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flip projection and sample matrices for R_DrawModelShadowMaps to avoid cull face...
[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_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
96 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"};
97 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"};
98 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
101 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
102 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"};
103
104 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
105 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
106 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
107 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
108 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
109 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
110 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
111 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112
113 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)"};
114 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"};
115
116 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121
122 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
123 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
124 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125
126 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)"};
127 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
128 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
129 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
130 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
131 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)"};
132 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)"};
133 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)"};
134 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)"};
135
136 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)"};
137 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
138 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"};
139 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
140 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141
142 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
143 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
144 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
145 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146
147 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
148 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
149 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
150 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
151 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
152 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
153 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154
155 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
156 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
157 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
158 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)"};
159
160 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"};
161
162 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"};
163
164 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165
166 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
167 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
168 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"};
169 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
170 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
171 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
172 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
173 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)"};
174
175 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176
177 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)"};
178
179 extern cvar_t v_glslgamma;
180
181 extern qboolean v_flipped_state;
182
183 static struct r_bloomstate_s
184 {
185         qboolean enabled;
186         qboolean hdr;
187
188         int bloomwidth, bloomheight;
189
190         int screentexturewidth, screentextureheight;
191         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192
193         int bloomtexturewidth, bloomtextureheight;
194         rtexture_t *texture_bloom;
195
196         // arrays for rendering the screen passes
197         float screentexcoord2f[8];
198         float bloomtexcoord2f[8];
199         float offsettexcoord2f[8];
200
201         r_viewport_t viewport;
202 }
203 r_bloomstate;
204
205 r_waterstate_t r_waterstate;
206
207 /// shadow volume bsp struct with automatically growing nodes buffer
208 svbsp_t r_svbsp;
209
210 rtexture_t *r_texture_blanknormalmap;
211 rtexture_t *r_texture_white;
212 rtexture_t *r_texture_grey128;
213 rtexture_t *r_texture_black;
214 rtexture_t *r_texture_notexture;
215 rtexture_t *r_texture_whitecube;
216 rtexture_t *r_texture_normalizationcube;
217 rtexture_t *r_texture_fogattenuation;
218 rtexture_t *r_texture_gammaramps;
219 unsigned int r_texture_gammaramps_serial;
220 //rtexture_t *r_texture_fogintensity;
221 rtexture_t *r_texture_reflectcube;
222
223 // TODO: hash lookups?
224 typedef struct cubemapinfo_s
225 {
226         char basename[64];
227         rtexture_t *texture;
228 }
229 cubemapinfo_t;
230
231 int r_texture_numcubemaps;
232 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233
234 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
235 unsigned int r_numqueries;
236 unsigned int r_maxqueries;
237
238 typedef struct r_qwskincache_s
239 {
240         char name[MAX_QPATH];
241         skinframe_t *skinframe;
242 }
243 r_qwskincache_t;
244
245 static r_qwskincache_t *r_qwskincache;
246 static int r_qwskincache_size;
247
248 /// vertex coordinates for a quad that covers the screen exactly
249 const float r_screenvertex3f[12] =
250 {
251         0, 0, 0,
252         1, 0, 0,
253         1, 1, 0,
254         0, 1, 0
255 };
256
257 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
258 {
259         int i;
260         for (i = 0;i < verts;i++)
261         {
262                 out[0] = in[0] * r;
263                 out[1] = in[1] * g;
264                 out[2] = in[2] * b;
265                 out[3] = in[3];
266                 in += 4;
267                 out += 4;
268         }
269 }
270
271 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
272 {
273         int i;
274         for (i = 0;i < verts;i++)
275         {
276                 out[0] = r;
277                 out[1] = g;
278                 out[2] = b;
279                 out[3] = a;
280                 out += 4;
281         }
282 }
283
284 // FIXME: move this to client?
