6415         size_t wantedsize;
6416         if (r_framedata_failed)
6417                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6418         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6419         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6420         if (r_framedata_size != wantedsize)
6421         {
6422                 r_framedata_size = wantedsize;
6423                 if (r_framedata_base)
6424                         Mem_Free(r_framedata_base);
6425                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6426         }
6427         r_framedata_current = 0;
6428         r_framedata_failed = false;
6429 }
6430
6431 void *R_FrameData_Alloc(size_t size)
6432 {
6433         void *data;
6434
6435         // align to 16 byte boundary
6436         size = (size + 15) & ~15;
6437         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6438         r_framedata_current += size;
6439
6440         // check overflow
6441         if (r_framedata_current > r_framedata_size)
6442                 r_framedata_failed = true;
6443
6444         // return NULL on everything after a failure
6445         if (r_framedata_failed)
6446                 return NULL;
6447
6448         return data;
6449 }
6450
6451 void *R_FrameData_Store(size_t size, void *data)
6452 {
6453         void *d = R_FrameData_Alloc(size);
6454         if (d)
6455                 memcpy(d, data, size);
6456         return d;
6457 }
6458
6459 //==================================================================================
6460
6461 // LordHavoc: animcache originally written by Echon, rewritten since then
6462
6463 /**
6464  * Animation cache prevents re-generating mesh data for an animated model
6465  * multiple times in one frame for lighting, shadowing, reflections, etc.
6466  */
6467
6468 void R_AnimCache_Free(void)
6469 {
6470 }
6471
6472 void R_AnimCache_ClearCache(void)
6473 {
6474         int i;
6475         entity_render_t *ent;
6476
6477         for (i = 0;i < r_refdef.scene.numentities;i++)
6478         {
6479                 ent = r_refdef.scene.entities[i];
6480                 ent->animcache_vertex3f = NULL;
6481                 ent->animcache_normal3f = NULL;
6482                 ent->animcache_svector3f = NULL;
6483                 ent->animcache_tvector3f = NULL;
6484         }
6485 }
6486
6487 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6488 {
6489         dp_model_t *model = ent->model;
6490         int numvertices;
6491         // see if it's already cached this frame
6492         if (ent->animcache_vertex3f)
6493         {
6494                 // add normals/tangents if needed
6495                 if (wantnormals || wanttangents)
6496                 {
6497                         if (ent->animcache_normal3f)
6498                                 wantnormals = false;
6499                         if (ent->animcache_svector3f)
6500                                 wanttangents = false;
6501                         if (wantnormals || wanttangents)
6502                         {
6503                                 numvertices = model->surfmesh.num_vertices;
6504                                 if (wantnormals)
6505                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6506                                 if (wanttangents)
6507                                 {
6508                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6509                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6510                                 }
6511                                 if (!r_framedata_failed)
6512                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6513                         }
6514                 }
6515         }
6516         else
6517         {
6518                 // see if this ent is worth caching
6519                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6520                         return false;
6521                 // get some memory for this entity and generate mesh data
6522                 numvertices = model->surfmesh.num_vertices;
6523                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6524                 if (wantnormals)
6525                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wanttangents)
6527                 {
6528                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6529                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6530                 }
6531                 if (!r_framedata_failed)
6532                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6533         }
6534         return !r_framedata_failed;
6535 }
6536
6537 void R_AnimCache_CacheVisibleEntities(void)
6538 {
6539         int i;
6540         qboolean wantnormals = !r_showsurfaces.integer;
6541         qboolean wanttangents = !r_showsurfaces.integer;
6542
6543         switch(vid.renderpath)
6544         {
6545         case RENDERPATH_GL20:
6546         case RENDERPATH_CGGL:
6547                 break;
6548         case RENDERPATH_GL13:
6549         case RENDERPATH_GL11:
6550                 wanttangents = false;
6551                 break;
6552         }
6553
6554         // TODO: thread this
6555         // NOTE: R_PrepareRTLights() also caches entities
6556
6557         for (i = 0;i < r_refdef.scene.numentities;i++)
6558                 if (r_refdef.viewcache.entityvisible[i])
6559                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6560
6561         if (r_shadows.integer)
6562                 for (i = 0;i < r_refdef.scene.numentities;i++)
6563                         if (!r_refdef.viewcache.entityvisible[i])
6564                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6565 }
6566
6567 //==================================================================================
6568
6569 static void R_View_UpdateEntityLighting (void)
6570 {
6571         int i;
6572         entity_render_t *ent;
6573         vec3_t tempdiffusenormal, avg;
6574         vec_t f, fa, fd, fdd;
6575
6576         for (i = 0;i < r_refdef.scene.numentities;i++)
6577         {
6578                 ent = r_refdef.scene.entities[i];
6579
6580                 // skip unseen models
6581                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6582                         continue;
6583
6584                 // skip bsp models
6585                 if (ent->model && ent->model->brush.num_leafs)
6586                 {
6587                         // TODO: use modellight for r_ambient settings on world?
6588                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6589                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6590                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6591                         continue;
6592                 }
6593
6594                 // fetch the lighting from the worldmodel data
6595                 VectorClear(ent->modellight_ambient);
6596                 VectorClear(ent->modellight_diffuse);
6597                 VectorClear(tempdiffusenormal);
6598                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6599                 {
6600                         vec3_t org;
6601                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6602                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6603                         if(ent->flags & RENDER_EQUALIZE)
6604                         {
6605                                 // first fix up ambient lighting...
6606                                 if(r_equalize_entities_minambient.value > 0)
6607                                 {
6608                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6609                                         if(fd > 0)
6610                                         {
6611                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6612                                                 if(fa < r_equalize_entities_minambient.value * fd)
6613                                                 {
6614                                                         // solve:
6615                                                         //   fa'/fd' = minambient
6616                                                         //   fa'+0.25*fd' = fa+0.25*fd
6617                                                         //   ...
6618                                                         //   fa' = fd' * minambient
6619                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6620                                                         //   ...
6621                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6622                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6623                                                         //   ...
6624                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6625                                                         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
6626                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6627                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6628                                                 }
6629                                         }
6630                                 }
6631
6632                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6633                                 {
6634                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6635                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6636                                         if(f > 0)
6637                                         {
6638                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6639                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6640                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6641                                         }
6642                                 }
6643                         }
6644                 }
6645                 else // highly rare
6646                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6647
6648                 // move the light direction into modelspace coordinates for lighting code
6649                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6650                 if(VectorLength2(ent->modellight_lightdir) == 0)
6651                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6652                 VectorNormalize(ent->modellight_lightdir);
6653         }
6654 }
6655
6656 #define MAX_LINEOFSIGHTTRACES 64
6657
6658 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6659 {
6660         int i;
6661         vec3_t boxmins, boxmaxs;
6662         vec3_t start;
6663         vec3_t end;
6664         dp_model_t *model = r_refdef.scene.worldmodel;
6665
6666         if (!model || !model->brush.TraceLineOfSight)
6667                 return true;
6668
6669         // expand the box a little
6670         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6671         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6672         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6673         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6674         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6675         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6676
6677         // try center
6678         VectorCopy(eye, start);
6679         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6680         if (model->brush.TraceLineOfSight(model, start, end))
6681                 return true;
6682
6683         // try various random positions
6684         for (i = 0;i < numsamples;i++)
6685         {
6686                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6687                 if (model->brush.TraceLineOfSight(model, start, end))
6688                         return true;
6689         }
6690
6691         return false;
6692 }
6693
6694
6695 static void R_View_UpdateEntityVisible (void)
6696 {
6697         int i;
6698         int renderimask;
6699         int samples;
6700         entity_render_t *ent;
6701
6702         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6703         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6704         {
6705                 // worldmodel can check visibility
6706                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6707                 for (i = 0;i < r_refdef.scene.numentities;i++)
6708                 {
6709                         ent = r_refdef.scene.entities[i];
6710                         if (!(ent->flags & renderimask))
6711                         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)))
6712                         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))
6713                                 r_refdef.viewcache.entityvisible[i] = true;
6714                 }
6715                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6716                 {
6717                         for (i = 0;i < r_refdef.scene.numentities;i++)
6718                         {
6719                                 ent = r_refdef.scene.entities[i];
6720                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6721                                 {
6722                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6723                                         if (samples < 0)
6724                                                 continue; // temp entities do pvs only
6725                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6726                                                 ent->last_trace_visibility = realtime;
6727                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6728                                                 r_refdef.viewcache.entityvisible[i] = 0;
6729                                 }
6730                         }
6731                 }
6732         }
6733         else
6734         {
6735                 // no worldmodel or it can't check visibility
6736                 for (i = 0;i < r_refdef.scene.numentities;i++)
6737                 {
6738                         ent = r_refdef.scene.entities[i];
6739                         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));
6740                 }
6741         }
6742 }
6743
6744 /// only used if skyrendermasked, and normally returns false
6745 int R_DrawBrushModelsSky (void)
6746 {
6747         int i, sky;
6748         entity_render_t *ent;
6749
6750         sky = false;
6751         for (i = 0;i < r_refdef.scene.numentities;i++)
6752         {
6753                 if (!r_refdef.viewcache.entityvisible[i])
6754                         continue;
6755                 ent = r_refdef.scene.entities[i];
6756                 if (!ent->model || !ent->model->DrawSky)
6757                         continue;
6758                 ent->model->DrawSky(ent);
6759                 sky = true;
6760         }
6761         return sky;
6762 }
6763
6764 static void R_DrawNoModel(entity_render_t *ent);
6765 static void R_DrawModels(void)
6766 {
6767         int i;
6768         entity_render_t *ent;
6769
6770         for (i = 0;i < r_refdef.scene.numentities;i++)
6771         {
6772                 if (!r_refdef.viewcache.entityvisible[i])
6773                         continue;
6774                 ent = r_refdef.scene.entities[i];
6775                 r_refdef.stats.entities++;
6776                 if (ent->model && ent->model->Draw != NULL)
6777                         ent->model->Draw(ent);
6778                 else
6779                         R_DrawNoModel(ent);
6780         }
6781 }
6782
6783 static void R_DrawModelsDepth(void)
6784 {
6785         int i;
6786         entity_render_t *ent;
6787
6788         for (i = 0;i < r_refdef.scene.numentities;i++)
6789         {
6790                 if (!r_refdef.viewcache.entityvisible[i])
6791                         continue;
6792                 ent = r_refdef.scene.entities[i];
6793                 if (ent->model && ent->model->DrawDepth != NULL)
6794                         ent->model->DrawDepth(ent);
6795         }
6796 }
6797
6798 static void R_DrawModelsDebug(void)
6799 {
6800         int i;
6801         entity_render_t *ent;
6802
6803         for (i = 0;i < r_refdef.scene.numentities;i++)
6804         {
6805                 if (!r_refdef.viewcache.entityvisible[i])
6806                         continue;
6807                 ent = r_refdef.scene.entities[i];
6808                 if (ent->model && ent->model->DrawDebug != NULL)
6809                         ent->model->DrawDebug(ent);
6810         }
6811 }
6812
6813 static void R_DrawModelsAddWaterPlanes(void)
6814 {
6815         int i;
6816         entity_render_t *ent;
6817
6818         for (i = 0;i < r_refdef.scene.numentities;i++)
6819         {
6820                 if (!r_refdef.viewcache.entityvisible[i])
6821                         continue;
6822                 ent = r_refdef.scene.entities[i];
6823                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6824                         ent->model->DrawAddWaterPlanes(ent);
6825         }
6826 }
6827
6828 static void R_View_SetFrustum(void)
6829 {
6830         int i;
6831         double slopex, slopey;
6832         vec3_t forward, left, up, origin;
6833
6834         // we can't trust r_refdef.view.forward and friends in reflected scenes
6835         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6836
6837 #if 0
6838         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6839         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6840         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6841         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6842         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6843         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6844         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6845         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6846         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6847         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6848         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6849         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6850 #endif
6851
6852 #if 0
6853         zNear = r_refdef.nearclip;
6854         nudge = 1.0 - 1.0 / (1<<23);
6855         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6856         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6857         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6858         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6859         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6860         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6861         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6862         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6863 #endif
6864
6865
6866
6867 #if 0
6868         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6869         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6870         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6871         r_refdef.view.frustum[0].dist = m[15] - m[12];
6872
6873         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6874         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6875         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6876         r_refdef.view.frustum[1].dist = m[15] + m[12];
6877
6878         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6879         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6880         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6881         r_refdef.view.frustum[2].dist = m[15] - m[13];
6882
6883         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6884         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6885         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6886         r_refdef.view.frustum[3].dist = m[15] + m[13];
6887
6888         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6889         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6890         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6891         r_refdef.view.frustum[4].dist = m[15] - m[14];
6892
6893         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6894         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6895         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6896         r_refdef.view.frustum[5].dist = m[15] + m[14];
6897 #endif
6898
6899         if (r_refdef.view.useperspective)
6900         {
6901                 slopex = 1.0 / r_refdef.view.frustum_x;
6902                 slopey = 1.0 / r_refdef.view.frustum_y;
6903                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6904                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6905                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6906                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6907                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6908
6909                 // Leaving those out was a mistake, those were in the old code, and they
6910                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6911                 // I couldn't reproduce it after adding those normalizations. --blub
6912                 VectorNormalize(r_refdef.view.frustum[0].normal);
6913                 VectorNormalize(r_refdef.view.frustum[1].normal);
6914                 VectorNormalize(r_refdef.view.frustum[2].normal);
6915                 VectorNormalize(r_refdef.view.frustum[3].normal);
6916
6917                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6918                 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]);
6919                 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]);
6920                 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]);
6921                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
6922
6923                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6924                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6925                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6926                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6927                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6928         }
6929         else
6930         {
6931                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6932                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6933                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6934                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6935                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6936                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6937                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6938                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6939                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6940                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6941         }
6942         r_refdef.view.numfrustumplanes = 5;
6943
6944         if (r_refdef.view.useclipplane)
6945         {
6946                 r_refdef.view.numfrustumplanes = 6;
6947                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6948         }
6949
6950         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6951                 PlaneClassify(r_refdef.view.frustum + i);
6952
6953         // LordHavoc: note to all quake engine coders, Quake had a special case
6954         // for 90 degrees which assumed a square view (wrong), so I removed it,
6955         // Quake2 has it disabled as well.
6956
6957         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6958         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6959         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6960         //PlaneClassify(&frustum[0]);
6961
6962         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6963         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6964         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6965         //PlaneClassify(&frustum[1]);
6966
6967         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6968         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6969         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6970         //PlaneClassify(&frustum[2]);
6971
6972         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6973         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6974         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6975         //PlaneClassify(&frustum[3]);
6976
6977         // nearclip plane
6978         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6979         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6980         //PlaneClassify(&frustum[4]);
6981 }
6982
6983 void R_View_Update(void)
6984 {
6985         R_Main_ResizeViewCache();
6986         R_View_SetFrustum();
6987         R_View_WorldVisibility(r_refdef.view.useclipplane);
6988         R_View_UpdateEntityVisible();
6989         R_View_UpdateEntityLighting();
6990 }
6991
6992 void R_SetupView(qboolean allowwaterclippingplane)
6993 {
6994         const float *customclipplane = NULL;
6995         float plane[4];
6996         if (r_refdef.view.useclipplane && allowwaterclippingplane)
6997         {
6998                 // LordHavoc: couldn't figure out how to make this approach the
6999                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7000                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7001                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7002                         dist = r_refdef.view.clipplane.dist;
7003                 plane[0] = r_refdef.view.clipplane.normal[0];
7004                 plane[1] = r_refdef.view.clipplane.normal[1];
7005                 plane[2] = r_refdef.view.clipplane.normal[2];
7006                 plane[3] = dist;
7007                 customclipplane = plane;
7008         }
7009
7010         if (!r_refdef.view.useperspective)
7011                 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);
7012         else if (vid.stencil && r_useinfinitefarclip.integer)
7013                 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);
7014         else
7015                 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);
7016         R_SetViewport(&r_refdef.view.viewport);
7017 }
7018
7019 void R_EntityMatrix(const matrix4x4_t *matrix)
7020 {
7021         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7022         {
7023                 gl_modelmatrixchanged = false;
7024                 gl_modelmatrix = *matrix;
7025                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7026                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7027                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7028                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7029                 CHECKGLERROR
7030                 switch(vid.renderpath)
7031                 {
7032                 case RENDERPATH_GL20:
7033                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7034                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7035                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7036                         break;
7037                 case RENDERPATH_CGGL:
7038 #ifdef SUPPORTCG
7039                         CHECKCGERROR
7040                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7041                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7042                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7043 #endif
7044                         break;
7045                 case RENDERPATH_GL13:
7046                 case RENDERPATH_GL11:
7047                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7048                         break;
7049                 }
7050         }
7051 }
7052
7053 void R_ResetViewRendering2D(void)
7054 {
7055         r_viewport_t viewport;
7056         DrawQ_Finish();
7057
7058         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7059         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);
7060         R_SetViewport(&viewport);
7061         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7062         GL_Color(1, 1, 1, 1);
7063         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7064         GL_BlendFunc(GL_ONE, GL_ZERO);
7065         GL_AlphaTest(false);
7066         GL_ScissorTest(false);
7067         GL_DepthMask(false);
7068         GL_DepthRange(0, 1);
7069         GL_DepthTest(false);
7070         R_EntityMatrix(&identitymatrix);
7071         R_Mesh_ResetTextureState();
7072         GL_PolygonOffset(0, 0);
7073         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7074         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7075         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7076         qglStencilMask(~0);CHECKGLERROR
7077         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7078         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7079         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7080 }
7081
7082 void R_ResetViewRendering3D(void)