285 void FOG_clear(void)
286 {
287         if (gamemode == GAME_NEHAHRA)
288         {
289                 Cvar_Set("gl_fogenable", "0");
290                 Cvar_Set("gl_fogdensity", "0.2");
291                 Cvar_Set("gl_fogred", "0.3");
292                 Cvar_Set("gl_foggreen", "0.3");
293                 Cvar_Set("gl_fogblue", "0.3");
294         }
295         r_refdef.fog_density = 0;
296         r_refdef.fog_red = 0;
297         r_refdef.fog_green = 0;
298         r_refdef.fog_blue = 0;
299         r_refdef.fog_alpha = 1;
300         r_refdef.fog_start = 0;
301         r_refdef.fog_end = 16384;
302         r_refdef.fog_height = 1<<30;
303         r_refdef.fog_fadedepth = 128;
304 }
305
306 static void R_BuildBlankTextures(void)
307 {
308         unsigned char data[4];
309         data[2] = 128; // normal X
310         data[1] = 128; // normal Y
311         data[0] = 255; // normal Z
312         data[3] = 128; // height
313         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 255;
315         data[1] = 255;
316         data[2] = 255;
317         data[3] = 255;
318         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 128;
320         data[1] = 128;
321         data[2] = 128;
322         data[3] = 255;
323         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324         data[0] = 0;
325         data[1] = 0;
326         data[2] = 0;
327         data[3] = 255;
328         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNoTexture(void)
332 {
333         int x, y;
334         unsigned char pix[16][16][4];
335         // this makes a light grey/dark grey checkerboard texture
336         for (y = 0;y < 16;y++)
337         {
338                 for (x = 0;x < 16;x++)
339                 {
340                         if ((y < 8) ^ (x < 8))
341                         {
342                                 pix[y][x][0] = 128;
343                                 pix[y][x][1] = 128;
344                                 pix[y][x][2] = 128;
345                                 pix[y][x][3] = 255;
346                         }
347                         else
348                         {
349                                 pix[y][x][0] = 64;
350                                 pix[y][x][1] = 64;
351                                 pix[y][x][2] = 64;
352                                 pix[y][x][3] = 255;
353                         }
354                 }
355         }
356         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
357 }
358
359 static void R_BuildWhiteCube(void)
360 {
361         unsigned char data[6*1*1*4];
362         memset(data, 255, sizeof(data));
363         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildNormalizationCube(void)
367 {
368         int x, y, side;
369         vec3_t v;
370         vec_t s, t, intensity;
371 #define NORMSIZE 64
372         unsigned char *data;
373         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
374         for (side = 0;side < 6;side++)
375         {
376                 for (y = 0;y < NORMSIZE;y++)
377                 {
378                         for (x = 0;x < NORMSIZE;x++)
379                         {
380                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 switch(side)
383                                 {
384                                 default:
385                                 case 0:
386                                         v[0] = 1;
387                                         v[1] = -t;
388                                         v[2] = -s;
389                                         break;
390                                 case 1:
391                                         v[0] = -1;
392                                         v[1] = -t;
393                                         v[2] = s;
394                                         break;
395                                 case 2:
396                                         v[0] = s;
397                                         v[1] = 1;
398                                         v[2] = t;
399                                         break;
400                                 case 3:
401                                         v[0] = s;
402                                         v[1] = -1;
403                                         v[2] = -t;
404                                         break;
405                                 case 4:
406                                         v[0] = s;
407                                         v[1] = -t;
408                                         v[2] = 1;
409                                         break;
410                                 case 5:
411                                         v[0] = -s;
412                                         v[1] = -t;
413                                         v[2] = -1;
414                                         break;
415                                 }
416                                 intensity = 127.0f / sqrt(DotProduct(v, v));
417                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
418                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
419                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
420                                 data[((side*64+y)*64+x)*4+3] = 255;
421                         }
422                 }
423         }
424         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
425         Mem_Free(data);
426 }
427
428 static void R_BuildFogTexture(void)
429 {
430         int x, b;
431 #define FOGWIDTH 256
432         unsigned char data1[FOGWIDTH][4];
433         //unsigned char data2[FOGWIDTH][4];
434         double d, r, alpha;
435
436         r_refdef.fogmasktable_start = r_refdef.fog_start;
437         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
438         r_refdef.fogmasktable_range = r_refdef.fogrange;
439         r_refdef.fogmasktable_density = r_refdef.fog_density;
440
441         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
442         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443         {
444                 d = (x * r - r_refdef.fogmasktable_start);
445                 if(developer_extra.integer)
446                         Con_DPrintf("%f ", d);
447                 d = max(0, d);
448                 if (r_fog_exp2.integer)
449                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450                 else
451                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
452                 if(developer_extra.integer)
453                         Con_DPrintf(" : %f ", alpha);
454                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
455                 if(developer_extra.integer)
456                         Con_DPrintf(" = %f\n", alpha);
457                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
458         }
459
460         for (x = 0;x < FOGWIDTH;x++)
461         {
462                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
463                 data1[x][0] = b;
464                 data1[x][1] = b;
465                 data1[x][2] = b;
466                 data1[x][3] = 255;
467                 //data2[x][0] = 255 - b;
468                 //data2[x][1] = 255 - b;
469                 //data2[x][2] = 255 - b;
470                 //data2[x][3] = 255;
471         }
472         if (r_texture_fogattenuation)
473         {
474                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
475                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
476         }
477         else
478         {
479                 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);
480                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
481         }
482 }
483
484 //=======================================================================================================================================================
485
486 static const char *builtinshaderstring =
487 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
488 "// written by Forest 'LordHavoc' Hale\n"
489 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "\n"
491 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
492 "# define USEFOG\n"
493 "#endif\n"
494 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
495 "#define USELIGHTMAP\n"
496 "#endif\n"
497 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
498 "#define USEEYEVECTOR\n"
499 "#endif\n"
500 "\n"
501 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
502 "# extension GL_ARB_texture_rectangle : enable\n"
503 "#endif\n"
504 "\n"
505 "#ifdef USESHADOWMAP2D\n"
506 "# ifdef GL_EXT_gpu_shader4\n"
507 "#   extension GL_EXT_gpu_shader4 : enable\n"
508 "# endif\n"
509 "# ifdef GL_ARB_texture_gather\n"
510 "#   extension GL_ARB_texture_gather : enable\n"