7083 {
7084         DrawQ_Finish();
7085
7086         R_SetupView(true);
7087         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7088         GL_Color(1, 1, 1, 1);
7089         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7090         GL_BlendFunc(GL_ONE, GL_ZERO);
7091         GL_AlphaTest(false);
7092         GL_ScissorTest(true);
7093         GL_DepthMask(true);
7094         GL_DepthRange(0, 1);
7095         GL_DepthTest(true);
7096         R_EntityMatrix(&identitymatrix);
7097         R_Mesh_ResetTextureState();
7098         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7099         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7100         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7101         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7102         qglStencilMask(~0);CHECKGLERROR
7103         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7104         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7105         GL_CullFace(r_refdef.view.cullface_back);
7106 }
7107
7108 void R_RenderScene(void);
7109 void R_RenderWaterPlanes(void);
7110
7111 static void R_Water_StartFrame(void)
7112 {
7113         int i;
7114         int waterwidth, waterheight, texturewidth, textureheight;
7115         r_waterstate_waterplane_t *p;
7116
7117         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7118                 return;
7119
7120         switch(vid.renderpath)
7121         {
7122         case RENDERPATH_GL20:
7123         case RENDERPATH_CGGL:
7124                 break;
7125         case RENDERPATH_GL13:
7126         case RENDERPATH_GL11:
7127                 return;
7128         }
7129
7130         // set waterwidth and waterheight to the water resolution that will be
7131         // used (often less than the screen resolution for faster rendering)
7132         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7133         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7134
7135         // calculate desired texture sizes
7136         // can't use water if the card does not support the texture size
7137         if (!r_water.integer || r_showsurfaces.integer)
7138                 texturewidth = textureheight = waterwidth = waterheight = 0;
7139         else if (vid.support.arb_texture_non_power_of_two)
7140         {
7141                 texturewidth = waterwidth;
7142                 textureheight = waterheight;
7143         }
7144         else
7145         {
7146                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7147                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7148         }
7149
7150         // allocate textures as needed
7151         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7152         {
7153                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7154                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7155                 {
7156                         if (p->texture_refraction)
7157                                 R_FreeTexture(p->texture_refraction);
7158                         p->texture_refraction = NULL;
7159                         if (p->texture_reflection)
7160                                 R_FreeTexture(p->texture_reflection);
7161                         p->texture_reflection = NULL;
7162                 }
7163                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7164                 r_waterstate.texturewidth = texturewidth;
7165                 r_waterstate.textureheight = textureheight;
7166         }
7167
7168         if (r_waterstate.texturewidth)
7169         {
7170                 r_waterstate.enabled = true;
7171
7172                 // when doing a reduced render (HDR) we want to use a smaller area
7173                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7174                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7175
7176                 // set up variables that will be used in shader setup
7177                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7178                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7179                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7180                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7181         }
7182
7183         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7184         r_waterstate.numwaterplanes = 0;
7185 }
7186
7187 void R_Water_AddWaterPlane(msurface_t *surface)
7188 {
7189         int triangleindex, planeindex;
7190         const int *e;
7191         vec3_t vert[3];
7192         vec3_t normal;
7193         vec3_t center;
7194         mplane_t plane;
7195         r_waterstate_waterplane_t *p;
7196         texture_t *t = R_GetCurrentTexture(surface->texture);
7197         // just use the first triangle with a valid normal for any decisions
7198         VectorClear(normal);
7199         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7200         {
7201                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7202                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7203                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7204                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7205                 if (VectorLength2(normal) >= 0.001)
7206                         break;
7207         }
7208
7209         VectorCopy(normal, plane.normal);
7210         VectorNormalize(plane.normal);
7211         plane.dist = DotProduct(vert[0], plane.normal);
7212         PlaneClassify(&plane);
7213         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7214         {
7215                 // skip backfaces (except if nocullface is set)
7216                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7217                         return;
7218                 VectorNegate(plane.normal, plane.normal);
7219                 plane.dist *= -1;
7220                 PlaneClassify(&plane);
7221         }
7222
7223
7224         // find a matching plane if there is one
7225         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7226                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7227                         break;
7228         if (planeindex >= r_waterstate.maxwaterplanes)
7229                 return; // nothing we can do, out of planes
7230
7231         // if this triangle does not fit any known plane rendered this frame, add one
7232         if (planeindex >= r_waterstate.numwaterplanes)
7233         {
7234                 // store the new plane
7235                 r_waterstate.numwaterplanes++;
7236                 p->plane = plane;
7237                 // clear materialflags and pvs
7238                 p->materialflags = 0;
7239                 p->pvsvalid = false;
7240         }
7241         // merge this surface's materialflags into the waterplane
7242         p->materialflags |= t->currentmaterialflags;
7243         // merge this surface's PVS into the waterplane
7244         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7245         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7246          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7247         {
7248                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7249                 p->pvsvalid = true;
7250         }
7251 }
7252
7253 static void R_Water_ProcessPlanes(void)
7254 {
7255         r_refdef_view_t originalview;
7256         r_refdef_view_t myview;
7257         int planeindex;
7258         r_waterstate_waterplane_t *p;
7259
7260         originalview = r_refdef.view;
7261
7262         // make sure enough textures are allocated
7263         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7264         {
7265                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7266                 {
7267                         if (!p->texture_refraction)
7268                                 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);
7269                         if (!p->texture_refraction)
7270                                 goto error;
7271                 }
7272
7273                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7274                 {
7275                         if (!p->texture_reflection)
7276                                 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);
7277                         if (!p->texture_reflection)
7278                                 goto error;
7279                 }
7280         }
7281
7282         // render views
7283         r_refdef.view = originalview;
7284         r_refdef.view.showdebug = false;
7285         r_refdef.view.width = r_waterstate.waterwidth;
7286         r_refdef.view.height = r_waterstate.waterheight;
7287         r_refdef.view.useclipplane = true;
7288         myview = r_refdef.view;
7289         r_waterstate.renderingscene = true;
7290         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7291         {
7292                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7293                 {
7294                         r_refdef.view = myview;
7295                         // render reflected scene and copy into texture
7296                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7297                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7298                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7299                         r_refdef.view.clipplane = p->plane;
7300                         // reverse the cullface settings for this render
7301                         r_refdef.view.cullface_front = GL_FRONT;
7302                         r_refdef.view.cullface_back = GL_BACK;
7303                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7304                         {
7305                                 r_refdef.view.usecustompvs = true;
7306                                 if (p->pvsvalid)
7307                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7308                                 else
7309                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7310                         }
7311
7312                         R_ResetViewRendering3D();
7313                         R_ClearScreen(r_refdef.fogenabled);
7314                         R_View_Update();
7315                         R_RenderScene();
7316
7317                         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);
7318                 }
7319
7320                 // render the normal view scene and copy into texture
7321                 // (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)
7322                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7323                 {
7324                         r_refdef.view = myview;
7325                         r_refdef.view.clipplane = p->plane;
7326                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7327                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7328                         PlaneClassify(&r_refdef.view.clipplane);
7329
7330                         R_ResetViewRendering3D();
7331                         R_ClearScreen(r_refdef.fogenabled);
7332                         R_View_Update();
7333                         R_RenderScene();
7334
7335                         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);
7336                 }
7337
7338         }
7339         r_waterstate.renderingscene = false;
7340         r_refdef.view = originalview;
7341         R_ResetViewRendering3D();
7342         R_ClearScreen(r_refdef.fogenabled);
7343         R_View_Update();
7344         return;
7345 error:
7346         r_refdef.view = originalview;
7347         r_waterstate.renderingscene = false;
7348         Cvar_SetValueQuick(&r_water, 0);
7349         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7350         return;
7351 }
7352
7353 void R_Bloom_StartFrame(void)
7354 {
7355         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7356
7357         switch(vid.renderpath)
7358         {
7359         case RENDERPATH_GL20:
7360         case RENDERPATH_CGGL:
7361                 break;
7362         case RENDERPATH_GL13:
7363         case RENDERPATH_GL11:
7364                 return;
7365         }
7366
7367         // set bloomwidth and bloomheight to the bloom resolution that will be
7368         // used (often less than the screen resolution for faster rendering)
7369         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7370         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7371         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7372         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7373         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7374
7375         // calculate desired texture sizes
7376         if (vid.support.arb_texture_non_power_of_two)
7377         {
7378                 screentexturewidth = r_refdef.view.width;
7379                 screentextureheight = r_refdef.view.height;
7380                 bloomtexturewidth = r_bloomstate.bloomwidth;
7381                 bloomtextureheight = r_bloomstate.bloomheight;
7382         }
7383         else
7384         {
7385                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7386                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7387                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7388                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7389         }
7390
7391         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))
7392         {
7393                 Cvar_SetValueQuick(&r_hdr, 0);
7394                 Cvar_SetValueQuick(&r_bloom, 0);
7395                 Cvar_SetValueQuick(&r_motionblur, 0);
7396                 Cvar_SetValueQuick(&r_damageblur, 0);
7397         }
7398
7399         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)))
7400                 screentexturewidth = screentextureheight = 0;
7401         if (!r_hdr.integer && !r_bloom.integer)
7402                 bloomtexturewidth = bloomtextureheight = 0;
7403
7404         // allocate textures as needed
7405         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7406         {
7407                 if (r_bloomstate.texture_screen)
7408                         R_FreeTexture(r_bloomstate.texture_screen);
7409                 r_bloomstate.texture_screen = NULL;
7410                 r_bloomstate.screentexturewidth = screentexturewidth;
7411                 r_bloomstate.screentextureheight = screentextureheight;
7412                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7413                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7414         }
7415         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7416         {
7417                 if (r_bloomstate.texture_bloom)
7418                         R_FreeTexture(r_bloomstate.texture_bloom);
7419                 r_bloomstate.texture_bloom = NULL;
7420                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7421                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7422                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7423                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7424         }
7425
7426         // when doing a reduced render (HDR) we want to use a smaller area
7427         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7428         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7429         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7430         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7431         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7432
7433         // set up a texcoord array for the full resolution screen image
7434         // (we have to keep this around to copy back during final render)
7435         r_bloomstate.screentexcoord2f[0] = 0;
7436         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7437         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7438         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7439         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7440         r_bloomstate.screentexcoord2f[5] = 0;
7441         r_bloomstate.screentexcoord2f[6] = 0;
7442         r_bloomstate.screentexcoord2f[7] = 0;
7443
7444         // set up a texcoord array for the reduced resolution bloom image
7445         // (which will be additive blended over the screen image)
7446         r_bloomstate.bloomtexcoord2f[0] = 0;
7447         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7448         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7449         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7450         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7451         r_bloomstate.bloomtexcoord2f[5] = 0;
7452         r_bloomstate.bloomtexcoord2f[6] = 0;
7453         r_bloomstate.bloomtexcoord2f[7] = 0;
7454
7455         if (r_hdr.integer || r_bloom.integer)
7456         {
7457                 r_bloomstate.enabled = true;
7458                 r_bloomstate.hdr = r_hdr.integer != 0;
7459         }
7460
7461         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);
7462 }
7463
7464 void R_Bloom_CopyBloomTexture(float colorscale)
7465 {
7466         r_refdef.stats.bloom++;
7467
7468         // scale down screen texture to the bloom texture size
7469         CHECKGLERROR
7470         R_SetViewport(&r_bloomstate.viewport);
7471         GL_BlendFunc(GL_ONE, GL_ZERO);
7472         GL_Color(colorscale, colorscale, colorscale, 1);
7473         // TODO: optimize with multitexture or GLSL
7474         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7475         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7476         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7477         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7478
7479         // we now have a bloom image in the framebuffer
7480         // copy it into the bloom image texture for later processing
7481         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);
7482         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7483 }
7484
7485 void R_Bloom_CopyHDRTexture(void)
7486 {
7487         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);
7488         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7489 }
7490
7491 void R_Bloom_MakeTexture(void)
7492 {
7493         int x, range, dir;
7494         float xoffset, yoffset, r, brighten;
7495
7496         r_refdef.stats.bloom++;
7497
7498         R_ResetViewRendering2D();
7499         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7500         R_Mesh_ColorPointer(NULL, 0, 0);
7501
7502         // we have a bloom image in the framebuffer
7503         CHECKGLERROR
7504         R_SetViewport(&r_bloomstate.viewport);
7505
7506         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7507         {
7508                 x *= 2;
7509                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7510                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7511                 GL_Color(r, r, r, 1);
7512                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7513                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7514                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7515                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7516
7517                 // copy the vertically blurred bloom view to a texture
7518                 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);
7519                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7520         }
7521
7522         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7523         brighten = r_bloom_brighten.value;
7524         if (r_hdr.integer)
7525                 brighten *= r_hdr_range.value;
7526         brighten = sqrt(brighten);
7527         if(range >= 1)
7528                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7529         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7530         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7531
7532         for (dir = 0;dir < 2;dir++)
7533         {
7534                 // blend on at multiple vertical offsets to achieve a vertical blur
7535                 // TODO: do offset blends using GLSL
7536                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7537                 GL_BlendFunc(GL_ONE, GL_ZERO);
7538                 for (x = -range;x <= range;x++)
7539                 {
7540                         if (!dir){xoffset = 0;yoffset = x;}
7541                         else {xoffset = x;yoffset = 0;}
7542                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7543                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7544                         // compute a texcoord array with the specified x and y offset
7545                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7546                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7547                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7548                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7550                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7551                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7552                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7553                         // this r value looks like a 'dot' particle, fading sharply to
7554                         // black at the edges
7555                         // (probably not realistic but looks good enough)
7556                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7557                         //r = brighten/(range*2+1);
7558                         r = brighten / (range * 2 + 1);
7559                         if(range >= 1)
7560                                 r *= (1 - x*x/(float)(range*range));
7561                         GL_Color(r, r, r, 1);
7562                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7563                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7564                         GL_BlendFunc(GL_ONE, GL_ONE);
7565                 }
7566
7567                 // copy the vertically blurred bloom view to a texture
7568                 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);
7569                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7570         }
7571
7572         // apply subtract last
7573         // (just like it would be in a GLSL shader)
7574         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7575         {
7576                 GL_BlendFunc(GL_ONE, GL_ZERO);
7577                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7578                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7579                 GL_Color(1, 1, 1, 1);
7580                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7581                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7582
7583                 GL_BlendFunc(GL_ONE, GL_ONE);
7584                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7585                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7586                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7587                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7588                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7589                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7590                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7591
7592                 // copy the darkened bloom view to a texture
7593                 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);
7594                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7595         }
7596 }
7597
7598 void R_HDR_RenderBloomTexture(void)
7599 {
7600         int oldwidth, oldheight;
7601         float oldcolorscale;
7602
7603         oldcolorscale = r_refdef.view.colorscale;
7604         oldwidth = r_refdef.view.width;
7605         oldheight = r_refdef.view.height;
7606         r_refdef.view.width = r_bloomstate.bloomwidth;
7607         r_refdef.view.height = r_bloomstate.bloomheight;
7608
7609         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7610         // TODO: add exposure compensation features
7611         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7612
7613         r_refdef.view.showdebug = false;
7614         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7615
7616         R_ResetViewRendering3D();
7617
7618         R_ClearScreen(r_refdef.fogenabled);
7619         if (r_timereport_active)
7620                 R_TimeReport("HDRclear");
7621
7622         R_View_Update();
7623         if (r_timereport_active)
7624                 R_TimeReport("visibility");
7625
7626         // only do secondary renders with HDR if r_hdr is 2 or higher
7627         r_waterstate.numwaterplanes = 0;
7628         if (r_waterstate.enabled && r_hdr.integer >= 2)
7629                 R_RenderWaterPlanes();
7630
7631         r_refdef.view.showdebug = true;
7632         R_RenderScene();
7633         r_waterstate.numwaterplanes = 0;
7634
7635         R_ResetViewRendering2D();
7636
7637         R_Bloom_CopyHDRTexture();
7638         R_Bloom_MakeTexture();
7639
7640         // restore the view settings
7641         r_refdef.view.width = oldwidth;
7642         r_refdef.view.height = oldheight;
7643         r_refdef.view.colorscale = oldcolorscale;
7644
7645         R_ResetViewRendering3D();
7646
7647         R_ClearScreen(r_refdef.fogenabled);
7648         if (r_timereport_active)
7649                 R_TimeReport("viewclear");
7650 }
7651
7652 static void R_BlendView(void)
7653 {
7654         unsigned int permutation;
7655         float uservecs[4][4];
7656
7657         switch (vid.renderpath)
7658         {
7659         case RENDERPATH_GL20:
7660         case RENDERPATH_CGGL:
7661                 permutation =
7662                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7663                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7664                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7665                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7666                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7667
7668                 if (r_bloomstate.texture_screen)
7669                 {
7670                         // make sure the buffer is available
7671                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7672
7673                         R_ResetViewRendering2D();
7674                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7675                         R_Mesh_ColorPointer(NULL, 0, 0);
7676
7677                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7678                         {
7679                                 // declare variables
7680                                 float speed;
7681                                 static float avgspeed;
7682
7683                                 speed = VectorLength(cl.movement_velocity);
7684
7685                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7686                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7687
7688                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7689                                 speed = bound(0, speed, 1);
7690                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7691
7692                                 // calculate values into a standard alpha
7693                                 cl.motionbluralpha = 1 - exp(-
7694                                                 (
7695                                                  (r_motionblur.value * speed / 80)
7696                                                  +
7697                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7698                                                 )
7699                                                 /
7700                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7701                                            );
7702
7703                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7704                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7705                                 // apply the blur
7706                                 if (cl.motionbluralpha > 0)
7707                                 {
7708                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7709                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7710                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7711                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7712                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7713                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7714                                 }
7715                         }
7716
7717                         // copy view into the screen texture
7718                         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);
7719                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7720                 }
7721                 else if (!r_bloomstate.texture_bloom)
7722                 {
7723                         // we may still have to do view tint...
7724                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7725                         {
7726                                 // apply a color tint to the whole view
7727                                 R_ResetViewRendering2D();
7728                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7729                                 R_Mesh_ColorPointer(NULL, 0, 0);
7730                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7731                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7732                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7733                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7734                         }
7735                         break; // no screen processing, no bloom, skip it
7736                 }
7737
7738                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7739                 {
7740                         // render simple bloom effect
7741                         // copy the screen and shrink it and darken it for the bloom process
7742                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7743                         // make the bloom texture
7744                         R_Bloom_MakeTexture();
7745                 }
7746
7747 #if _MSC_VER >= 1400
7748 #define sscanf sscanf_s
7749 #endif
7750                 memset(uservecs, 0, sizeof(uservecs));
7751                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7752                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7753                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7754                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7755
7756                 R_ResetViewRendering2D();
7757                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7758                 R_Mesh_ColorPointer(NULL, 0, 0);
7759                 GL_Color(1, 1, 1, 1);
7760                 GL_BlendFunc(GL_ONE, GL_ZERO);
7761                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7762                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7763
7764                 switch(vid.renderpath)
7765                 {
7766                 case RENDERPATH_GL20:
7767                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7768                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7769                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7770                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7771                         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]);
7772                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7773                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7774                         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]);
7775                         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]);
7776                         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]);
7777                         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]);
7778                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7779                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7780                         break;
7781                 case RENDERPATH_CGGL:
7782 #ifdef SUPPORTCG
7783                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7784                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7785                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7786                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7787                         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
7788                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7789                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7790                         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
7791                         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
7792                         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
7793                         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
7794                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7795                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7796 #endif
7797                         break;
7798                 default:
7799                         break;
7800                 }
7801                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7802                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7803                 break;
7804         case RENDERPATH_GL13:
7805         case RENDERPATH_GL11:
7806                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7807                 {
7808                         // apply a color tint to the whole view
7809                         R_ResetViewRendering2D();
7810                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7811                         R_Mesh_ColorPointer(NULL, 0, 0);
7812                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7813                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7814                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7815                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7816                 }
7817                 break;
7818         }
7819 }
7820
7821 matrix4x4_t r_waterscrollmatrix;
7822
7823 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7824 {
7825         if (r_refdef.fog_density)
7826         {
7827                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7828                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7829                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7830
7831                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7832                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7833                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7834                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7835
7836                 {
7837                         vec3_t fogvec;
7838                         VectorCopy(r_refdef.fogcolor, fogvec);
7839                         //   color.rgb *= ContrastBoost * SceneBrightness;
7840                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7841                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7842                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7843                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7844                 }
7845         }
7846 }
7847
7848 void R_UpdateVariables(void)
7849 {
7850         R_Textures_Frame();
7851
7852         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7853
7854         r_refdef.farclip = r_farclip_base.value;
7855         if (r_refdef.scene.worldmodel)
7856                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7857         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7858
7859         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7860                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7861         r_refdef.polygonfactor = 0;
7862         r_refdef.polygonoffset = 0;
7863         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7864         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7865
7866         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7867         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7868         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7869         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7870         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7871         if (r_showsurfaces.integer)
7872         {
7873                 r_refdef.scene.rtworld = false;
7874                 r_refdef.scene.rtworldshadows = false;
7875                 r_refdef.scene.rtdlight = false;
7876                 r_refdef.scene.rtdlightshadows = false;
7877                 r_refdef.lightmapintensity = 0;
7878         }
7879
7880         if (gamemode == GAME_NEHAHRA)
7881         {
7882                 if (gl_fogenable.integer)
7883                 {
7884                         r_refdef.oldgl_fogenable = true;
7885                         r_refdef.fog_density = gl_fogdensity.value;
7886                         r_refdef.fog_red = gl_fogred.value;
7887                         r_refdef.fog_green = gl_foggreen.value;
7888                         r_refdef.fog_blue = gl_fogblue.value;
7889                         r_refdef.fog_alpha = 1;
7890                         r_refdef.fog_start = 0;
7891                         r_refdef.fog_end = gl_skyclip.value;
7892                         r_refdef.fog_height = 1<<30;
7893                         r_refdef.fog_fadedepth = 128;
7894                 }
7895                 else if (r_refdef.oldgl_fogenable)
7896                 {
7897                         r_refdef.oldgl_fogenable = false;
7898                         r_refdef.fog_density = 0;
7899                         r_refdef.fog_red = 0;
7900                         r_refdef.fog_green = 0;
7901                         r_refdef.fog_blue = 0;
7902                         r_refdef.fog_alpha = 0;
7903                         r_refdef.fog_start = 0;
7904                         r_refdef.fog_end = 0;
7905                         r_refdef.fog_height = 1<<30;
7906                         r_refdef.fog_fadedepth = 128;
7907                 }
7908         }
7909
7910         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7911         r_refdef.fog_start = max(0, r_refdef.fog_start);
7912         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7913
7914         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7915
7916         if (r_refdef.fog_density && r_drawfog.integer)
7917         {
7918                 r_refdef.fogenabled = true;
7919                 // this is the point where the fog reaches 0.9986 alpha, which we
7920                 // consider a good enough cutoff point for the texture
7921                 // (0.9986 * 256 == 255.6)
7922                 if (r_fog_exp2.integer)
7923                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7924                 else
7925                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7926                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7927                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7928                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7929                 // fog color was already set
7930                 // update the fog texture
7931                 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)
7932                         R_BuildFogTexture();
7933         }
7934         else
7935                 r_refdef.fogenabled = false;
7936
7937         switch(vid.renderpath)
7938         {
7939         case RENDERPATH_GL20:
7940         case RENDERPATH_CGGL:
7941                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7942                 {
7943                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7944                         {
7945                                 // build GLSL gamma texture
7946 #define RAMPWIDTH 256
7947                                 unsigned short ramp[RAMPWIDTH * 3];
7948                                 unsigned char rampbgr[RAMPWIDTH][4];
7949                                 int i;
7950
7951                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7952
7953                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7954                                 for(i = 0; i < RAMPWIDTH; ++i)
7955                                 {
7956                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7957                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7958                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7959                                         rampbgr[i][3] = 0;
7960                                 }
7961                                 if (r_texture_gammaramps)
7962                                 {
7963                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7964                                 }
7965                                 else
7966                                 {
7967                                         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);
7968                                 }
7969                         }
7970                 }
7971                 else
7972                 {
7973                         // remove GLSL gamma texture
7974                 }
7975                 break;
7976         case RENDERPATH_GL13:
7977         case RENDERPATH_GL11:
7978                 break;
7979         }
7980 }
7981
7982 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7983 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7984 /*
7985 ================
7986 R_SelectScene
7987 ================
7988 */
7989 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7990         if( scenetype != r_currentscenetype ) {
7991                 // store the old scenetype
7992                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7993                 r_currentscenetype = scenetype;
7994                 // move in the new scene
7995                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7996         }
7997 }
7998
7999 /*
8000 ================
8001 R_GetScenePointer
8002 ================
8003 */
8004 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8005 {
8006         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8007         if( scenetype == r_currentscenetype ) {
8008                 return &r_refdef.scene;
8009         } else {
8010                 return &r_scenes_store[ scenetype ];
8011         }
8012 }
8013
8014 /*
8015 ================
8016 R_RenderView
8017 ================
8018 */
8019 void R_RenderView(void)
8020 {
8021         if (r_timereport_active)
8022                 R_TimeReport("start");
8023         r_textureframe++; // used only by R_GetCurrentTexture
8024         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8025
8026         if (!r_drawentities.integer)
8027                 r_refdef.scene.numentities = 0;
8028
8029         R_AnimCache_ClearCache();
8030         R_FrameData_NewFrame();
8031
8032         if (r_refdef.view.isoverlay)
8033         {
8034                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8035                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8036                 R_TimeReport("depthclear");
8037
8038                 r_refdef.view.showdebug = false;
8039
8040                 r_waterstate.enabled = false;
8041                 r_waterstate.numwaterplanes = 0;
8042
8043                 R_RenderScene();
8044
8045                 CHECKGLERROR
8046                 return;
8047         }
8048
8049         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8050                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8051
8052         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8053
8054         // break apart the view matrix into vectors for various purposes
8055         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8056         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8057         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8058         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8059         // make an inverted copy of the view matrix for tracking sprites
8060         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8061
8062         R_Shadow_UpdateWorldLightSelection();
8063
8064         R_Bloom_StartFrame();
8065         R_Water_StartFrame();
8066
8067         CHECKGLERROR
8068         if (r_timereport_active)
8069                 R_TimeReport("viewsetup");
8070
8071         R_ResetViewRendering3D();
8072
8073         if (r_refdef.view.clear || r_refdef.fogenabled)
8074         {
8075                 R_ClearScreen(r_refdef.fogenabled);
8076                 if (r_timereport_active)
8077                         R_TimeReport("viewclear");
8078         }
8079         r_refdef.view.clear = true;
8080
8081         // this produces a bloom texture to be used in R_BlendView() later
8082         if (r_hdr.integer && r_bloomstate.bloomwidth)
8083         {
8084                 R_HDR_RenderBloomTexture();
8085                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8086                 r_textureframe++; // used only by R_GetCurrentTexture
8087         }
8088
8089         r_refdef.view.showdebug = true;
8090
8091         R_View_Update();
8092         if (r_timereport_active)
8093                 R_TimeReport("visibility");
8094
8095         r_waterstate.numwaterplanes = 0;
8096         if (r_waterstate.enabled)
8097                 R_RenderWaterPlanes();
8098
8099         R_RenderScene();
8100         r_waterstate.numwaterplanes = 0;
8101
8102         R_BlendView();
8103         if (r_timereport_active)
8104                 R_TimeReport("blendview");
8105
8106         GL_Scissor(0, 0, vid.width, vid.height);
8107         GL_ScissorTest(false);
8108         CHECKGLERROR
8109 }
8110
8111 void R_RenderWaterPlanes(void)
8112 {
8113         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8114         {
8115                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8116                 if (r_timereport_active)
8117                         R_TimeReport("waterworld");
8118         }
8119
8120         // don't let sound skip if going slow
8121         if (r_refdef.scene.extraupdate)
8122                 S_ExtraUpdate ();
8123
8124         R_DrawModelsAddWaterPlanes();
8125         if (r_timereport_active)
8126                 R_TimeReport("watermodels");
8127
8128         if (r_waterstate.numwaterplanes)
8129         {
8130                 R_Water_ProcessPlanes();
8131                 if (r_timereport_active)
8132                         R_TimeReport("waterscenes");
8133         }
8134 }
8135
8136 extern void R_DrawLightningBeams (void);
8137 extern void VM_CL_AddPolygonsToMeshQueue (void);
8138 extern void R_DrawPortals (void);
8139 extern cvar_t cl_locs_show;
8140 static void R_DrawLocs(void);
8141 static void R_DrawEntityBBoxes(void);
8142 static void R_DrawModelDecals(void);
8143 extern cvar_t cl_decals_newsystem;
8144 extern qboolean r_shadow_usingdeferredprepass;
8145 void R_RenderScene(void)
8146 {
8147         r_refdef.stats.renders++;
8148
8149         R_UpdateFogColor();
8150
8151         // don't let sound skip if going slow
8152         if (r_refdef.scene.extraupdate)
8153                 S_ExtraUpdate ();
8154
8155         R_MeshQueue_BeginScene();
8156
8157         R_SkyStartFrame();
8158
8159         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);
8160
8161         if (cl.csqc_vidvars.drawworld)
8162         {
8163                 // don't let sound skip if going slow
8164                 if (r_refdef.scene.extraupdate)
8165                         S_ExtraUpdate ();
8166
8167                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8168                 {
8169                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8170                         if (r_timereport_active)
8171                                 R_TimeReport("worldsky");
8172                 }
8173
8174                 if (R_DrawBrushModelsSky() && r_timereport_active)
8175                         R_TimeReport("bmodelsky");
8176
8177                 if (skyrendermasked && skyrenderlater)
8178                 {
8179                         // we have to force off the water clipping plane while rendering sky
8180                         R_SetupView(false);
8181                         R_Sky();
8182                         R_SetupView(true);
8183                         if (r_timereport_active)
8184                                 R_TimeReport("sky");
8185                 }
8186         }
8187
8188         R_AnimCache_CacheVisibleEntities();
8189         if (r_timereport_active)
8190                 R_TimeReport("animation");
8191
8192         R_Shadow_PrepareLights();
8193         if (r_timereport_active)
8194                 R_TimeReport("preparelights");
8195
8196         if (r_shadow_usingdeferredprepass)
8197                 R_Shadow_DrawPrepass();
8198
8199         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8200         {
8201                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8202                 if (r_timereport_active)
8203                         R_TimeReport("worlddepth");
8204         }
8205         if (r_depthfirst.integer >= 2)
8206         {
8207                 R_DrawModelsDepth();
8208                 if (r_timereport_active)
8209                         R_TimeReport("modeldepth");
8210         }
8211
8212         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8213         {
8214                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8215                 if (r_timereport_active)
8216                         R_TimeReport("world");
8217         }
8218
8219         // don't let sound skip if going slow
8220         if (r_refdef.scene.extraupdate)
8221                 S_ExtraUpdate ();
8222
8223         R_DrawModels();
8224         if (r_timereport_active)
8225                 R_TimeReport("models");
8226
8227         // don't let sound skip if going slow
8228         if (r_refdef.scene.extraupdate)
8229                 S_ExtraUpdate ();
8230
8231         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8232         {
8233                 R_DrawModelShadows();
8234                 R_ResetViewRendering3D();
8235                 // don't let sound skip if going slow
8236                 if (r_refdef.scene.extraupdate)
8237                         S_ExtraUpdate ();
8238         }
8239
8240         if (!r_shadow_usingdeferredprepass)
8241         {
8242                 R_Shadow_DrawLights();
8243                 if (r_timereport_active)
8244                         R_TimeReport("rtlights");
8245         }
8246
8247         // don't let sound skip if going slow
8248         if (r_refdef.scene.extraupdate)
8249                 S_ExtraUpdate ();
8250
8251         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8252         {
8253                 R_DrawModelShadows();
8254                 R_ResetViewRendering3D();
8255                 // don't let sound skip if going slow
8256                 if (r_refdef.scene.extraupdate)
8257                         S_ExtraUpdate ();
8258         }
8259
8260         if (cl.csqc_vidvars.drawworld)
8261         {
8262                 if (cl_decals_newsystem.integer)
8263                 {
8264                         R_DrawModelDecals();
8265                         if (r_timereport_active)
8266                                 R_TimeReport("modeldecals");
8267                 }
8268                 else
8269                 {
8270                         R_DrawDecals();
8271                         if (r_timereport_active)
8272                                 R_TimeReport("decals");
8273                 }
8274
8275                 R_DrawParticles();
8276                 if (r_timereport_active)
8277                         R_TimeReport("particles");
8278
8279                 R_DrawExplosions();
8280                 if (r_timereport_active)
8281                         R_TimeReport("explosions");
8282
8283                 R_DrawLightningBeams();
8284                 if (r_timereport_active)
8285                         R_TimeReport("lightning");
8286         }
8287
8288         VM_CL_AddPolygonsToMeshQueue();
8289
8290         if (r_refdef.view.showdebug)
8291         {
8292                 if (cl_locs_show.integer)
8293                 {
8294                         R_DrawLocs();
8295                         if (r_timereport_active)
8296                                 R_TimeReport("showlocs");
8297                 }
8298
8299                 if (r_drawportals.integer)
8300                 {
8301                         R_DrawPortals();
8302                         if (r_timereport_active)
8303                                 R_TimeReport("portals");
8304                 }
8305
8306                 if (r_showbboxes.value > 0)
8307                 {
8308                         R_DrawEntityBBoxes();
8309                         if (r_timereport_active)
8310                                 R_TimeReport("bboxes");
8311                 }
8312         }
8313
8314         R_MeshQueue_RenderTransparent();
8315         if (r_timereport_active)
8316                 R_TimeReport("drawtrans");
8317
8318         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))
8319         {
8320                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8321                 if (r_timereport_active)
8322                         R_TimeReport("worlddebug");
8323                 R_DrawModelsDebug();
8324                 if (r_timereport_active)
8325                         R_TimeReport("modeldebug");
8326         }
8327
8328         if (cl.csqc_vidvars.drawworld)
8329         {
8330                 R_Shadow_DrawCoronas();
8331                 if (r_timereport_active)
8332                         R_TimeReport("coronas");
8333         }
8334
8335         // don't let sound skip if going slow
8336         if (r_refdef.scene.extraupdate)
8337                 S_ExtraUpdate ();
8338
8339         R_ResetViewRendering2D();
8340 }
8341
8342 static const unsigned short bboxelements[36] =
8343 {
8344         5, 1, 3, 5, 3, 7,
8345         6, 2, 0, 6, 0, 4,
8346         7, 3, 2, 7, 2, 6,
8347         4, 0, 1, 4, 1, 5,
8348         4, 5, 7, 4, 7, 6,
8349         1, 0, 2, 1, 2, 3,
8350 };
8351
8352 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8353 {
8354         int i;
8355         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8356
8357         RSurf_ActiveWorldEntity();
8358
8359         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8360         GL_DepthMask(false);
8361         GL_DepthRange(0, 1);
8362         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8363         R_Mesh_ResetTextureState();
8364
8365         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8366         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8367         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8368         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8369         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8370         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8371         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8372         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8373         R_FillColors(color4f, 8, cr, cg, cb, ca);
8374         if (r_refdef.fogenabled)
8375         {
8376                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8377                 {
8378                         f1 = RSurf_FogVertex(v);
8379                         f2 = 1 - f1;
8380                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8381                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8382                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8383                 }
8384         }
8385         R_Mesh_VertexPointer(vertex3f, 0, 0);
8386         R_Mesh_ColorPointer(color4f, 0, 0);
8387         R_Mesh_ResetTextureState();
8388         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8389         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8390 }
8391
8392 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8393 {
8394         int i;
8395         float color[4];
8396         prvm_edict_t *edict;
8397         prvm_prog_t *prog_save = prog;
8398
8399         // this function draws bounding boxes of server entities
8400         if (!sv.active)
8401                 return;
8402
8403         GL_CullFace(GL_NONE);
8404         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8405
8406         prog = 0;
8407         SV_VM_Begin();
8408         for (i = 0;i < numsurfaces;i++)
8409         {
8410                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8411                 switch ((int)edict->fields.server->solid)
8412                 {
8413                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8414                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8415                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8416                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8417                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8418                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8419                 }
8420                 color[3] *= r_showbboxes.value;
8421                 color[3] = bound(0, color[3], 1);
8422                 GL_DepthTest(!r_showdisabledepthtest.integer);
8423                 GL_CullFace(r_refdef.view.cullface_front);
8424                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8425         }
8426         SV_VM_End();
8427         prog = prog_save;
8428 }
8429
8430 static void R_DrawEntityBBoxes(void)
8431 {
8432         int i;
8433         prvm_edict_t *edict;
8434         vec3_t center;
8435         prvm_prog_t *prog_save = prog;
8436
8437         // this function draws bounding boxes of server entities
8438         if (!sv.active)
8439                 return;
8440
8441         prog = 0;
8442         SV_VM_Begin();
8443         for (i = 0;i < prog->num_edicts;i++)
8444         {
8445                 edict = PRVM_EDICT_NUM(i);
8446                 if (edict->priv.server->free)
8447                         continue;
8448                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8449                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8450                         continue;
8451                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8452                         continue;
8453                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8454                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8455         }
8456         SV_VM_End();
8457         prog = prog_save;
8458 }
8459
8460 static const int nomodelelement3i[24] =
8461 {
8462         5, 2, 0,
8463         5, 1, 2,
8464         5, 0, 3,
8465         5, 3, 1,
8466         0, 2, 4,
8467         2, 1, 4,
8468         3, 0, 4,
8469         1, 3, 4
8470 };
8471
8472 static const unsigned short nomodelelement3s[24] =
8473 {
8474         5, 2, 0,
8475         5, 1, 2,
8476         5, 0, 3,
8477         5, 3, 1,
8478         0, 2, 4,
8479         2, 1, 4,
8480         3, 0, 4,
8481         1, 3, 4
8482 };
8483
8484 static const float nomodelvertex3f[6*3] =
8485 {
8486         -16,   0,   0,
8487          16,   0,   0,
8488           0, -16,   0,
8489           0,  16,   0,
8490           0,   0, -16,
8491           0,   0,  16
8492 };
8493
8494 static const float nomodelcolor4f[6*4] =
8495 {
8496         0.0f, 0.0f, 0.5f, 1.0f,
8497         0.0f, 0.0f, 0.5f, 1.0f,
8498         0.0f, 0.5f, 0.0f, 1.0f,
8499         0.0f, 0.5f, 0.0f, 1.0f,
8500         0.5f, 0.0f, 0.0f, 1.0f,
8501         0.5f, 0.0f, 0.0f, 1.0f
8502 };
8503
8504 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8505 {
8506         int i;
8507         float f1, f2, *c;
8508         float color4f[6*4];
8509
8510         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);
8511
8512         // this is only called once per entity so numsurfaces is always 1, and
8513         // surfacelist is always {0}, so this code does not handle batches
8514
8515         if (rsurface.ent_flags & RENDER_ADDITIVE)
8516         {
8517                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8518                 GL_DepthMask(false);
8519         }
8520         else if (rsurface.colormod[3] < 1)
8521         {
8522                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8523                 GL_DepthMask(false);
8524         }
8525         else
8526         {
8527                 GL_BlendFunc(GL_ONE, GL_ZERO);
8528                 GL_DepthMask(true);
8529         }
8530         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8531         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8532         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8533         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8534         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8535         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8536         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8537         R_Mesh_ColorPointer(color4f, 0, 0);
8538         for (i = 0, c = color4f;i < 6;i++, c += 4)
8539         {
8540                 c[0] *= rsurface.colormod[0];
8541                 c[1] *= rsurface.colormod[1];
8542                 c[2] *= rsurface.colormod[2];
8543                 c[3] *= rsurface.colormod[3];
8544         }
8545         if (r_refdef.fogenabled)
8546         {
8547                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8548                 {
8549                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8550                         f2 = 1 - f1;
8551                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8552                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8553                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8554                 }
8555         }
8556         R_Mesh_ResetTextureState();
8557         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8558 }
8559
8560 void R_DrawNoModel(entity_render_t *ent)
8561 {
8562         vec3_t org;
8563         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8564         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8565                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8566         else
8567                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8568 }
8569
8570 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8571 {
8572         vec3_t right1, right2, diff, normal;
8573
8574         VectorSubtract (org2, org1, normal);
8575
8576         // calculate 'right' vector for start
8577         VectorSubtract (r_refdef.view.origin, org1, diff);
8578         CrossProduct (normal, diff, right1);
8579         VectorNormalize (right1);
8580
8581         // calculate 'right' vector for end
8582         VectorSubtract (r_refdef.view.origin, org2, diff);
8583         CrossProduct (normal, diff, right2);
8584         VectorNormalize (right2);
8585
8586         vert[ 0] = org1[0] + width * right1[0];
8587         vert[ 1] = org1[1] + width * right1[1];
8588         vert[ 2] = org1[2] + width * right1[2];
8589         vert[ 3] = org1[0] - width * right1[0];
8590         vert[ 4] = org1[1] - width * right1[1];
8591         vert[ 5] = org1[2] - width * right1[2];
8592         vert[ 6] = org2[0] - width * right2[0];
8593         vert[ 7] = org2[1] - width * right2[1];
8594         vert[ 8] = org2[2] - width * right2[2];
8595         vert[ 9] = org2[0] + width * right2[0];
8596         vert[10] = org2[1] + width * right2[1];
8597         vert[11] = org2[2] + width * right2[2];
8598 }
8599
8600 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)
8601 {
8602         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8603         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8604         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8605         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8606         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8607         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8608         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8609         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8610         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8611         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8612         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8613         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8614 }
8615
8616 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8617 {
8618         int i;
8619         float *vertex3f;
8620         float v[3];
8621         VectorSet(v, x, y, z);
8622         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8623                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8624                         break;
8625         if (i == mesh->numvertices)
8626         {
8627                 if (mesh->numvertices < mesh->maxvertices)
8628                 {
8629                         VectorCopy(v, vertex3f);
8630                         mesh->numvertices++;
8631                 }
8632                 return mesh->numvertices;
8633         }
8634         else
8635                 return i;
8636 }
8637
8638 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8639 {
8640         int i;
8641         int *e, element[3];
8642         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8643         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8644         e = mesh->element3i + mesh->numtriangles * 3;
8645         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8646         {
8647                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8648                 if (mesh->numtriangles < mesh->maxtriangles)
8649                 {
8650                         *e++ = element[0];
8651                         *e++ = element[1];
8652                         *e++ = element[2];
8653                         mesh->numtriangles++;
8654                 }
8655                 element[1] = element[2];
8656         }
8657 }
8658
8659 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8660 {
8661         int i;
8662         int *e, element[3];
8663         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8664         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8665         e = mesh->element3i + mesh->numtriangles * 3;
8666         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8667         {
8668                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8669                 if (mesh->numtriangles < mesh->maxtriangles)
8670                 {
8671                         *e++ = element[0];
8672                         *e++ = element[1];
8673                         *e++ = element[2];
8674                         mesh->numtriangles++;
8675                 }
8676                 element[1] = element[2];
8677         }
8678 }
8679
8680 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8681 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8682 {
8683         int planenum, planenum2;
8684         int w;
8685         int tempnumpoints;
8686         mplane_t *plane, *plane2;
8687         double maxdist;
8688         double temppoints[2][256*3];
8689         // figure out how large a bounding box we need to properly compute this brush
8690         maxdist = 0;
8691         for (w = 0;w < numplanes;w++)
8692                 maxdist = max(maxdist, fabs(planes[w].dist));
8693         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8694         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8695         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8696         {
8697                 w = 0;
8698                 tempnumpoints = 4;
8699                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8700                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8701                 {
8702                         if (planenum2 == planenum)
8703                                 continue;
8704                         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);
8705                         w = !w;
8706                 }
8707                 if (tempnumpoints < 3)
8708                         continue;
8709                 // generate elements forming a triangle fan for this polygon
8710                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8711         }
8712 }
8713
8714 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)
8715 {
8716         texturelayer_t *layer;
8717         layer = t->currentlayers + t->currentnumlayers++;
8718         layer->type = type;
8719         layer->depthmask = depthmask;
8720         layer->blendfunc1 = blendfunc1;
8721         layer->blendfunc2 = blendfunc2;
8722         layer->texture = texture;
8723         layer->texmatrix = *matrix;
8724         layer->color[0] = r;
8725         layer->color[1] = g;
8726         layer->color[2] = b;
8727         layer->color[3] = a;
8728 }
8729
8730 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8731 {
8732         double index, f;
8733         index = parms[2] + r_refdef.scene.time * parms[3];
8734         index -= floor(index);
8735         switch (func)
8736         {
8737         default:
8738         case Q3WAVEFUNC_NONE:
8739         case Q3WAVEFUNC_NOISE:
8740         case Q3WAVEFUNC_COUNT:
8741                 f = 0;
8742                 break;
8743         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8744         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8745         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8746         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8747         case Q3WAVEFUNC_TRIANGLE:
8748                 index *= 4;
8749                 f = index - floor(index);
8750                 if (index < 1)
8751                         f = f;
8752                 else if (index < 2)
8753                         f = 1 - f;
8754                 else if (index < 3)
8755                         f = -f;
8756                 else
8757                         f = -(1 - f);
8758                 break;
8759         }
8760         return (float)(parms[0] + parms[1] * f);
8761 }
8762
8763 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8764 {
8765         int w, h, idx;
8766         float f;
8767         float tcmat[12];
8768         matrix4x4_t matrix, temp;
8769         switch(tcmod->tcmod)
8770         {
8771                 case Q3TCMOD_COUNT:
8772                 case Q3TCMOD_NONE:
8773                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8774                                 matrix = r_waterscrollmatrix;
8775                         else
8776                                 matrix = identitymatrix;
8777                         break;
8778                 case Q3TCMOD_ENTITYTRANSLATE:
8779                         // this is used in Q3 to allow the gamecode to control texcoord
8780                         // scrolling on the entity, which is not supported in darkplaces yet.