511 "# else\n"
512 "#   ifdef GL_AMD_texture_texture4\n"
513 "#     extension GL_AMD_texture_texture4 : enable\n"
514 "#   endif\n"
515 "# endif\n"
516 "#endif\n"
517 "\n"
518 "#ifdef USESHADOWMAPCUBE\n"
519 "# extension GL_EXT_gpu_shader4 : enable\n"
520 "#endif\n"
521 "\n"
522 "//#ifdef USESHADOWSAMPLER\n"
523 "//# extension GL_ARB_shadow : enable\n"
524 "//#endif\n"
525 "\n"
526 "//#ifdef __GLSL_CG_DATA_TYPES\n"
527 "//# define myhalf half\n"
528 "//# define myhalf2 half2\n"
529 "//# define myhalf3 half3\n"
530 "//# define myhalf4 half4\n"
531 "//#else\n"
532 "# define myhalf float\n"
533 "# define myhalf2 vec2\n"
534 "# define myhalf3 vec3\n"
535 "# define myhalf4 vec4\n"
536 "//#endif\n"
537 "\n"
538 "#ifdef VERTEX_SHADER\n"
539 "uniform mat4 ModelViewProjectionMatrix;\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_DEPTH_OR_SHADOW\n"
543 "#ifdef VERTEX_SHADER\n"
544 "void main(void)\n"
545 "{\n"
546 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
547 "}\n"
548 "#endif\n"
549 "#else // !MODE_DEPTH_ORSHADOW\n"
550 "\n"
551 "\n"
552 "\n"
553 "\n"
554 "#ifdef MODE_SHOWDEPTH\n"
555 "#ifdef VERTEX_SHADER\n"
556 "void main(void)\n"
557 "{\n"
558 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
559 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
560 "}\n"
561 "#endif\n"
562 "\n"
563 "#ifdef FRAGMENT_SHADER\n"
564 "void main(void)\n"
565 "{\n"
566 "       gl_FragColor = gl_Color;\n"
567 "}\n"
568 "#endif\n"
569 "#else // !MODE_SHOWDEPTH\n"
570 "\n"
571 "\n"
572 "\n"
573 "\n"
574 "#ifdef MODE_POSTPROCESS\n"
575 "varying vec2 TexCoord1;\n"
576 "varying vec2 TexCoord2;\n"
577 "\n"
578 "#ifdef VERTEX_SHADER\n"
579 "void main(void)\n"
580 "{\n"
581 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
582 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 "#ifdef USEBLOOM\n"
584 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
585 "#endif\n"
586 "}\n"
587 "#endif\n"
588 "\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "uniform sampler2D Texture_First;\n"
591 "#ifdef USEBLOOM\n"
592 "uniform sampler2D Texture_Second;\n"
593 "#endif\n"
594 "#ifdef USEGAMMARAMPS\n"
595 "uniform sampler2D Texture_GammaRamps;\n"
596 "#endif\n"
597 "#ifdef USESATURATION\n"
598 "uniform float Saturation;\n"
599 "#endif\n"
600 "#ifdef USEVIEWTINT\n"
601 "uniform vec4 ViewTintColor;\n"
602 "#endif\n"
603 "//uncomment these if you want to use them:\n"
604 "uniform vec4 UserVec1;\n"
605 "// uniform vec4 UserVec2;\n"
606 "// uniform vec4 UserVec3;\n"
607 "// uniform vec4 UserVec4;\n"
608 "// uniform float ClientTime;\n"
609 "uniform vec2 PixelSize;\n"
610 "void main(void)\n"
611 "{\n"
612 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 "#ifdef USEBLOOM\n"
614 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#endif\n"
616 "#ifdef USEVIEWTINT\n"
617 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
618 "#endif\n"
619 "\n"
620 "#ifdef USEPOSTPROCESSING\n"
621 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
622 "// 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"
623 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
628 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
629 "#endif\n"
630 "\n"
631 "#ifdef USESATURATION\n"
632 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
633 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
634 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
635 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
636 "#endif\n"
637 "\n"
638 "#ifdef USEGAMMARAMPS\n"
639 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
640 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
641 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
642 "#endif\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_POSTPROCESS\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_GENERIC\n"
651 "#ifdef USEDIFFUSE\n"
652 "varying vec2 TexCoord1;\n"
653 "#endif\n"
654 "#ifdef USESPECULAR\n"
655 "varying vec2 TexCoord2;\n"
656 "#endif\n"
657 "#ifdef VERTEX_SHADER\n"
658 "void main(void)\n"
659 "{\n"
660 "       gl_FrontColor = gl_Color;\n"
661 "#ifdef USEDIFFUSE\n"
662 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#endif\n"
664 "#ifdef USESPECULAR\n"
665 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 "#endif\n"
667 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
668 "}\n"
669 "#endif\n"
670 "\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "#ifdef USEDIFFUSE\n"