8781                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8782                         break;
8783                 case Q3TCMOD_ROTATE:
8784                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8785                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8786                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8787                         break;
8788                 case Q3TCMOD_SCALE:
8789                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8790                         break;
8791                 case Q3TCMOD_SCROLL:
8792                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8793                         break;
8794                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8795                         w = (int) tcmod->parms[0];
8796                         h = (int) tcmod->parms[1];
8797                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8798                         f = f - floor(f);
8799                         idx = (int) floor(f * w * h);
8800                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8801                         break;
8802                 case Q3TCMOD_STRETCH:
8803                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8804                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8805                         break;
8806                 case Q3TCMOD_TRANSFORM:
8807                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8808                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8809                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8810                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8811                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8812                         break;
8813                 case Q3TCMOD_TURBULENT:
8814                         // this is handled in the RSurf_PrepareVertices function
8815                         matrix = identitymatrix;
8816                         break;
8817         }
8818         temp = *texmatrix;
8819         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8820 }
8821
8822 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8823 {
8824         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8825         char name[MAX_QPATH];
8826         skinframe_t *skinframe;
8827         unsigned char pixels[296*194];
8828         strlcpy(cache->name, skinname, sizeof(cache->name));
8829         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8830         if (developer_loading.integer)
8831                 Con_Printf("loading %s\n", name);
8832         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8833         if (!skinframe || !skinframe->base)
8834         {
8835                 unsigned char *f;
8836                 fs_offset_t filesize;
8837                 skinframe = NULL;
8838                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8839                 if (f)
8840                 {
8841                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8842                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8843                         Mem_Free(f);
8844                 }
8845         }
8846         cache->skinframe = skinframe;
8847 }
8848
8849 texture_t *R_GetCurrentTexture(texture_t *t)
8850 {
8851         int i;
8852         const entity_render_t *ent = rsurface.entity;
8853         dp_model_t *model = ent->model;
8854         q3shaderinfo_layer_tcmod_t *tcmod;
8855
8856         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8857                 return t->currentframe;
8858         t->update_lastrenderframe = r_textureframe;
8859         t->update_lastrenderentity = (void *)ent;
8860
8861         // switch to an alternate material if this is a q1bsp animated material
8862         {
8863                 texture_t *texture = t;
8864                 int s = rsurface.ent_skinnum;
8865                 if ((unsigned int)s >= (unsigned int)model->numskins)
8866                         s = 0;
8867                 if (model->skinscenes)
8868                 {
8869                         if (model->skinscenes[s].framecount > 1)
8870                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8871                         else
8872                                 s = model->skinscenes[s].firstframe;
8873                 }
8874                 if (s > 0)
8875                         t = t + s * model->num_surfaces;
8876                 if (t->animated)
8877                 {
8878                         // use an alternate animation if the entity's frame is not 0,
8879                         // and only if the texture has an alternate animation
8880                         if (rsurface.ent_alttextures && t->anim_total[1])
8881                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8882                         else
8883                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8884                 }
8885                 texture->currentframe = t;
8886         }
8887
8888         // update currentskinframe to be a qw skin or animation frame
8889         if (rsurface.ent_qwskin >= 0)
8890         {
8891                 i = rsurface.ent_qwskin;
8892                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8893                 {
8894                         r_qwskincache_size = cl.maxclients;
8895                         if (r_qwskincache)
8896                                 Mem_Free(r_qwskincache);
8897                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8898                 }
8899                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8900                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8901                 t->currentskinframe = r_qwskincache[i].skinframe;
8902                 if (t->currentskinframe == NULL)
8903                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8904         }
8905         else if (t->numskinframes >= 2)
8906                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8907         if (t->backgroundnumskinframes >= 2)
8908                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8909
8910         t->currentmaterialflags = t->basematerialflags;
8911         t->currentalpha = rsurface.colormod[3];
8912         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8913                 t->currentalpha *= r_wateralpha.value;
8914         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8915                 t->currentalpha *= t->r_water_wateralpha;
8916         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8917                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8918         if (!(rsurface.ent_flags & RENDER_LIGHT))
8919                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8920         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8921         {
8922                 // pick a model lighting mode
8923                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8924                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8925                 else
8926                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8927         }
8928         if (rsurface.ent_flags & RENDER_ADDITIVE)
8929                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8930         else if (t->currentalpha < 1)
8931                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8932         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8933                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8934         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8935                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8936         if (t->backgroundnumskinframes)
8937                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8938         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8939         {
8940                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8941                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8942         }
8943         else
8944                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8945         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8946                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8947
8948         // there is no tcmod
8949         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8950         {
8951                 t->currenttexmatrix = r_waterscrollmatrix;
8952                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8953         }
8954         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8955         {
8956                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8957                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8958         }
8959
8960         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8961                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8962         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8963                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8964
8965         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8966         if (t->currentskinframe->qpixels)
8967                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8968         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8969         if (!t->basetexture)
8970                 t->basetexture = r_texture_notexture;
8971         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8972         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8973         t->nmaptexture = t->currentskinframe->nmap;
8974         if (!t->nmaptexture)
8975                 t->nmaptexture = r_texture_blanknormalmap;
8976         t->glosstexture = r_texture_black;
8977         t->glowtexture = t->currentskinframe->glow;
8978         t->fogtexture = t->currentskinframe->fog;
8979         t->reflectmasktexture = t->currentskinframe->reflect;
8980         if (t->backgroundnumskinframes)
8981         {
8982                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8983                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8984                 t->backgroundglosstexture = r_texture_black;
8985                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8986                 if (!t->backgroundnmaptexture)
8987                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8988         }
8989         else
8990         {
8991                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8992                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8993                 t->backgroundglosstexture = r_texture_black;
8994                 t->backgroundglowtexture = NULL;
8995         }
8996         t->specularpower = r_shadow_glossexponent.value;
8997         // TODO: store reference values for these in the texture?
8998         t->specularscale = 0;
8999         if (r_shadow_gloss.integer > 0)
9000         {
9001                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9002                 {
9003                         if (r_shadow_glossintensity.value > 0)
9004                         {
9005                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9006                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9007                                 t->specularscale = r_shadow_glossintensity.value;
9008                         }
9009                 }
9010                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9011                 {
9012                         t->glosstexture = r_texture_white;
9013                         t->backgroundglosstexture = r_texture_white;
9014                         t->specularscale = r_shadow_gloss2intensity.value;
9015                         t->specularpower = r_shadow_gloss2exponent.value;
9016                 }
9017         }
9018         t->specularscale *= t->specularscalemod;
9019         t->specularpower *= t->specularpowermod;
9020
9021         // lightmaps mode looks bad with dlights using actual texturing, so turn
9022         // off the colormap and glossmap, but leave the normalmap on as it still
9023         // accurately represents the shading involved
9024         if (gl_lightmaps.integer)
9025         {
9026                 t->basetexture = r_texture_grey128;
9027                 t->pantstexture = r_texture_black;
9028                 t->shirttexture = r_texture_black;
9029                 t->nmaptexture = r_texture_blanknormalmap;
9030                 t->glosstexture = r_texture_black;
9031                 t->glowtexture = NULL;
9032                 t->fogtexture = NULL;
9033                 t->reflectmasktexture = NULL;
9034                 t->backgroundbasetexture = NULL;
9035                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9036                 t->backgroundglosstexture = r_texture_black;
9037                 t->backgroundglowtexture = NULL;
9038                 t->specularscale = 0;
9039                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9040         }
9041
9042         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9043         VectorClear(t->dlightcolor);
9044         t->currentnumlayers = 0;
9045         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9046         {
9047                 int blendfunc1, blendfunc2;
9048                 qboolean depthmask;
9049                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9050                 {
9051                         blendfunc1 = GL_SRC_ALPHA;
9052                         blendfunc2 = GL_ONE;
9053                 }
9054                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9055                 {
9056                         blendfunc1 = GL_SRC_ALPHA;
9057                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9058                 }
9059                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9060                 {
9061                         blendfunc1 = t->customblendfunc[0];
9062                         blendfunc2 = t->customblendfunc[1];
9063                 }
9064                 else
9065                 {
9066                         blendfunc1 = GL_ONE;
9067                         blendfunc2 = GL_ZERO;
9068                 }
9069                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9070                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9071                 {
9072                         // fullbright is not affected by r_refdef.lightmapintensity
9073                         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]);
9074                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9075                                 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]);
9076                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9077                                 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]);
9078                 }
9079                 else
9080                 {
9081                         vec3_t ambientcolor;
9082                         float colorscale;
9083                         // set the color tint used for lights affecting this surface
9084                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9085                         colorscale = 2;
9086                         // q3bsp has no lightmap updates, so the lightstylevalue that
9087                         // would normally be baked into the lightmap must be
9088                         // applied to the color
9089                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9090                         if (model->type == mod_brushq3)
9091                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9092                         colorscale *= r_refdef.lightmapintensity;
9093                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9094                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9095                         // basic lit geometry
9096                         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]);
9097                         // add pants/shirt if needed
9098                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9099                                 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]);
9100                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9101                                 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]);
9102                         // now add ambient passes if needed
9103                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9104                         {
9105                                 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]);
9106                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9107                                         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]);
9108                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9109                                         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]);
9110                         }
9111                 }
9112                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9113                         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]);
9114                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9115                 {
9116                         // if this is opaque use alpha blend which will darken the earlier
9117                         // passes cheaply.
9118                         //
9119                         // if this is an alpha blended material, all the earlier passes
9120                         // were darkened by fog already, so we only need to add the fog
9121                         // color ontop through the fog mask texture
9122                         //
9123                         // if this is an additive blended material, all the earlier passes
9124                         // were darkened by fog already, and we should not add fog color
9125                         // (because the background was not darkened, there is no fog color
9126                         // that was lost behind it).
9127                         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]);
9128                 }
9129         }
9130
9131         return t->currentframe;
9132 }
9133
9134 rsurfacestate_t rsurface;
9135
9136 void R_Mesh_ResizeArrays(int newvertices)
9137 {
9138         float *base;
9139         if (rsurface.array_size >= newvertices)
9140                 return;
9141         if (rsurface.array_modelvertex3f)
9142                 Mem_Free(rsurface.array_modelvertex3f);
9143         rsurface.array_size = (newvertices + 1023) & ~1023;
9144         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9145         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9146         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9147         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9148         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9149         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9150         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9151         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9152         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9153         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9154         rsurface.array_color4f           = base + rsurface.array_size * 27;
9155         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9156 }
9157
9158 void RSurf_ActiveWorldEntity(void)
9159 {
9160         dp_model_t *model = r_refdef.scene.worldmodel;
9161         //if (rsurface.entity == r_refdef.scene.worldentity)
9162         //      return;
9163         rsurface.entity = r_refdef.scene.worldentity;
9164         rsurface.skeleton = NULL;
9165         rsurface.ent_skinnum = 0;
9166         rsurface.ent_qwskin = -1;
9167         rsurface.ent_shadertime = 0;
9168         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9169         if (rsurface.array_size < model->surfmesh.num_vertices)
9170                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9171         rsurface.matrix = identitymatrix;
9172         rsurface.inversematrix = identitymatrix;
9173         rsurface.matrixscale = 1;
9174         rsurface.inversematrixscale = 1;
9175         R_EntityMatrix(&identitymatrix);
9176         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9177         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9178         rsurface.fograngerecip = r_refdef.fograngerecip;
9179         rsurface.fogheightfade = r_refdef.fogheightfade;
9180         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9181         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9182         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9183         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9184         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9185         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9186         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9187         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9188         rsurface.colormod[3] = 1;
9189         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);
9190         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9191         rsurface.frameblend[0].lerp = 1;
9192         rsurface.ent_alttextures = false;
9193         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9194         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9195         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9196         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9197         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9198         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9199         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9200         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9201         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9202         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9203         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9204         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9205         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9206         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9207         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9208         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9209         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9210         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9211         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9212         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9213         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9214         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9215         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9216         rsurface.modelelement3i = model->surfmesh.data_element3i;
9217         rsurface.modelelement3s = model->surfmesh.data_element3s;
9218         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9219         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9220         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9221         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9222         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9223         rsurface.modelsurfaces = model->data_surfaces;
9224         rsurface.generatedvertex = false;
9225         rsurface.vertex3f  = rsurface.modelvertex3f;
9226         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9227         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9228         rsurface.svector3f = rsurface.modelsvector3f;
9229         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9230         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9231         rsurface.tvector3f = rsurface.modeltvector3f;
9232         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9233         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9234         rsurface.normal3f  = rsurface.modelnormal3f;
9235         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9236         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9237         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9238 }
9239
9240 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9241 {
9242         dp_model_t *model = ent->model;
9243         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9244         //      return;
9245         rsurface.entity = (entity_render_t *)ent;
9246         rsurface.skeleton = ent->skeleton;
9247         rsurface.ent_skinnum = ent->skinnum;
9248         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;
9249         rsurface.ent_shadertime = ent->shadertime;
9250         rsurface.ent_flags = ent->flags;
9251         if (rsurface.array_size < model->surfmesh.num_vertices)
9252                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9253         rsurface.matrix = ent->matrix;
9254         rsurface.inversematrix = ent->inversematrix;
9255         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9256         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9257         R_EntityMatrix(&rsurface.matrix);
9258         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9259         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9260         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9261         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9262         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9263         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9264         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9265         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9266         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9267         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9268         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9269         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9270         rsurface.colormod[3] = ent->alpha;
9271         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9272         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9273         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9274         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9275         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9276         if (ent->model->brush.submodel && !prepass)
9277         {
9278                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9279                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9280         }
9281         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9282         {
9283                 if (ent->animcache_vertex3f && !r_framedata_failed)
9284                 {
9285                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9286                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9287                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9288                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9289                 }
9290                 else if (wanttangents)
9291                 {
9292                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9293                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9294                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9295                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9296                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9297                 }
9298                 else if (wantnormals)
9299                 {
9300                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9301                         rsurface.modelsvector3f = NULL;
9302                         rsurface.modeltvector3f = NULL;
9303                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9304                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9305                 }
9306                 else
9307                 {
9308                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9309                         rsurface.modelsvector3f = NULL;
9310                         rsurface.modeltvector3f = NULL;
9311                         rsurface.modelnormal3f = NULL;
9312                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9313                 }
9314                 rsurface.modelvertex3f_bufferobject = 0;
9315                 rsurface.modelvertex3f_bufferoffset = 0;
9316                 rsurface.modelsvector3f_bufferobject = 0;
9317                 rsurface.modelsvector3f_bufferoffset = 0;
9318                 rsurface.modeltvector3f_bufferobject = 0;
9319                 rsurface.modeltvector3f_bufferoffset = 0;
9320                 rsurface.modelnormal3f_bufferobject = 0;
9321                 rsurface.modelnormal3f_bufferoffset = 0;
9322                 rsurface.generatedvertex = true;
9323         }
9324         else
9325         {
9326                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9327                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9328                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9329                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9330                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9331                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9332                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9333                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9334                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9335                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9336                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9337                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9338                 rsurface.generatedvertex = false;
9339         }
9340         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9341         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9342         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9343         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9344         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9345         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9346         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9347         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9348         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9349         rsurface.modelelement3i = model->surfmesh.data_element3i;
9350         rsurface.modelelement3s = model->surfmesh.data_element3s;
9351         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9352         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9353         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9354         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9355         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9356         rsurface.modelsurfaces = model->data_surfaces;
9357         rsurface.vertex3f  = rsurface.modelvertex3f;
9358         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9359         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9360         rsurface.svector3f = rsurface.modelsvector3f;
9361         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9362         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9363         rsurface.tvector3f = rsurface.modeltvector3f;
9364         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9365         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9366         rsurface.normal3f  = rsurface.modelnormal3f;
9367         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9368         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9369         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9370 }
9371
9372 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)
9373 {
9374         rsurface.entity = r_refdef.scene.worldentity;
9375         rsurface.skeleton = NULL;
9376         rsurface.ent_skinnum = 0;
9377         rsurface.ent_qwskin = -1;
9378         rsurface.ent_shadertime = shadertime;
9379         rsurface.ent_flags = entflags;
9380         rsurface.modelnum_vertices = numvertices;
9381         rsurface.modelnum_triangles = numtriangles;
9382         if (rsurface.array_size < rsurface.modelnum_vertices)
9383                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9384         rsurface.matrix = *matrix;
9385         rsurface.inversematrix = *inversematrix;
9386         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9387         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9388         R_EntityMatrix(&rsurface.matrix);
9389         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9390         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9391         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9392         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9393         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9394         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9395         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9396         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9397         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9398         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9399         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9400         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9401         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);
9402         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9403         rsurface.frameblend[0].lerp = 1;
9404         rsurface.ent_alttextures = false;
9405         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9406         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9407         if (wanttangents)
9408         {
9409                 rsurface.modelvertex3f = vertex3f;
9410                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9411                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9412                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9413         }
9414         else if (wantnormals)
9415         {
9416                 rsurface.modelvertex3f = vertex3f;
9417                 rsurface.modelsvector3f = NULL;
9418                 rsurface.modeltvector3f = NULL;
9419                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9420         }
9421         else
9422         {
9423                 rsurface.modelvertex3f = vertex3f;
9424                 rsurface.modelsvector3f = NULL;
9425                 rsurface.modeltvector3f = NULL;
9426                 rsurface.modelnormal3f = NULL;
9427         }
9428         rsurface.modelvertex3f_bufferobject = 0;
9429         rsurface.modelvertex3f_bufferoffset = 0;
9430         rsurface.modelsvector3f_bufferobject = 0;
9431         rsurface.modelsvector3f_bufferoffset = 0;
9432         rsurface.modeltvector3f_bufferobject = 0;
9433         rsurface.modeltvector3f_bufferoffset = 0;
9434         rsurface.modelnormal3f_bufferobject = 0;
9435         rsurface.modelnormal3f_bufferoffset = 0;
9436         rsurface.generatedvertex = true;
9437         rsurface.modellightmapcolor4f  = color4f;
9438         rsurface.modellightmapcolor4f_bufferobject = 0;
9439         rsurface.modellightmapcolor4f_bufferoffset = 0;
9440         rsurface.modeltexcoordtexture2f  = texcoord2f;
9441         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9442         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9443         rsurface.modeltexcoordlightmap2f  = NULL;
9444         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9445         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9446         rsurface.modelelement3i = element3i;
9447         rsurface.modelelement3s = element3s;
9448         rsurface.modelelement3i_bufferobject = 0;
9449         rsurface.modelelement3s_bufferobject = 0;
9450         rsurface.modellightmapoffsets = NULL;
9451         rsurface.modelsurfaces = NULL;
9452         rsurface.vertex3f  = rsurface.modelvertex3f;
9453         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9454         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9455         rsurface.svector3f = rsurface.modelsvector3f;
9456         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9457         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9458         rsurface.tvector3f = rsurface.modeltvector3f;
9459         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9460         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9461         rsurface.normal3f  = rsurface.modelnormal3f;
9462         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9463         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9464         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9465
9466         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9467         {
9468                 if ((wantnormals || wanttangents) && !normal3f)
9469                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9470                 if (wanttangents && !svector3f)
9471                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9472         }
9473 }
9474
9475 float RSurf_FogPoint(const float *v)
9476 {
9477         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9478         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9479         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9480         float FogHeightFade = r_refdef.fogheightfade;
9481         float fogfrac;
9482         unsigned int fogmasktableindex;
9483         if (r_refdef.fogplaneviewabove)
9484                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9485         else
9486                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9487         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9488         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9489 }
9490
9491 float RSurf_FogVertex(const float *v)
9492 {
9493         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9494         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9495         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9496         float FogHeightFade = rsurface.fogheightfade;
9497         float fogfrac;
9498         unsigned int fogmasktableindex;
9499         if (r_refdef.fogplaneviewabove)
9500                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9501         else
9502                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9503         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9504         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9505 }
9506
9507 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9508 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9509 {
9510         int deformindex;
9511         int texturesurfaceindex;
9512         int i, j;
9513         float amplitude;
9514         float animpos;
9515         float scale;
9516         const float *v1, *in_tc;
9517         float *out_tc;
9518         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9519         float waveparms[4];
9520         q3shaderinfo_deform_t *deform;
9521         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9522         if (rsurface.generatedvertex)
9523         {
9524                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9525                         generatenormals = true;
9526                 for (i = 0;i < Q3MAXDEFORMS;i++)
9527                 {
9528                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9529                         {
9530                                 generatetangents = true;
9531                                 generatenormals = true;
9532                         }
9533                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9534                                 generatenormals = true;
9535                 }
9536                 if (generatenormals && !rsurface.modelnormal3f)
9537                 {
9538                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9539                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9540                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9541                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9542                 }
9543                 if (generatetangents && !rsurface.modelsvector3f)
9544                 {
9545                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9546                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9547                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9548                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9549                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9550                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9551                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9552                 }
9553         }
9554         rsurface.vertex3f  = rsurface.modelvertex3f;
9555         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9556         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9557         rsurface.svector3f = rsurface.modelsvector3f;
9558         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9559         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9560         rsurface.tvector3f = rsurface.modeltvector3f;
9561         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9562         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9563         rsurface.normal3f  = rsurface.modelnormal3f;
9564         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9565         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9566         // if vertices are deformed (sprite flares and things in maps, possibly
9567         // water waves, bulges and other deformations), generate them into
9568         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9569         // (may be static model data or generated data for an animated model, or
9570         //  the previous deform pass)
9571         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9572         {
9573                 switch (deform->deform)
9574                 {
9575                 default:
9576                 case Q3DEFORM_PROJECTIONSHADOW:
9577                 case Q3DEFORM_TEXT0:
9578                 case Q3DEFORM_TEXT1:
9579                 case Q3DEFORM_TEXT2:
9580                 case Q3DEFORM_TEXT3:
9581                 case Q3DEFORM_TEXT4:
9582                 case Q3DEFORM_TEXT5:
9583                 case Q3DEFORM_TEXT6:
9584                 case Q3DEFORM_TEXT7:
9585                 case Q3DEFORM_NONE:
9586                         break;
9587                 case Q3DEFORM_AUTOSPRITE:
9588                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9589                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9590                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9591                         VectorNormalize(newforward);
9592                         VectorNormalize(newright);
9593                         VectorNormalize(newup);
9594                         // make deformed versions of only the model vertices used by the specified surfaces
9595                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9596                         {
9597                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9598                                 // a single autosprite surface can contain multiple sprites...
9599                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9600                                 {
9601                                         VectorClear(center);
9602                                         for (i = 0;i < 4;i++)
9603                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9604                                         VectorScale(center, 0.25f, center);
9605                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9606                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9607                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9608                                         for (i = 0;i < 4;i++)
9609                                         {
9610                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9611                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9612                                         }
9613                                 }
9614                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9615                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9616                         }
9617                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9618                         rsurface.vertex3f_bufferobject = 0;
9619                         rsurface.vertex3f_bufferoffset = 0;
9620                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9621                         rsurface.svector3f_bufferobject = 0;
9622                         rsurface.svector3f_bufferoffset = 0;
9623                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9624                         rsurface.tvector3f_bufferobject = 0;
9625                         rsurface.tvector3f_bufferoffset = 0;
9626                         rsurface.normal3f = rsurface.array_deformednormal3f;
9627                         rsurface.normal3f_bufferobject = 0;
9628                         rsurface.normal3f_bufferoffset = 0;
9629                         break;
9630                 case Q3DEFORM_AUTOSPRITE2:
9631                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9632                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9633                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9634                         VectorNormalize(newforward);
9635                         VectorNormalize(newright);
9636                         VectorNormalize(newup);
9637                         // make deformed versions of only the model vertices used by the specified surfaces
9638                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9639                         {
9640                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9641                                 const float *v1, *v2;
9642                                 vec3_t start, end;
9643                                 float f, l;
9644                                 struct
9645                                 {
9646                                         float length2;
9647                                         const float *v1;
9648                                         const float *v2;
9649                                 }
9650                                 shortest[2];
9651                                 memset(shortest, 0, sizeof(shortest));
9652                                 // a single autosprite surface can contain multiple sprites...
9653                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9654                                 {
9655                                         VectorClear(center);
9656                                         for (i = 0;i < 4;i++)
9657                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9658                                         VectorScale(center, 0.25f, center);
9659                                         // find the two shortest edges, then use them to define the
9660                                         // axis vectors for rotating around the central axis
9661                                         for (i = 0;i < 6;i++)
9662                                         {
9663                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9664                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9665 #if 0
9666                                                 Debug_PolygonBegin(NULL, 0);
9667                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9668                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9669                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9670                                                 Debug_PolygonEnd();
9671 #endif
9672                                                 l = VectorDistance2(v1, v2);
9673                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9674                                                 if (v1[2] != v2[2])
9675                                                         l += (1.0f / 1024.0f);
9676                                                 if (shortest[0].length2 > l || i == 0)
9677                                                 {
9678                                                         shortest[1] = shortest[0];
9679                                                         shortest[0].length2 = l;
9680                                                         shortest[0].v1 = v1;
9681                                                         shortest[0].v2 = v2;
9682                                                 }
9683                                                 else if (shortest[1].length2 > l || i == 1)
9684                                                 {
9685                                                         shortest[1].length2 = l;
9686                                                         shortest[1].v1 = v1;
9687                                                         shortest[1].v2 = v2;
9688                                                 }
9689                                         }
9690                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9691                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9692 #if 0
9693                                         Debug_PolygonBegin(NULL, 0);
9694                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9695                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9696                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9697                                         Debug_PolygonEnd();
9698 #endif
9699                                         // this calculates the right vector from the shortest edge
9700                                         // and the up vector from the edge midpoints
9701                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9702                                         VectorNormalize(right);
9703                                         VectorSubtract(end, start, up);
9704                                         VectorNormalize(up);
9705                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9706                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9707                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9708                                         VectorNegate(forward, forward);
9709                                         VectorReflect(forward, 0, up, forward);
9710                                         VectorNormalize(forward);
9711                                         CrossProduct(up, forward, newright);
9712                                         VectorNormalize(newright);
9713 #if 0
9714                                         Debug_PolygonBegin(NULL, 0);
9715                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9716                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9717                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9718                                         Debug_PolygonEnd();
9719 #endif
9720 #if 0
9721                                         Debug_PolygonBegin(NULL, 0);
9722                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9723                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9724                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9725                                         Debug_PolygonEnd();
9726 #endif
9727                                         // rotate the quad around the up axis vector, this is made
9728                                         // especially easy by the fact we know the quad is flat,
9729                                         // so we only have to subtract the center position and
9730                                         // measure distance along the right vector, and then
9731                                         // multiply that by the newright vector and add back the
9732                                         // center position
9733                                         // we also need to subtract the old position to undo the
9734                                         // displacement from the center, which we do with a
9735                                         // DotProduct, the subtraction/addition of center is also
9736                                         // optimized into DotProducts here
9737                                         l = DotProduct(right, center);
9738                                         for (i = 0;i < 4;i++)
9739                                         {
9740                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9741                                                 f = DotProduct(right, v1) - l;
9742                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9743                                         }
9744                                 }
9745                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9746                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9747                         }
9748                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9749                         rsurface.vertex3f_bufferobject = 0;
9750                         rsurface.vertex3f_bufferoffset = 0;
9751                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9752                         rsurface.svector3f_bufferobject = 0;
9753                         rsurface.svector3f_bufferoffset = 0;
9754                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9755                         rsurface.tvector3f_bufferobject = 0;
9756                         rsurface.tvector3f_bufferoffset = 0;
9757                         rsurface.normal3f = rsurface.array_deformednormal3f;
9758                         rsurface.normal3f_bufferobject = 0;
9759                         rsurface.normal3f_bufferoffset = 0;
9760                         break;
9761                 case Q3DEFORM_NORMAL:
9762                         // deform the normals to make reflections wavey
9763                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9764                         {
9765                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9766                                 for (j = 0;j < surface->num_vertices;j++)
9767                                 {
9768                                         float vertex[3];
9769                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9770                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9771                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9772                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9773                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9774                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9775                                         VectorNormalize(normal);
9776                                 }
9777                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9778                         }
9779                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9780                         rsurface.svector3f_bufferobject = 0;
9781                         rsurface.svector3f_bufferoffset = 0;
9782                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9783                         rsurface.tvector3f_bufferobject = 0;
9784                         rsurface.tvector3f_bufferoffset = 0;
9785                         rsurface.normal3f = rsurface.array_deformednormal3f;
9786                         rsurface.normal3f_bufferobject = 0;
9787                         rsurface.normal3f_bufferoffset = 0;
9788                         break;
9789                 case Q3DEFORM_WAVE:
9790                         // deform vertex array to make wavey water and flags and such
9791                         waveparms[0] = deform->waveparms[0];
9792                         waveparms[1] = deform->waveparms[1];
9793                         waveparms[2] = deform->waveparms[2];
9794                         waveparms[3] = deform->waveparms[3];
9795                         // this is how a divisor of vertex influence on deformation
9796                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9797                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9798                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9799                         {
9800                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9801                                 for (j = 0;j < surface->num_vertices;j++)
9802                                 {
9803                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9804                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9805                                         // if the wavefunc depends on time, evaluate it per-vertex
9806                                         if (waveparms[3])
9807                                         {
9808                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9809                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9810                                         }
9811                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9812                                 }
9813                         }
9814                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9815                         rsurface.vertex3f_bufferobject = 0;
9816                         rsurface.vertex3f_bufferoffset = 0;
9817                         break;
9818                 case Q3DEFORM_BULGE:
9819                         // deform vertex array to make the surface have moving bulges
9820                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9821                         {
9822                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9823                                 for (j = 0;j < surface->num_vertices;j++)
9824                                 {
9825                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9826                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9827                                 }
9828                         }
9829                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9830                         rsurface.vertex3f_bufferobject = 0;
9831                         rsurface.vertex3f_bufferoffset = 0;
9832                         break;
9833                 case Q3DEFORM_MOVE:
9834                         // deform vertex array
9835                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9836                         VectorScale(deform->parms, scale, waveparms);
9837                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9838                         {
9839                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9840                                 for (j = 0;j < surface->num_vertices;j++)
9841                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9842                         }
9843                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9844                         rsurface.vertex3f_bufferobject = 0;
9845                         rsurface.vertex3f_bufferoffset = 0;
9846                         break;
9847                 }
9848         }
9849         // generate texcoords based on the chosen texcoord source
9850         switch(rsurface.texture->tcgen.tcgen)
9851         {
9852         default:
9853         case Q3TCGEN_TEXTURE:
9854                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9855                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9856                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9857                 break;
9858         case Q3TCGEN_LIGHTMAP:
9859                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9860                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9861                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9862                 break;
9863         case Q3TCGEN_VECTOR:
9864                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9865                 {
9866                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9867                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9868                         {
9869                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9870                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9871                         }
9872                 }
9873                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9874                 rsurface.texcoordtexture2f_bufferobject  = 0;
9875                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9876                 break;
9877         case Q3TCGEN_ENVIRONMENT:
9878                 // make environment reflections using a spheremap
9879                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9880                 {
9881                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9882                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9883                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9884                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9885                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9886                         {
9887                                 // identical to Q3A's method, but executed in worldspace so
9888                                 // carried models can be shiny too
9889
9890                                 float viewer[3], d, reflected[3], worldreflected[3];
9891
9892                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9893                                 // VectorNormalize(viewer);
9894
9895                                 d = DotProduct(normal, viewer);
9896
9897                                 reflected[0] = normal[0]*2*d - viewer[0];
9898                                 reflected[1] = normal[1]*2*d - viewer[1];
9899                                 reflected[2] = normal[2]*2*d - viewer[2];
9900                                 // note: this is proportinal to viewer, so we can normalize later
9901
9902                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9903                                 VectorNormalize(worldreflected);
9904
9905                                 // note: this sphere map only uses world x and z!
9906                                 // so positive and negative y will LOOK THE SAME.
9907                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9908                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9909                         }
9910                 }
9911                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9912                 rsurface.texcoordtexture2f_bufferobject  = 0;
9913                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9914                 break;
9915         }
9916         // the only tcmod that needs software vertex processing is turbulent, so
9917         // check for it here and apply the changes if needed
9918         // and we only support that as the first one
9919         // (handling a mixture of turbulent and other tcmods would be problematic
9920         //  without punting it entirely to a software path)
9921         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9922         {
9923                 amplitude = rsurface.texture->tcmods[0].parms[1];
9924                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9925                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9926                 {
9927                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9928                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9929                         {
9930                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9931                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9932                         }
9933                 }
9934                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9935                 rsurface.texcoordtexture2f_bufferobject  = 0;
9936                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9937         }
9938         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9939         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9940         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9941         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9942 }
9943
9944 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9945 {
9946         int i, j;
9947         const msurface_t *surface = texturesurfacelist[0];
9948         const msurface_t *surface2;
9949         int firstvertex;
9950         int endvertex;
9951         int numvertices;
9952         int numtriangles;
9953         // TODO: lock all array ranges before render, rather than on each surface
9954         if (texturenumsurfaces == 1)
9955                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9956         else if (r_batchmode.integer == 2)
9957         {
9958                 #define MAXBATCHTRIANGLES 4096
9959                 int batchtriangles = 0;
9960                 static int batchelements[MAXBATCHTRIANGLES*3];
9961                 for (i = 0;i < texturenumsurfaces;i = j)
9962                 {
9963                         surface = texturesurfacelist[i];
9964                         j = i + 1;
9965                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9966                         {
9967                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9968                                 continue;
9969                         }
9970                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9971                         batchtriangles = surface->num_triangles;
9972                         firstvertex = surface->num_firstvertex;
9973                         endvertex = surface->num_firstvertex + surface->num_vertices;
9974                         for (;j < texturenumsurfaces;j++)
9975                         {
9976                                 surface2 = texturesurfacelist[j];
9977                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9978                                         break;
9979                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9980                                 batchtriangles += surface2->num_triangles;
9981                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9982                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9983                         }
9984                         surface2 = texturesurfacelist[j-1];
9985                         numvertices = endvertex - firstvertex;
9986                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9987                 }
9988         }
9989         else if (r_batchmode.integer == 1)
9990         {
9991                 for (i = 0;i < texturenumsurfaces;i = j)
9992                 {
9993                         surface = texturesurfacelist[i];
9994                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
9995                                 if (texturesurfacelist[j] != surface2)
9996                                         break;
9997                         surface2 = texturesurfacelist[j-1];
9998                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
9999                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10000                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10001                 }
10002         }
10003         else
10004         {
10005                 for (i = 0;i < texturenumsurfaces;i++)
10006                 {
10007                         surface = texturesurfacelist[i];
10008                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10009                 }
10010         }
10011 }
10012
10013 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10014 {
10015         switch(vid.renderpath)
10016         {
10017         case RENDERPATH_CGGL:
10018 #ifdef SUPPORTCG
10019                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10020                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10021 #endif
10022                 break;
10023         case RENDERPATH_GL20:
10024                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10025                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10026                 break;
10027         case RENDERPATH_GL13:
10028         case RENDERPATH_GL11:
10029                 R_Mesh_TexBind(0, surface->lightmaptexture);
10030                 break;
10031         }
10032 }
10033
10034 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10035 {
10036         // pick the closest matching water plane and bind textures
10037         int planeindex, vertexindex;
10038         float d, bestd;
10039         vec3_t vert;
10040         const float *v;
10041         r_waterstate_waterplane_t *p, *bestp;
10042         bestd = 0;
10043         bestp = NULL;
10044         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10045         {
10046                 d = 0;
10047                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10048                 {
10049                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10050                         d += fabs(PlaneDiff(vert, &p->plane));
10051                 }
10052                 if (bestd > d || !bestp)
10053                 {
10054                         bestd = d;
10055                         bestp = p;
10056                 }
10057         }
10058         switch(vid.renderpath)
10059         {
10060         case RENDERPATH_CGGL:
10061 #ifdef SUPPORTCG
10062                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10063                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10064 #endif
10065                 break;
10066         case RENDERPATH_GL20:
10067                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10068                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10069                 break;
10070         case RENDERPATH_GL13:
10071         case RENDERPATH_GL11:
10072                 break;
10073         }
10074 }
10075
10076 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10077 {
10078         int i;
10079         const msurface_t *surface;
10080         if (r_waterstate.renderingscene)
10081                 return;
10082         for (i = 0;i < texturenumsurfaces;i++)
10083         {
10084                 surface = texturesurfacelist[i];
10085                 RSurf_BindLightmapForSurface(surface);
10086                 RSurf_BindReflectionForSurface(surface);
10087                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10088         }
10089 }
10090
10091 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10092 {
10093         int i;
10094         int j;
10095         const msurface_t *surface = texturesurfacelist[0];
10096         const msurface_t *surface2;
10097         int firstvertex;
10098         int endvertex;
10099         int numvertices;
10100         int numtriangles;
10101         if (texturenumsurfaces == 1)
10102         {
10103                 RSurf_BindLightmapForSurface(surface);
10104                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10105         }
10106         else if (r_batchmode.integer == 2)
10107         {
10108 #define MAXBATCHTRIANGLES 4096
10109                 int batchtriangles = 0;
10110                 static int batchelements[MAXBATCHTRIANGLES*3];
10111                 for (i = 0;i < texturenumsurfaces;i = j)
10112                 {
10113                         surface = texturesurfacelist[i];
10114                         RSurf_BindLightmapForSurface(surface);
10115                         j = i + 1;
10116                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10117                         {
10118                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10119                                 continue;
10120                         }
10121                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10122                         batchtriangles = surface->num_triangles;
10123                         firstvertex = surface->num_firstvertex;
10124                         endvertex = surface->num_firstvertex + surface->num_vertices;
10125                         for (;j < texturenumsurfaces;j++)
10126                         {
10127                                 surface2 = texturesurfacelist[j];
10128                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10129                                         break;
10130                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10131                                 batchtriangles += surface2->num_triangles;
10132                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10133                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10134                         }
10135                         surface2 = texturesurfacelist[j-1];
10136                         numvertices = endvertex - firstvertex;
10137                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10138                 }
10139         }
10140         else if (r_batchmode.integer == 1)
10141         {
10142 #if 0
10143                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10144                 for (i = 0;i < texturenumsurfaces;i = j)
10145                 {
10146                         surface = texturesurfacelist[i];
10147                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10148                                 if (texturesurfacelist[j] != surface2)
10149                                         break;
10150                         Con_Printf(" %i", j - i);
10151                 }
10152                 Con_Printf("\n");
10153                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10154 #endif
10155                 for (i = 0;i < texturenumsurfaces;i = j)
10156                 {
10157                         surface = texturesurfacelist[i];
10158                         RSurf_BindLightmapForSurface(surface);
10159                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10160                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10161                                         break;
10162 #if 0
10163                         Con_Printf(" %i", j - i);
10164 #endif
10165                         surface2 = texturesurfacelist[j-1];
10166                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10167                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10168                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10169                 }
10170 #if 0
10171                 Con_Printf("\n");
10172 #endif
10173         }
10174         else
10175         {
10176                 for (i = 0;i < texturenumsurfaces;i++)
10177                 {
10178                         surface = texturesurfacelist[i];
10179                         RSurf_BindLightmapForSurface(surface);
10180                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10181                 }
10182         }
10183 }
10184
10185 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10186 {
10187         int j;
10188         int texturesurfaceindex;
10189         if (r_showsurfaces.integer == 2)
10190         {
10191                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10192                 {
10193                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10194                         for (j = 0;j < surface->num_triangles;j++)
10195                         {
10196                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10197                                 GL_Color(f, f, f, 1);
10198                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10199                         }
10200                 }
10201         }
10202         else
10203         {
10204                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10205                 {
10206                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10207                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10208                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10209                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10210                 }
10211         }
10212 }
10213
10214 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10215 {
10216         int texturesurfaceindex;
10217         int i;
10218         const float *v;
10219         float *c2;
10220         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10221         {
10222                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10223                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10224                 {
10225                         c2[0] = 0.5;
10226                         c2[1] = 0.5;
10227                         c2[2] = 0.5;
10228                         c2[3] = 1;
10229                 }
10230         }
10231         rsurface.lightmapcolor4f = rsurface.array_color4f;
10232         rsurface.lightmapcolor4f_bufferobject = 0;
10233         rsurface.lightmapcolor4f_bufferoffset = 0;
10234 }
10235
10236 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10237 {
10238         int texturesurfaceindex;
10239         int i;
10240         float f;
10241         const float *v;
10242         const float *c;
10243         float *c2;
10244         if (rsurface.lightmapcolor4f)
10245         {
10246                 // generate color arrays for the surfaces in this list
10247                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10248                 {
10249                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10250                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10251                         {
10252                                 f = RSurf_FogVertex(v);
10253                                 c2[0] = c[0] * f;
10254                                 c2[1] = c[1] * f;
10255                                 c2[2] = c[2] * f;
10256                                 c2[3] = c[3];
10257                         }
10258                 }
10259         }
10260         else
10261         {
10262                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10263                 {
10264                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10265                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10266                         {
10267                                 f = RSurf_FogVertex(v);
10268                                 c2[0] = f;
10269                                 c2[1] = f;
10270                                 c2[2] = f;
10271                                 c2[3] = 1;
10272                         }
10273                 }
10274         }
10275         rsurface.lightmapcolor4f = rsurface.array_color4f;
10276         rsurface.lightmapcolor4f_bufferobject = 0;
10277         rsurface.lightmapcolor4f_bufferoffset = 0;
10278 }
10279
10280 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10281 {
10282         int texturesurfaceindex;
10283         int i;
10284         float f;
10285         const float *v;
10286         const float *c;
10287         float *c2;
10288         if (!rsurface.lightmapcolor4f)
10289                 return;
10290         // generate color arrays for the surfaces in this list
10291         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10292         {
10293                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10294                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10295                 {
10296                         f = RSurf_FogVertex(v);
10297                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10298                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10299                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10300                         c2[3] = c[3];
10301                 }
10302         }
10303         rsurface.lightmapcolor4f = rsurface.array_color4f;
10304         rsurface.lightmapcolor4f_bufferobject = 0;
10305         rsurface.lightmapcolor4f_bufferoffset = 0;
10306 }
10307
10308 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10309 {
10310         int texturesurfaceindex;
10311         int i;
10312         const float *c;
10313         float *c2;
10314         if (!rsurface.lightmapcolor4f)
10315                 return;
10316         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10317         {
10318                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10319                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10320                 {
10321                         c2[0] = c[0] * r;
10322                         c2[1] = c[1] * g;
10323                         c2[2] = c[2] * b;
10324                         c2[3] = c[3] * a;
10325                 }
10326         }
10327         rsurface.lightmapcolor4f = rsurface.array_color4f;
10328         rsurface.lightmapcolor4f_bufferobject = 0;
10329         rsurface.lightmapcolor4f_bufferoffset = 0;
10330 }
10331
10332 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10333 {
10334         int texturesurfaceindex;
10335         int i;
10336         const float *c;
10337         float *c2;
10338         if (!rsurface.lightmapcolor4f)
10339                 return;
10340         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10341         {
10342                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10343                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10344                 {
10345                         c2[0] = c[0] + r_refdef.scene.ambient;
10346                         c2[1] = c[1] + r_refdef.scene.ambient;
10347                         c2[2] = c[2] + r_refdef.scene.ambient;
10348                         c2[3] = c[3];
10349                 }
10350         }
10351         rsurface.lightmapcolor4f = rsurface.array_color4f;
10352         rsurface.lightmapcolor4f_bufferobject = 0;
10353         rsurface.lightmapcolor4f_bufferoffset = 0;
10354 }
10355
10356 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10357 {
10358         // TODO: optimize
10359         rsurface.lightmapcolor4f = NULL;
10360         rsurface.lightmapcolor4f_bufferobject = 0;
10361         rsurface.lightmapcolor4f_bufferoffset = 0;
10362         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10363         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10364         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10365         GL_Color(r, g, b, a);
10366         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10367 }
10368
10369 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10370 {
10371         // TODO: optimize applyfog && applycolor case
10372         // just apply fog if necessary, and tint the fog color array if necessary
10373         rsurface.lightmapcolor4f = NULL;
10374         rsurface.lightmapcolor4f_bufferobject = 0;
10375         rsurface.lightmapcolor4f_bufferoffset = 0;
10376         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10377         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10378         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10379         GL_Color(r, g, b, a);
10380         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10381 }
10382
10383 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10384 {
10385         int texturesurfaceindex;
10386         int i;
10387         float *c;
10388         // TODO: optimize
10389         if (texturesurfacelist[0]->lightmapinfo)
10390         {
10391                 // generate color arrays for the surfaces in this list
10392                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10393                 {
10394                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10395                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10396                         {
10397                                 if (surface->lightmapinfo->samples)
10398                                 {
10399                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10400                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10401                                         VectorScale(lm, scale, c);
10402                                         if (surface->lightmapinfo->styles[1] != 255)
10403                                         {
10404                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10405                                                 lm += size3;
10406                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10407                                                 VectorMA(c, scale, lm, c);
10408                                                 if (surface->lightmapinfo->styles[2] != 255)
10409                                                 {
10410                                                         lm += size3;
10411                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10412                                                         VectorMA(c, scale, lm, c);
10413                                                         if (surface->lightmapinfo->styles[3] != 255)
10414                                                         {
10415                                                                 lm += size3;
10416                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10417                                                                 VectorMA(c, scale, lm, c);
10418                                                         }
10419                                                 }
10420                                         }
10421                                 }
10422                                 else
10423                                         VectorClear(c);
10424                                 c[3] = 1;
10425                         }
10426                 }
10427                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10428                 rsurface.lightmapcolor4f_bufferobject = 0;
10429                 rsurface.lightmapcolor4f_bufferoffset = 0;
10430         }
10431         else
10432         {
10433                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10434                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10435                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10436         }
10437         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10438         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10439         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10440         GL_Color(r, g, b, a);
10441         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10442 }
10443
10444 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10445 {
10446         int texturesurfaceindex;
10447         int i;
10448         float f;
10449         float alpha;
10450         const float *v;
10451         const float *n;
10452         float *c;
10453         vec3_t ambientcolor;
10454         vec3_t diffusecolor;
10455         vec3_t lightdir;
10456         // TODO: optimize
10457         // model lighting
10458         VectorCopy(rsurface.modellight_lightdir, lightdir);
10459         f = 0.5f * r_refdef.lightmapintensity;
10460         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10461         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10462         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10463         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10464         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10465         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10466         alpha = *a;
10467         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10468         {
10469                 // generate color arrays for the surfaces in this list
10470                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10471                 {
10472                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10473                         int numverts = surface->num_vertices;
10474                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10475                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10476                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10477                         // q3-style directional shading
10478                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10479                         {
10480                                 if ((f = DotProduct(n, lightdir)) > 0)
10481                                         VectorMA(ambientcolor, f, diffusecolor, c);
10482                                 else
10483                                         VectorCopy(ambientcolor, c);
10484                                 c[3] = alpha;
10485                         }
10486                 }
10487                 *r = 1;
10488                 *g = 1;
10489                 *b = 1;
10490                 *a = 1;
10491                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10492                 rsurface.lightmapcolor4f_bufferobject = 0;
10493                 rsurface.lightmapcolor4f_bufferoffset = 0;
10494                 *applycolor = false;
10495         }
10496         else
10497         {
10498                 *r = ambientcolor[0];
10499                 *g = ambientcolor[1];
10500                 *b = ambientcolor[2];
10501                 rsurface.lightmapcolor4f = NULL;
10502                 rsurface.lightmapcolor4f_bufferobject = 0;
10503                 rsurface.lightmapcolor4f_bufferoffset = 0;
10504         }
10505 }
10506
10507 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10508 {
10509         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10510         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10511         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10512         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10513         GL_Color(r, g, b, a);
10514         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10515 }
10516
10517 void RSurf_SetupDepthAndCulling(void)
10518 {
10519         // submodels are biased to avoid z-fighting with world surfaces that they
10520         // may be exactly overlapping (avoids z-fighting artifacts on certain
10521         // doors and things in Quake maps)
10522         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10523         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10524         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10525         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10526 }
10527
10528 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10529 {
10530         // transparent sky would be ridiculous
10531         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10532                 return;
10533         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10534         skyrenderlater = true;
10535         RSurf_SetupDepthAndCulling();
10536         GL_DepthMask(true);
10537         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10538         // skymasking on them, and Quake3 never did sky masking (unlike
10539         // software Quake and software Quake2), so disable the sky masking
10540         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10541         // and skymasking also looks very bad when noclipping outside the
10542         // level, so don't use it then either.
10543         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10544         {
10545                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10546                 R_Mesh_ColorPointer(NULL, 0, 0);
10547                 R_Mesh_ResetTextureState();
10548                 if (skyrendermasked)
10549                 {
10550                         R_SetupShader_DepthOrShadow();
10551                         // depth-only (masking)
10552                         GL_ColorMask(0,0,0,0);
10553                         // just to make sure that braindead drivers don't draw
10554                         // anything despite that colormask...
10555                         GL_BlendFunc(GL_ZERO, GL_ONE);
10556                 }
10557                 else
10558                 {
10559                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10560                         // fog sky
10561                         GL_BlendFunc(GL_ONE, GL_ZERO);
10562                 }
10563                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10564                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10565                 if (skyrendermasked)
10566                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10567         }
10568         R_Mesh_ResetTextureState();
10569         GL_Color(1, 1, 1, 1);
10570 }
10571
10572 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10573 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10574 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10575 {
10576         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10577                 return;
10578         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10579         if (prepass)
10580         {
10581                 // render screenspace normalmap to texture
10582                 GL_DepthMask(true);
10583                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10584                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10585         }
10586         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10587         {
10588                 // render water or distortion background, then blend surface on top
10589                 GL_DepthMask(true);
10590                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10591                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10592                 GL_DepthMask(false);
10593                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10594                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10595                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10596                 else
10597                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10598         }
10599         else
10600         {
10601                 // render surface normally
10602                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10603                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10605                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10606                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10607                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10608                 else
10609                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10610         }
10611 }
10612
10613 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10614 {
10615         // OpenGL 1.3 path - anything not completely ancient
10616         int texturesurfaceindex;
10617         qboolean applycolor;
10618         qboolean applyfog;
10619         int layerindex;
10620         const texturelayer_t *layer;
10621         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10622
10623         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10624         {
10625                 vec4_t layercolor;
10626                 int layertexrgbscale;
10627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10628                 {
10629                         if (layerindex == 0)
10630                                 GL_AlphaTest(true);
10631                         else
10632                         {
10633                                 GL_AlphaTest(false);
10634                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10635                         }
10636                 }
10637                 GL_DepthMask(layer->depthmask && writedepth);
10638                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10639                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10640                 {
10641                         layertexrgbscale = 4;
10642                         VectorScale(layer->color, 0.25f, layercolor);
10643                 }
10644                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10645                 {
10646                         layertexrgbscale = 2;
10647                         VectorScale(layer->color, 0.5f, layercolor);
10648                 }
10649                 else
10650                 {
10651                         layertexrgbscale = 1;
10652                         VectorScale(layer->color, 1.0f, layercolor);
10653                 }
10654                 layercolor[3] = layer->color[3];
10655                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10656                 R_Mesh_ColorPointer(NULL, 0, 0);
10657                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10658                 switch (layer->type)
10659                 {
10660                 case TEXTURELAYERTYPE_LITTEXTURE:
10661                         // single-pass lightmapped texture with 2x rgbscale
10662                         R_Mesh_TexBind(0, r_texture_white);
10663                         R_Mesh_TexMatrix(0, NULL);
10664                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10665                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10666                         R_Mesh_TexBind(1, layer->texture);
10667                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10668                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10669                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10670                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10671                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10672                         else if (rsurface.uselightmaptexture)
10673                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10674                         else
10675                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10676                         break;
10677                 case TEXTURELAYERTYPE_TEXTURE:
10678                         // singletexture unlit texture with transparency support
10679                         R_Mesh_TexBind(0, layer->texture);
10680                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10681                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10682                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10683                         R_Mesh_TexBind(1, 0);
10684                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10685                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10686                         break;
10687                 case TEXTURELAYERTYPE_FOG:
10688                         // singletexture fogging
10689                         if (layer->texture)
10690                         {
10691                                 R_Mesh_TexBind(0, layer->texture);
10692                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10693                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10694                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10695                         }
10696                         else
10697                         {
10698                                 R_Mesh_TexBind(0, 0);
10699                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10700                         }
10701                         R_Mesh_TexBind(1, 0);
10702                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10703                         // generate a color array for the fog pass
10704                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10705                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10706                         {
10707                                 int i;
10708                                 float f;
10709                                 const float *v;
10710                                 float *c;
10711                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10712                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10713                                 {
10714                                         f = 1 - RSurf_FogVertex(v);
10715                                         c[0] = layercolor[0];
10716                                         c[1] = layercolor[1];
10717                                         c[2] = layercolor[2];
10718                                         c[3] = f * layercolor[3];
10719                                 }
10720                         }
10721                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10722                         break;
10723                 default:
10724                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10725                 }
10726         }
10727         CHECKGLERROR
10728         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10729         {
10730                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10731                 GL_AlphaTest(false);
10732         }
10733 }
10734
10735 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10736 {
10737         // OpenGL 1.1 - crusty old voodoo path
10738         int texturesurfaceindex;
10739         qboolean applyfog;
10740         int layerindex;
10741         const texturelayer_t *layer;
10742         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10743
10744         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10745         {
10746                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10747                 {
10748                         if (layerindex == 0)
10749                                 GL_AlphaTest(true);
10750                         else
10751                         {
10752                                 GL_AlphaTest(false);
10753                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10754                         }
10755                 }
10756                 GL_DepthMask(layer->depthmask && writedepth);
10757                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10758                 R_Mesh_ColorPointer(NULL, 0, 0);
10759                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10760                 switch (layer->type)
10761                 {
10762                 case TEXTURELAYERTYPE_LITTEXTURE:
10763                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10764                         {
10765                                 // two-pass lit texture with 2x rgbscale
10766                                 // first the lightmap pass
10767                                 R_Mesh_TexBind(0, r_texture_white);
10768                                 R_Mesh_TexMatrix(0, NULL);
10769                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10770                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10771                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10772                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10773                                 else if (rsurface.uselightmaptexture)
10774                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10775                                 else
10776                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10777                                 // then apply the texture to it
10778                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10779                                 R_Mesh_TexBind(0, layer->texture);
10780                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10781                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10782                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10783                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10784                         }
10785                         else
10786                         {
10787                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10788                                 R_Mesh_TexBind(0, layer->texture);
10789                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10790                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10791                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10792                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10793                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10794                                 else
10795                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10796                         }
10797                         break;
10798                 case TEXTURELAYERTYPE_TEXTURE:
10799                         // singletexture unlit texture with transparency support
10800                         R_Mesh_TexBind(0, layer->texture);
10801                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10802                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10803                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10804                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10805                         break;
10806                 case TEXTURELAYERTYPE_FOG:
10807                         // singletexture fogging
10808                         if (layer->texture)
10809                         {
10810                                 R_Mesh_TexBind(0, layer->texture);
10811                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10812                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10813                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10814                         }
10815                         else
10816                         {
10817                                 R_Mesh_TexBind(0, 0);
10818                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10819                         }
10820                         // generate a color array for the fog pass
10821                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10822                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10823                         {
10824                                 int i;
10825                                 float f;
10826                                 const float *v;
10827                                 float *c;
10828                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10829                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10830                                 {
10831                                         f = 1 - RSurf_FogVertex(v);
10832                                         c[0] = layer->color[0];
10833                                         c[1] = layer->color[1];
10834                                         c[2] = layer->color[2];
10835                                         c[3] = f * layer->color[3];
10836                                 }
10837                         }
10838                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10839                         break;
10840                 default:
10841                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10842                 }
10843         }
10844         CHECKGLERROR
10845         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10846         {
10847                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10848                 GL_AlphaTest(false);
10849         }
10850 }
10851
10852 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10853 {
10854         float c[4];
10855
10856         GL_AlphaTest(false);
10857         R_Mesh_ColorPointer(NULL, 0, 0);
10858         R_Mesh_ResetTextureState();
10859         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10860
10861         if(rsurface.texture && rsurface.texture->currentskinframe)
10862         {
10863                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10864                 c[3] *= rsurface.texture->currentalpha;
10865         }
10866         else
10867         {
10868                 c[0] = 1;
10869                 c[1] = 0;
10870                 c[2] = 1;
10871                 c[3] = 1;
10872         }
10873
10874         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10875         {
10876                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10877                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10878                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10879         }
10880
10881         // brighten it up (as texture value 127 means "unlit")
10882         c[0] *= 2 * r_refdef.view.colorscale;
10883         c[1] *= 2 * r_refdef.view.colorscale;
10884         c[2] *= 2 * r_refdef.view.colorscale;
10885
10886         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10887                 c[3] *= r_wateralpha.value;
10888
10889         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10890         {
10891                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10892                 GL_DepthMask(false);
10893         }
10894         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10895         {
10896                 GL_BlendFunc(GL_ONE, GL_ONE);
10897                 GL_DepthMask(false);
10898         }
10899         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10900         {
10901                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10902                 GL_DepthMask(false);
10903         }
10904         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10905         {
10906                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10907                 GL_DepthMask(false);
10908         }
10909         else
10910         {
10911                 GL_BlendFunc(GL_ONE, GL_ZERO);
10912                 GL_DepthMask(writedepth);
10913         }
10914
10915         rsurface.lightmapcolor4f = NULL;
10916
10917         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10918         {
10919                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10920
10921                 rsurface.lightmapcolor4f = NULL;
10922                 rsurface.lightmapcolor4f_bufferobject = 0;
10923                 rsurface.lightmapcolor4f_bufferoffset = 0;
10924         }
10925         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10926         {
10927                 qboolean applycolor = true;
10928                 float one = 1.0;
10929
10930                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10931
10932                 r_refdef.lightmapintensity = 1;
10933                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10934                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10935         }
10936         else
10937         {
10938                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10939
10940                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10941                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10942                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10943         }
10944
10945         if(!rsurface.lightmapcolor4f)
10946                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10947
10948         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10949         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10950         if(r_refdef.fogenabled)
10951                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10952
10953         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10954         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10955 }
10956
10957 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10958 {
10959         CHECKGLERROR
10960         RSurf_SetupDepthAndCulling();
10961         if (r_showsurfaces.integer == 3 && !prepass)
10962         {
10963                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10964                 return;
10965         }
10966         switch (vid.renderpath)
10967         {
10968         case RENDERPATH_GL20:
10969         case RENDERPATH_CGGL:
10970                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10971                 break;
10972         case RENDERPATH_GL13:
10973                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10974                 break;
10975         case RENDERPATH_GL11:
10976                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10977                 break;
10978         }
10979         CHECKGLERROR
10980 }
10981
10982 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10983 {
10984         CHECKGLERROR
10985         RSurf_SetupDepthAndCulling();
10986         if (r_showsurfaces.integer == 3 && !prepass)
10987         {
10988                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10989                 return;
10990         }
10991         switch (vid.renderpath)
10992         {
10993         case RENDERPATH_GL20:
10994         case RENDERPATH_CGGL:
10995                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10996                 break;
10997         case RENDERPATH_GL13:
10998                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10999                 break;
11000         case RENDERPATH_GL11:
11001                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11002                 break;
11003         }
11004         CHECKGLERROR
11005 }
11006
11007 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11008 {
11009         int i, j;
11010         int texturenumsurfaces, endsurface;
11011         texture_t *texture;
11012         const msurface_t *surface;
11013         const msurface_t *texturesurfacelist[256];
11014
11015         // if the model is static it doesn't matter what value we give for
11016         // wantnormals and wanttangents, so this logic uses only rules applicable
11017         // to a model, knowing that they are meaningless otherwise
11018         if (ent == r_refdef.scene.worldentity)
11019                 RSurf_ActiveWorldEntity();
11020         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11021                 RSurf_ActiveModelEntity(ent, false, false, false);
11022         else
11023         {
11024                 switch (vid.renderpath)
11025                 {
11026                 case RENDERPATH_GL20:
11027                 case RENDERPATH_CGGL:
11028                         RSurf_ActiveModelEntity(ent, true, true, false);
11029                         break;
11030                 case RENDERPATH_GL13:
11031                 case RENDERPATH_GL11:
11032                         RSurf_ActiveModelEntity(ent, true, false, false);
11033                         break;
11034                 }
11035         }
11036
11037         if (r_transparentdepthmasking.integer)
11038         {
11039                 qboolean setup = false;
11040                 for (i = 0;i < numsurfaces;i = j)
11041                 {
11042                         j = i + 1;
11043                         surface = rsurface.modelsurfaces + surfacelist[i];
11044                         texture = surface->texture;
11045                         rsurface.texture = R_GetCurrentTexture(texture);
11046                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11047                         // scan ahead until we find a different texture
11048                         endsurface = min(i + 1024, numsurfaces);
11049                         texturenumsurfaces = 0;
11050                         texturesurfacelist[texturenumsurfaces++] = surface;
11051                         for (;j < endsurface;j++)
11052                         {
11053                                 surface = rsurface.modelsurfaces + surfacelist[j];
11054                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11055                                         break;
11056                                 texturesurfacelist[texturenumsurfaces++] = surface;
11057                         }
11058                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11059                                 continue;
11060                         // render the range of surfaces as depth
11061                         if (!setup)
11062                         {
11063                                 setup = true;
11064                                 GL_ColorMask(0,0,0,0);
11065                                 GL_Color(1,1,1,1);
11066                                 GL_DepthTest(true);
11067                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11068                                 GL_DepthMask(true);
11069                                 GL_AlphaTest(false);
11070                                 R_Mesh_ColorPointer(NULL, 0, 0);
11071                                 R_Mesh_ResetTextureState();
11072                                 R_SetupShader_DepthOrShadow();
11073                         }
11074                         RSurf_SetupDepthAndCulling();
11075                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11076                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11077                 }
11078                 if (setup)
11079                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11080         }
11081
11082         for (i = 0;i < numsurfaces;i = j)
11083         {
11084                 j = i + 1;
11085                 surface = rsurface.modelsurfaces + surfacelist[i];
11086                 texture = surface->texture;
11087                 rsurface.texture = R_GetCurrentTexture(texture);
11088                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11089                 // scan ahead until we find a different texture
11090                 endsurface = min(i + 1024, numsurfaces);
11091                 texturenumsurfaces = 0;
11092                 texturesurfacelist[texturenumsurfaces++] = surface;
11093                 for (;j < endsurface;j++)
11094                 {
11095                         surface = rsurface.modelsurfaces + surfacelist[j];
11096                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11097                                 break;
11098                         texturesurfacelist[texturenumsurfaces++] = surface;
11099                 }
11100                 // render the range of surfaces
11101                 if (ent == r_refdef.scene.worldentity)
11102                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11103                 else
11104                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11105         }
11106         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11107         GL_AlphaTest(false);
11108 }
11109
11110 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11111 {
11112         // transparent surfaces get pushed off into the transparent queue
11113         int surfacelistindex;
11114         const msurface_t *surface;
11115         vec3_t tempcenter, center;
11116         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11117         {
11118                 surface = texturesurfacelist[surfacelistindex];
11119                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11120                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11121                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11122                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11123                 if (queueentity->transparent_offset) // transparent offset
11124                 {
11125                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11126                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11127                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11128                 }
11129                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11130         }
11131 }
11132
11133 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11134 {
11135         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11136         CHECKGLERROR
11137         if (depthonly)
11138         {
11139                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11140                         return;
11141                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11142                         return;
11143                 RSurf_SetupDepthAndCulling();
11144                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11145                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11146         }
11147         else if (prepass)
11148         {
11149                 if (!rsurface.texture->currentnumlayers)
11150                         return;
11151                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11152                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11153                 else
11154                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11155         }
11156         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11157         {
11158                 RSurf_SetupDepthAndCulling();
11159                 GL_AlphaTest(false);
11160                 R_Mesh_ColorPointer(NULL, 0, 0);
11161                 R_Mesh_ResetTextureState();
11162                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11163                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11164                 GL_DepthMask(true);
11165                 GL_BlendFunc(GL_ONE, GL_ZERO);
11166                 GL_Color(0, 0, 0, 1);
11167                 GL_DepthTest(writedepth);
11168                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11169         }
11170         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11171         {
11172                 RSurf_SetupDepthAndCulling();
11173                 GL_AlphaTest(false);
11174                 R_Mesh_ColorPointer(NULL, 0, 0);
11175                 R_Mesh_ResetTextureState();
11176                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11177                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11178                 GL_DepthMask(true);
11179                 GL_BlendFunc(GL_ONE, GL_ZERO);
11180                 GL_DepthTest(true);
11181                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11182         }
11183         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11184                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11185         else if (!rsurface.texture->currentnumlayers)
11186                 return;
11187         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11188         {
11189                 // in the deferred case, transparent surfaces were queued during prepass
11190                 if (!r_shadow_usingdeferredprepass)
11191                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11192         }
11193         else
11194         {
11195                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11196                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11197         }
11198         CHECKGLERROR
11199 }
11200
11201 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11202 {
11203         int i, j;
11204         texture_t *texture;
11205         // break the surface list down into batches by texture and use of lightmapping
11206         for (i = 0;i < numsurfaces;i = j)
11207         {
11208                 j = i + 1;
11209                 // texture is the base texture pointer, rsurface.texture is the
11210                 // current frame/skin the texture is directing us to use (for example
11211                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11212                 // use skin 1 instead)
11213                 texture = surfacelist[i]->texture;
11214                 rsurface.texture = R_GetCurrentTexture(texture);
11215                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11216                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11217                 {
11218                         // if this texture is not the kind we want, skip ahead to the next one
11219                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11220                                 ;
11221                         continue;
11222                 }
11223                 // simply scan ahead until we find a different texture or lightmap state
11224                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11225                         ;
11226                 // render the range of surfaces
11227                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11228         }
11229 }
11230
11231 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11232 {
11233         CHECKGLERROR
11234         if (depthonly)
11235         {
11236                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11237                         return;
11238                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11239                         return;
11240                 RSurf_SetupDepthAndCulling();
11241                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11242                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11243         }
11244         else if (prepass)
11245         {
11246                 if (!rsurface.texture->currentnumlayers)
11247                         return;
11248                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11249                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11250                 else
11251                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11252         }
11253         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11254         {
11255                 RSurf_SetupDepthAndCulling();
11256                 GL_AlphaTest(false);
11257                 R_Mesh_ColorPointer(NULL, 0, 0);
11258                 R_Mesh_ResetTextureState();
11259                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11260                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11261                 GL_DepthMask(true);
11262                 GL_BlendFunc(GL_ONE, GL_ZERO);
11263                 GL_Color(0, 0, 0, 1);
11264                 GL_DepthTest(writedepth);
11265                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11266         }
11267         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11268         {
11269                 RSurf_SetupDepthAndCulling();
11270                 GL_AlphaTest(false);
11271                 R_Mesh_ColorPointer(NULL, 0, 0);
11272                 R_Mesh_ResetTextureState();
11273                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11274                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11275                 GL_DepthMask(true);
11276                 GL_BlendFunc(GL_ONE, GL_ZERO);
11277                 GL_DepthTest(true);
11278                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11279         }
11280         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11281                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11282         else if (!rsurface.texture->currentnumlayers)
11283                 return;
11284         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11285         {
11286                 // in the deferred case, transparent surfaces were queued during prepass
11287                 if (!r_shadow_usingdeferredprepass)
11288                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11289         }
11290         else
11291         {
11292                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11293                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11294         }
11295         CHECKGLERROR
11296 }
11297
11298 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11299 {
11300         int i, j;
11301         texture_t *texture;
11302         // break the surface list down into batches by texture and use of lightmapping
11303         for (i = 0;i < numsurfaces;i = j)
11304         {
11305                 j = i + 1;
11306                 // texture is the base texture pointer, rsurface.texture is the
11307                 // current frame/skin the texture is directing us to use (for example
11308                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11309                 // use skin 1 instead)
11310                 texture = surfacelist[i]->texture;
11311                 rsurface.texture = R_GetCurrentTexture(texture);
11312                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11313                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11314                 {
11315                         // if this texture is not the kind we want, skip ahead to the next one
11316                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11317                                 ;
11318                         continue;
11319                 }
11320                 // simply scan ahead until we find a different texture or lightmap state
11321                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11322                         ;
11323                 // render the range of surfaces
11324                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11325         }
11326 }
11327
11328 float locboxvertex3f[6*4*3] =
11329 {
11330         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11331         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11332         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11333         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11334         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11335         1,0,0, 0,0,0, 0,1,0, 1,1,0
11336 };
11337
11338 unsigned short locboxelements[6*2*3] =
11339 {
11340          0, 1, 2, 0, 2, 3,
11341          4, 5, 6, 4, 6, 7,
11342          8, 9,10, 8,10,11,
11343         12,13,14, 12,14,15,
11344         16,17,18, 16,18,19,
11345         20,21,22, 20,22,23
11346 };
11347
11348 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11349 {
11350         int i, j;
11351         cl_locnode_t *loc = (cl_locnode_t *)ent;
11352         vec3_t mins, size;
11353         float vertex3f[6*4*3];
11354         CHECKGLERROR
11355         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11356         GL_DepthMask(false);
11357         GL_DepthRange(0, 1);
11358         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11359         GL_DepthTest(true);
11360         GL_CullFace(GL_NONE);
11361         R_EntityMatrix(&identitymatrix);
11362
11363         R_Mesh_VertexPointer(vertex3f, 0, 0);
11364         R_Mesh_ColorPointer(NULL, 0, 0);
11365         R_Mesh_ResetTextureState();
11366         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11367
11368         i = surfacelist[0];
11369         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11370                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11371                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11372                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11373
11374         if (VectorCompare(loc->mins, loc->maxs))
11375         {
11376                 VectorSet(size, 2, 2, 2);
11377                 VectorMA(loc->mins, -0.5f, size, mins);
11378         }
11379         else
11380         {
11381                 VectorCopy(loc->mins, mins);
11382                 VectorSubtract(loc->maxs, loc->mins, size);
11383         }
11384
11385         for (i = 0;i < 6*4*3;)
11386                 for (j = 0;j < 3;j++, i++)
11387                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11388
11389         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11390 }
11391
11392 void R_DrawLocs(void)
11393 {
11394         int index;
11395         cl_locnode_t *loc, *nearestloc;
11396         vec3_t center;
11397         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11398         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11399         {
11400                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11401                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11402         }
11403 }
11404
11405 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11406 {
11407         if (decalsystem->decals)
11408                 Mem_Free(decalsystem->decals);
11409         memset(decalsystem, 0, sizeof(*decalsystem));
11410 }
11411
11412 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)
11413 {
11414         tridecal_t *decal;
11415         tridecal_t *decals;
11416         int i;
11417         int maxdecals;
11418
11419         // expand or initialize the system
11420         if (decalsystem->maxdecals <= decalsystem->numdecals)
11421         {
11422                 decalsystem_t old = *decalsystem;
11423                 qboolean useshortelements;
11424                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11425                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11426                 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)));
11427                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11428                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11429                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11430                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11431                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11432                 if (decalsystem->numdecals)
11433                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11434                 if (old.decals)
11435                         Mem_Free(old.decals);
11436                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11437                         decalsystem->element3i[i] = i;
11438                 if (useshortelements)
11439                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11440                                 decalsystem->element3s[i] = i;
11441         }
11442
11443         // grab a decal and search for another free slot for the next one
11444         maxdecals = decalsystem->maxdecals;
11445         decals = decalsystem->decals;
11446         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11447         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11448                 ;
11449         decalsystem->freedecal = i;
11450         if (decalsystem->numdecals <= i)
11451                 decalsystem->numdecals = i + 1;
11452
11453         // initialize the decal
11454         decal->lived = 0;
11455         decal->triangleindex = triangleindex;
11456         decal->surfaceindex = surfaceindex;
11457         decal->decalsequence = decalsequence;
11458         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11459         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11460         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11461         decal->color4ub[0][3] = 255;
11462         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11463         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11464         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11465         decal->color4ub[1][3] = 255;
11466         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11467         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11468         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11469         decal->color4ub[2][3] = 255;
11470         decal->vertex3f[0][0] = v0[0];
11471         decal->vertex3f[0][1] = v0[1];
11472         decal->vertex3f[0][2] = v0[2];
11473         decal->vertex3f[1][0] = v1[0];
11474         decal->vertex3f[1][1] = v1[1];
11475         decal->vertex3f[1][2] = v1[2];
11476         decal->vertex3f[2][0] = v2[0];
11477         decal->vertex3f[2][1] = v2[1];
11478         decal->vertex3f[2][2] = v2[2];
11479         decal->texcoord2f[0][0] = t0[0];
11480         decal->texcoord2f[0][1] = t0[1];
11481         decal->texcoord2f[1][0] = t1[0];
11482         decal->texcoord2f[1][1] = t1[1];
11483         decal->texcoord2f[2][0] = t2[0];
11484         decal->texcoord2f[2][1] = t2[1];
11485 }
11486
11487 extern cvar_t cl_decals_bias;
11488 extern cvar_t cl_decals_models;
11489 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11490 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)
11491 {
11492         matrix4x4_t projection;
11493         decalsystem_t *decalsystem;
11494         qboolean dynamic;
11495         dp_model_t *model;
11496         const float *vertex3f;
11497         const msurface_t *surface;
11498         const msurface_t *surfaces;
11499         const int *surfacelist;
11500         const texture_t *texture;
11501         int numvertices;
11502         int numtriangles;
11503         int numsurfacelist;
11504         int surfacelistindex;
11505         int surfaceindex;
11506         int triangleindex;
11507         int decalsurfaceindex;
11508         int cornerindex;
11509         int index;
11510         int numpoints;
11511         const int *e;
11512         float localorigin[3];
11513         float localnormal[3];
11514         float localmins[3];
11515         float localmaxs[3];
11516         float localsize;
11517         float ilocalsize;
11518         float v[9][3];
11519         float tc[9][2];
11520         float c[9][4];
11521         //float normal[3];
11522         float planes[6][4];
11523         float f;
11524         float points[2][9][3];
11525         float angles[3];
11526         float temp[3];
11527
11528         decalsystem = &ent->decalsystem;
11529         model = ent->model;
11530         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11531         {
11532                 R_DecalSystem_Reset(&ent->decalsystem);
11533                 return;
11534         }
11535
11536         if (!model->brush.data_nodes && !cl_decals_models.integer)
11537         {
11538                 if (decalsystem->model)
11539                         R_DecalSystem_Reset(decalsystem);
11540                 return;
11541         }
11542
11543         if (decalsystem->model != model)
11544                 R_DecalSystem_Reset(decalsystem);
11545         decalsystem->model = model;
11546
11547         RSurf_ActiveModelEntity(ent, false, false, false);
11548
11549         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11550         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11551         VectorNormalize(localnormal);
11552         localsize = worldsize*rsurface.inversematrixscale;
11553         ilocalsize = 1.0f / localsize;
11554         localmins[0] = localorigin[0] - localsize;
11555         localmins[1] = localorigin[1] - localsize;
11556         localmins[2] = localorigin[2] - localsize;
11557         localmaxs[0] = localorigin[0] + localsize;
11558         localmaxs[1] = localorigin[1] + localsize;
11559         localmaxs[2] = localorigin[2] + localsize;
11560
11561         //VectorCopy(localnormal, planes[4]);
11562         //VectorVectors(planes[4], planes[2], planes[0]);
11563         AnglesFromVectors(angles, localnormal, NULL, false);
11564         AngleVectors(angles, planes[0], planes[2], planes[4]);
11565         VectorNegate(planes[0], planes[1]);
11566         VectorNegate(planes[2], planes[3]);
11567         VectorNegate(planes[4], planes[5]);
11568         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11569         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11570         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11571         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11572         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11573         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11574
11575 #if 1
11576 // works
11577 {
11578         matrix4x4_t forwardprojection;
11579         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11580         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11581 }
11582 #else
11583 // broken
11584 {
11585         float projectionvector[4][3];
11586         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11587         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11588         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11589         projectionvector[0][0] = planes[0][0] * ilocalsize;
11590         projectionvector[0][1] = planes[1][0] * ilocalsize;
11591         projectionvector[0][2] = planes[2][0] * ilocalsize;
11592         projectionvector[1][0] = planes[0][1] * ilocalsize;
11593         projectionvector[1][1] = planes[1][1] * ilocalsize;
11594         projectionvector[1][2] = planes[2][1] * ilocalsize;
11595         projectionvector[2][0] = planes[0][2] * ilocalsize;
11596         projectionvector[2][1] = planes[1][2] * ilocalsize;
11597         projectionvector[2][2] = planes[2][2] * ilocalsize;
11598         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11599         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11600         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11601         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11602 }
11603 #endif
11604
11605         dynamic = model->surfmesh.isanimated;
11606         vertex3f = rsurface.modelvertex3f;
11607         numsurfacelist = model->nummodelsurfaces;
11608         surfacelist = model->sortedmodelsurfaces;
11609         surfaces = model->data_surfaces;
11610         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11611         {
11612                 surfaceindex = surfacelist[surfacelistindex];
11613                 surface = surfaces + surfaceindex;
11614                 // check cull box first because it rejects more than any other check
11615                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11616                         continue;
11617                 // skip transparent surfaces
11618                 texture = surface->texture;
11619                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11620                         continue;
11621                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11622                         continue;
11623                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11624                 numvertices = surface->num_vertices;
11625                 numtriangles = surface->num_triangles;
11626                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11627                 {
11628                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11629                         {
11630                                 index = 3*e[cornerindex];
11631                                 VectorCopy(vertex3f + index, v[cornerindex]);
11632                         }
11633                         // cull backfaces
11634                         //TriangleNormal(v[0], v[1], v[2], normal);
11635                         //if (DotProduct(normal, localnormal) < 0.0f)
11636                         //      continue;
11637                         // clip by each of the box planes formed from the projection matrix
11638                         // if anything survives, we emit the decal
11639                         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]);
11640                         if (numpoints < 3)
11641                                 continue;
11642                         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]);
11643                         if (numpoints < 3)
11644                                 continue;
11645                         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]);
11646                         if (numpoints < 3)
11647                                 continue;
11648                         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]);
11649                         if (numpoints < 3)
11650                                 continue;
11651                         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]);
11652                         if (numpoints < 3)
11653                                 continue;
11654                         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]);
11655                         if (numpoints < 3)
11656                                 continue;
11657                         // some part of the triangle survived, so we have to accept it...
11658                         if (dynamic)
11659                         {
11660                                 // dynamic always uses the original triangle
11661                                 numpoints = 3;
11662                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11663                                 {
11664                                         index = 3*e[cornerindex];
11665                                         VectorCopy(vertex3f + index, v[cornerindex]);
11666                                 }
11667                         }
11668                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11669                         {
11670                                 // convert vertex positions to texcoords
11671                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11672                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11673                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11674                                 // calculate distance fade from the projection origin
11675                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11676                                 f = bound(0.0f, f, 1.0f);
11677                                 c[cornerindex][0] = r * f;
11678                                 c[cornerindex][1] = g * f;
11679                                 c[cornerindex][2] = b * f;
11680                                 c[cornerindex][3] = 1.0f;
11681                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11682                         }
11683                         if (dynamic)
11684                                 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);
11685                         else
11686                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11687                                         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);
11688                 }
11689         }
11690 }
11691
11692 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11693 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)
11694 {
11695         int renderentityindex;
11696         float worldmins[3];
11697         float worldmaxs[3];
11698         entity_render_t *ent;
11699
11700         if (!cl_decals_newsystem.integer)
11701                 return;
11702
11703         worldmins[0] = worldorigin[0] - worldsize;
11704         worldmins[1] = worldorigin[1] - worldsize;
11705         worldmins[2] = worldorigin[2] - worldsize;
11706         worldmaxs[0] = worldorigin[0] + worldsize;
11707         worldmaxs[1] = worldorigin[1] + worldsize;
11708         worldmaxs[2] = worldorigin[2] + worldsize;
11709
11710         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11711
11712         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11713         {
11714                 ent = r_refdef.scene.entities[renderentityindex];
11715                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11716                         continue;
11717
11718                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11719         }
11720 }
11721
11722 typedef struct r_decalsystem_splatqueue_s
11723 {
11724         vec3_t worldorigin;
11725         vec3_t worldnormal;
11726         float color[4];
11727         float tcrange[4];
11728         float worldsize;
11729         int decalsequence;
11730 }
11731 r_decalsystem_splatqueue_t;
11732
11733 int r_decalsystem_numqueued = 0;
11734 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11735
11736 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)
11737 {
11738         r_decalsystem_splatqueue_t *queue;
11739
11740         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11741                 return;
11742
11743         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11744         VectorCopy(worldorigin, queue->worldorigin);
11745         VectorCopy(worldnormal, queue->worldnormal);
11746         Vector4Set(queue->color, r, g, b, a);
11747         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11748         queue->worldsize = worldsize;
11749         queue->decalsequence = cl.decalsequence++;
11750 }
11751
11752 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11753 {
11754         int i;
11755         r_decalsystem_splatqueue_t *queue;
11756
11757         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11758                 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);
11759         r_decalsystem_numqueued = 0;
11760 }
11761
11762 extern cvar_t cl_decals_max;
11763 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11764 {
11765         int i;
11766         decalsystem_t *decalsystem = &ent->decalsystem;
11767         int numdecals;
11768         int killsequence;
11769         tridecal_t *decal;
11770         float frametime;
11771         float lifetime;
11772
11773         if (!decalsystem->numdecals)
11774                 return;
11775
11776         if (r_showsurfaces.integer)
11777                 return;
11778
11779         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11780         {
11781                 R_DecalSystem_Reset(decalsystem);
11782                 return;
11783         }
11784
11785         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11786         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11787
11788         if (decalsystem->lastupdatetime)
11789                 frametime = (cl.time - decalsystem->lastupdatetime);
11790         else
11791                 frametime = 0;
11792         decalsystem->lastupdatetime = cl.time;
11793         decal = decalsystem->decals;
11794         numdecals = decalsystem->numdecals;
11795
11796         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11797         {
11798                 if (decal->color4ub[0][3])
11799                 {
11800                         decal->lived += frametime;
11801                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11802                         {
11803                                 memset(decal, 0, sizeof(*decal));
11804                                 if (decalsystem->freedecal > i)
11805                                         decalsystem->freedecal = i;
11806                         }
11807                 }
11808         }
11809         decal = decalsystem->decals;
11810         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11811                 numdecals--;
11812
11813         // collapse the array by shuffling the tail decals into the gaps
11814         for (;;)
11815         {
11816                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11817                         decalsystem->freedecal++;
11818                 if (decalsystem->freedecal == numdecals)
11819                         break;
11820                 decal[decalsystem->freedecal] = decal[--numdecals];
11821         }
11822
11823         decalsystem->numdecals = numdecals;
11824
11825         if (numdecals <= 0)
11826         {
11827                 // if there are no decals left, reset decalsystem
11828                 R_DecalSystem_Reset(decalsystem);
11829         }
11830 }
11831
11832 extern skinframe_t *decalskinframe;
11833 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11834 {
11835         int i;
11836         decalsystem_t *decalsystem = &ent->decalsystem;
11837         int numdecals;
11838         tridecal_t *decal;
11839         float fadedelay;
11840         float faderate;
11841         float alpha;
11842         float *v3f;
11843         float *c4f;
11844         float *t2f;
11845         const int *e;
11846         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11847         int numtris = 0;
11848
11849         numdecals = decalsystem->numdecals;
11850         if (!numdecals)
11851                 return;
11852
11853         if (r_showsurfaces.integer)
11854                 return;
11855
11856         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11857         {
11858                 R_DecalSystem_Reset(decalsystem);
11859                 return;
11860         }
11861
11862         // if the model is static it doesn't matter what value we give for
11863         // wantnormals and wanttangents, so this logic uses only rules applicable
11864         // to a model, knowing that they are meaningless otherwise
11865         if (ent == r_refdef.scene.worldentity)
11866                 RSurf_ActiveWorldEntity();
11867         else
11868                 RSurf_ActiveModelEntity(ent, false, false, false);
11869
11870         decalsystem->lastupdatetime = cl.time;
11871         decal = decalsystem->decals;
11872
11873         fadedelay = cl_decals_time.value;
11874         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11875
11876         // update vertex positions for animated models
11877         v3f = decalsystem->vertex3f;
11878         c4f = decalsystem->color4f;
11879         t2f = decalsystem->texcoord2f;
11880         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11881         {
11882                 if (!decal->color4ub[0][3])
11883                         continue;
11884
11885                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11886                         continue;
11887
11888                 // update color values for fading decals
11889                 if (decal->lived >= cl_decals_time.value)
11890                 {
11891                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11892                         alpha *= (1.0f/255.0f);
11893                 }
11894                 else
11895                         alpha = 1.0f/255.0f;
11896
11897                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11898                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11899                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11900                 c4f[ 3] = 1;
11901                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11902                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11903                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11904                 c4f[ 7] = 1;
11905                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11906                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11907                 c4f[10] = decal->color4ub[2][2] * alpha;
11908                 c4f[11] = 1;
11909
11910                 t2f[0] = decal->texcoord2f[0][0];
11911                 t2f[1] = decal->texcoord2f[0][1];
11912                 t2f[2] = decal->texcoord2f[1][0];
11913                 t2f[3] = decal->texcoord2f[1][1];
11914                 t2f[4] = decal->texcoord2f[2][0];
11915                 t2f[5] = decal->texcoord2f[2][1];
11916
11917                 // update vertex positions for animated models
11918                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11919                 {
11920                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11921                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11922                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11923                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11924                 }
11925                 else
11926                 {
11927                         VectorCopy(decal->vertex3f[0], v3f);
11928                         VectorCopy(decal->vertex3f[1], v3f + 3);
11929                         VectorCopy(decal->vertex3f[2], v3f + 6);
11930                 }
11931
11932                 v3f += 9;
11933                 c4f += 12;
11934                 t2f += 6;
11935                 numtris++;
11936         }
11937
11938         if (numtris > 0)
11939         {
11940                 r_refdef.stats.drawndecals += numtris;
11941
11942                 if (r_refdef.fogenabled)
11943                 {
11944                         switch(vid.renderpath)
11945                         {
11946                         case RENDERPATH_GL20:
11947                         case RENDERPATH_CGGL:
11948                         case RENDERPATH_GL13:
11949                         case RENDERPATH_GL11:
11950                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11951                                 {
11952                                         alpha = RSurf_FogVertex(v3f);
11953                                         c4f[0] *= alpha;
11954                                         c4f[1] *= alpha;
11955                                         c4f[2] *= alpha;
11956                                 }
11957                                 break;
11958                         }
11959                 }
11960
11961                 // now render the decals all at once
11962                 // (this assumes they all use one particle font texture!)
11963                 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);
11964                 R_Mesh_ResetTextureState();
11965                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11966                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11967                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11968                 GL_DepthMask(false);
11969                 GL_DepthRange(0, 1);
11970                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11971                 GL_DepthTest(true);
11972                 GL_CullFace(GL_NONE);
11973                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11974                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11975                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11976         }
11977 }
11978
11979 static void R_DrawModelDecals(void)
11980 {
11981         int i, numdecals;
11982
11983         // fade faster when there are too many decals
11984         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11985         for (i = 0;i < r_refdef.scene.numentities;i++)
11986                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11987
11988         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11989         for (i = 0;i < r_refdef.scene.numentities;i++)
11990                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11991                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11992
11993         R_DecalSystem_ApplySplatEntitiesQueue();
11994
11995         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11996         for (i = 0;i < r_refdef.scene.numentities;i++)
11997                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11998
11999         r_refdef.stats.totaldecals += numdecals;
12000
12001         if (r_showsurfaces.integer)
12002                 return;
12003
12004         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12005
12006         for (i = 0;i < r_refdef.scene.numentities;i++)
12007         {
12008                 if (!r_refdef.viewcache.entityvisible[i])
12009                         continue;
12010                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12011                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12012         }
12013 }
12014
12015 void R_DrawDebugModel(void)
12016 {
12017         entity_render_t *ent = rsurface.entity;
12018         int i, j, k, l, flagsmask;
12019         const int *elements;
12020         q3mbrush_t *brush;
12021         const msurface_t *surface;
12022         dp_model_t *model = ent->model;
12023         vec3_t v;
12024
12025         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12026
12027         R_Mesh_ColorPointer(NULL, 0, 0);
12028         R_Mesh_ResetTextureState();
12029         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12030         GL_DepthRange(0, 1);
12031         GL_DepthTest(!r_showdisabledepthtest.integer);
12032         GL_DepthMask(false);
12033         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12034
12035         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12036         {
12037                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12038                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12039                 {
12040                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12041                         {
12042                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12043                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12044                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12045                         }
12046                 }
12047                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12048                 {
12049                         if (surface->num_collisiontriangles)
12050                         {
12051                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12052                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12053                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12054                         }
12055                 }
12056         }
12057
12058         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12059
12060         if (r_showtris.integer || r_shownormals.integer)
12061         {
12062                 if (r_showdisabledepthtest.integer)
12063                 {
12064                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12065                         GL_DepthMask(false);
12066                 }
12067                 else
12068                 {
12069                         GL_BlendFunc(GL_ONE, GL_ZERO);
12070                         GL_DepthMask(true);
12071                 }
12072                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12073                 {
12074                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12075                                 continue;
12076                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12077                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12078                         {
12079                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12080                                 if (r_showtris.value > 0)
12081                                 {
12082                                         if (!rsurface.texture->currentlayers->depthmask)
12083                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12084                                         else if (ent == r_refdef.scene.worldentity)
12085                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12086                                         else
12087                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12088                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12089                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12090                                         R_Mesh_ColorPointer(NULL, 0, 0);
12091                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12092                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12093                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12094                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12095                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12096                                         CHECKGLERROR
12097                                 }
12098                                 if (r_shownormals.value < 0)
12099                                 {
12100                                         qglBegin(GL_LINES);
12101                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12102                                         {
12103                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12104                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12105                                                 qglVertex3f(v[0], v[1], v[2]);
12106                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12107                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12108                                                 qglVertex3f(v[0], v[1], v[2]);
12109                                         }
12110                                         qglEnd();
12111                                         CHECKGLERROR
12112                                 }
12113                                 if (r_shownormals.value > 0)
12114                                 {
12115                                         qglBegin(GL_LINES);
12116                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12117                                         {
12118                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12119                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12120                                                 qglVertex3f(v[0], v[1], v[2]);
12121                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12122                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12123                                                 qglVertex3f(v[0], v[1], v[2]);
12124                                         }
12125                                         qglEnd();
12126                                         CHECKGLERROR
12127                                         qglBegin(GL_LINES);
12128                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12129                                         {
12130                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12131                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12132                                                 qglVertex3f(v[0], v[1], v[2]);
12133                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12134                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12135                                                 qglVertex3f(v[0], v[1], v[2]);
12136                                         }
12137                                         qglEnd();
12138                                         CHECKGLERROR
12139                                         qglBegin(GL_LINES);
12140                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12141                                         {
12142                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12143                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12144                                                 qglVertex3f(v[0], v[1], v[2]);
12145                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12146                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12147                                                 qglVertex3f(v[0], v[1], v[2]);
12148                                         }
12149                                         qglEnd();
12150                                         CHECKGLERROR
12151                                 }
12152                         }
12153                 }
12154                 rsurface.texture = NULL;
12155         }
12156 }
12157
12158 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12159 int r_maxsurfacelist = 0;
12160 const msurface_t **r_surfacelist = NULL;
12161 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12162 {
12163         int i, j, endj, f, flagsmask;
12164         texture_t *t;
12165         dp_model_t *model = r_refdef.scene.worldmodel;
12166         msurface_t *surfaces;
12167         unsigned char *update;
12168         int numsurfacelist = 0;
12169         if (model == NULL)
12170                 return;
12171
12172         if (r_maxsurfacelist < model->num_surfaces)
12173         {
12174                 r_maxsurfacelist = model->num_surfaces;
12175                 if (r_surfacelist)
12176                         Mem_Free((msurface_t**)r_surfacelist);
12177                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12178         }
12179
12180         RSurf_ActiveWorldEntity();
12181
12182         surfaces = model->data_surfaces;
12183         update = model->brushq1.lightmapupdateflags;
12184
12185         // update light styles on this submodel
12186         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12187         {
12188                 model_brush_lightstyleinfo_t *style;
12189                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12190                 {
12191                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12192                         {
12193                                 int *list = style->surfacelist;
12194                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12195                                 for (j = 0;j < style->numsurfaces;j++)
12196                                         update[list[j]] = true;
12197                         }
12198                 }
12199         }
12200
12201         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12202
12203         if (debug)
12204         {
12205                 R_DrawDebugModel();
12206                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12207                 return;
12208         }
12209
12210         f = 0;
12211         t = NULL;
12212         rsurface.uselightmaptexture = false;
12213         rsurface.texture = NULL;
12214         rsurface.rtlight = NULL;
12215         numsurfacelist = 0;
12216         // add visible surfaces to draw list
12217         for (i = 0;i < model->nummodelsurfaces;i++)
12218         {
12219                 j = model->sortedmodelsurfaces[i];
12220                 if (r_refdef.viewcache.world_surfacevisible[j])
12221                         r_surfacelist[numsurfacelist++] = surfaces + j;
12222         }
12223         // update lightmaps if needed
12224         if (model->brushq1.firstrender)
12225         {
12226                 model->brushq1.firstrender = false;
12227                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12228                         if (update[j])
12229                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12230         }
12231         else if (update)
12232         {
12233                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12234                         if (r_refdef.viewcache.world_surfacevisible[j])
12235                                 if (update[j])
12236                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12237         }
12238         // don't do anything if there were no surfaces
12239         if (!numsurfacelist)
12240         {
12241                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12242                 return;
12243         }
12244         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12245         GL_AlphaTest(false);
12246
12247         // add to stats if desired
12248         if (r_speeds.integer && !skysurfaces && !depthonly)
12249         {
12250                 r_refdef.stats.world_surfaces += numsurfacelist;
12251                 for (j = 0;j < numsurfacelist;j++)
12252                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12253         }
12254
12255         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12256 }
12257
12258 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12259 {
12260         int i, j, endj, f, flagsmask;
12261         texture_t *t;
12262         dp_model_t *model = ent->model;
12263         msurface_t *surfaces;
12264         unsigned char *update;
12265         int numsurfacelist = 0;
12266         if (model == NULL)
12267                 return;
12268
12269         if (r_maxsurfacelist < model->num_surfaces)
12270         {
12271                 r_maxsurfacelist = model->num_surfaces;
12272                 if (r_surfacelist)
12273                         Mem_Free((msurface_t **)r_surfacelist);
12274                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12275         }
12276
12277         // if the model is static it doesn't matter what value we give for
12278         // wantnormals and wanttangents, so this logic uses only rules applicable
12279         // to a model, knowing that they are meaningless otherwise
12280         if (ent == r_refdef.scene.worldentity)
12281                 RSurf_ActiveWorldEntity();
12282         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12283                 RSurf_ActiveModelEntity(ent, false, false, false);
12284         else if (prepass)
12285                 RSurf_ActiveModelEntity(ent, true, true, true);
12286         else if (depthonly)
12287                 RSurf_ActiveModelEntity(ent, false, false, false);
12288         else
12289         {
12290                 switch (vid.renderpath)
12291                 {
12292                 case RENDERPATH_GL20:
12293                 case RENDERPATH_CGGL:
12294                         RSurf_ActiveModelEntity(ent, true, true, false);
12295                         break;
12296                 case RENDERPATH_GL13:
12297                 case RENDERPATH_GL11:
12298                         RSurf_ActiveModelEntity(ent, true, false, false);
12299                         break;
12300                 }
12301         }
12302
12303         surfaces = model->data_surfaces;
12304         update = model->brushq1.lightmapupdateflags;
12305
12306         // update light styles
12307         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12308         {
12309                 model_brush_lightstyleinfo_t *style;
12310                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12311                 {
12312                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12313                         {
12314                                 int *list = style->surfacelist;
12315                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12316                                 for (j = 0;j < style->numsurfaces;j++)
12317                                         update[list[j]] = true;
12318                         }
12319                 }
12320         }
12321
12322         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12323
12324         if (debug)
12325         {
12326                 R_DrawDebugModel();
12327                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12328                 return;
12329         }
12330
12331         f = 0;
12332         t = NULL;
12333         rsurface.uselightmaptexture = false;
12334         rsurface.texture = NULL;
12335         rsurface.rtlight = NULL;
12336         numsurfacelist = 0;
12337         // add visible surfaces to draw list
12338         for (i = 0;i < model->nummodelsurfaces;i++)
12339                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12340         // don't do anything if there were no surfaces
12341         if (!numsurfacelist)
12342         {
12343                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12344                 return;
12345         }
12346         // update lightmaps if needed
12347         if (update)
12348         {
12349                 int updated = 0;
12350                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12351                 {
12352                         if (update[j])
12353                         {
12354                                 updated++;
12355                                 R_BuildLightMap(ent, surfaces + j);
12356                         }
12357                 }
12358         }
12359         if (update)
12360                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12361                         if (update[j])
12362                                 R_BuildLightMap(ent, surfaces + j);
12363         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12364         GL_AlphaTest(false);
12365
12366         // add to stats if desired
12367         if (r_speeds.integer && !skysurfaces && !depthonly)
12368         {
12369                 r_refdef.stats.entities_surfaces += numsurfacelist;
12370                 for (j = 0;j < numsurfacelist;j++)
12371                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12372         }
12373
12374         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12375 }
12376
12377 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12378 {
12379         static texture_t texture;
12380         static msurface_t surface;
12381         const msurface_t *surfacelist = &surface;
12382
12383         // fake enough texture and surface state to render this geometry
12384
12385         texture.update_lastrenderframe = -1; // regenerate this texture
12386         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12387         texture.currentskinframe = skinframe;
12388         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12389         texture.specularscalemod = 1;
12390         texture.specularpowermod = 1;
12391
12392         surface.texture = &texture;
12393         surface.num_triangles = numtriangles;
12394         surface.num_firsttriangle = firsttriangle;
12395         surface.num_vertices = numvertices;
12396         surface.num_firstvertex = firstvertex;
12397
12398         // now render it
12399         rsurface.texture = R_GetCurrentTexture(surface.texture);
12400         rsurface.uselightmaptexture = false;
12401         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12402 }
12403
12404 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)
12405 {
12406         static msurface_t surface;
12407         const msurface_t *surfacelist = &surface;
12408
12409         // fake enough texture and surface state to render this geometry
12410
12411         surface.texture = texture;
12412         surface.num_triangles = numtriangles;
12413         surface.num_firsttriangle = firsttriangle;
12414         surface.num_vertices = numvertices;
12415         surface.num_firstvertex = firstvertex;
12416
12417         // now render it
12418         rsurface.texture = R_GetCurrentTexture(surface.texture);
12419         rsurface.uselightmaptexture = false;
12420         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12421 }