673 "uniform sampler2D Texture_First;\n"
674 "#endif\n"
675 "#ifdef USESPECULAR\n"
676 "uniform sampler2D Texture_Second;\n"
677 "#endif\n"
678 "\n"
679 "void main(void)\n"
680 "{\n"
681 "       gl_FragColor = gl_Color;\n"
682 "#ifdef USEDIFFUSE\n"
683 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
684 "#endif\n"
685 "\n"
686 "#ifdef USESPECULAR\n"
687 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
688 "# ifdef USECOLORMAPPING\n"
689 "       gl_FragColor *= tex2;\n"
690 "# endif\n"
691 "# ifdef USEGLOW\n"
692 "       gl_FragColor += tex2;\n"
693 "# endif\n"
694 "# ifdef USEVERTEXTEXTUREBLEND\n"
695 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
696 "# endif\n"
697 "#endif\n"
698 "}\n"
699 "#endif\n"
700 "#else // !MODE_GENERIC\n"
701 "\n"
702 "\n"
703 "\n"
704 "\n"
705 "#ifdef MODE_BLOOMBLUR\n"
706 "varying TexCoord;\n"
707 "#ifdef VERTEX_SHADER\n"
708 "void main(void)\n"
709 "{\n"
710 "       gl_FrontColor = gl_Color;\n"
711 "       TexCoord = gl_MultiTexCoord0.xy;\n"
712 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
713 "}\n"
714 "#endif\n"
715 "\n"
716 "#ifdef FRAGMENT_SHADER\n"
717 "uniform sampler2D Texture_First;\n"
718 "uniform vec4 BloomBlur_Parameters;\n"
719 "\n"
720 "void main(void)\n"
721 "{\n"
722 "       int i;\n"
723 "       vec2 tc = TexCoord;\n"
724 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
725 "       tc += BloomBlur_Parameters.xy;\n"
726 "       for (i = 1;i < SAMPLES;i++)\n"
727 "       {\n"
728 "               color += texture2D(Texture_First, tc).rgb;\n"
729 "               tc += BloomBlur_Parameters.xy;\n"
730 "       }\n"
731 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
732 "}\n"
733 "#endif\n"
734 "#else // !MODE_BLOOMBLUR\n"
735 "#ifdef MODE_REFRACTION\n"
736 "varying vec2 TexCoord;\n"
737 "varying vec4 ModelViewProjectionPosition;\n"
738 "uniform mat4 TexMatrix;\n"
739 "#ifdef VERTEX_SHADER\n"
740 "\n"
741 "void main(void)\n"
742 "{\n"
743 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
744 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 "       ModelViewProjectionPosition = gl_Position;\n"
746 "}\n"
747 "#endif\n"
748 "\n"
749 "#ifdef FRAGMENT_SHADER\n"
750 "uniform sampler2D Texture_Normal;\n"
751 "uniform sampler2D Texture_Refraction;\n"
752 "uniform sampler2D Texture_Reflection;\n"
753 "\n"
754 "uniform vec4 DistortScaleRefractReflect;\n"
755 "uniform vec4 ScreenScaleRefractReflect;\n"
756 "uniform vec4 ScreenCenterRefractReflect;\n"
757 "uniform vec4 RefractColor;\n"
758 "uniform vec4 ReflectColor;\n"
759 "uniform float ReflectFactor;\n"
760 "uniform float ReflectOffset;\n"
761 "\n"
762 "void main(void)\n"
763 "{\n"
764 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
765 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
768 "       // FIXME temporary hack to detect the case that the reflection\n"
769 "       // gets blackened at edges due to leaving the area that contains actual\n"
770 "       // content.\n"
771 "       // Remove this 'ack once we have a better way to stop this thing from\n"
772 "       // 'appening.\n"
773 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
774 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
777 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
778 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
779 "}\n"
780 "#endif\n"
781 "#else // !MODE_REFRACTION\n"
782 "\n"
783 "\n"
784 "\n"
785 "\n"
786 "#ifdef MODE_WATER\n"
787 "varying vec2 TexCoord;\n"
788 "varying vec3 EyeVector;\n"
789 "varying vec4 ModelViewProjectionPosition;\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform vec3 EyePosition;\n"
792 "uniform mat4 TexMatrix;\n"
793 "\n"
794 "void main(void)\n"
795 "{\n"
796 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
797 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
798 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
799 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
800 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
801 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "}\n"
804 "#endif\n"
805 "\n"
806 "#ifdef FRAGMENT_SHADER\n"
807 "uniform sampler2D Texture_Normal;\n"
808 "uniform sampler2D Texture_Refraction;\n"
809 "uniform sampler2D Texture_Reflection;\n"
810 "\n"
811 "uniform vec4 DistortScaleRefractReflect;\n"
812 "uniform vec4 ScreenScaleRefractReflect;\n"
813 "uniform vec4 ScreenCenterRefractReflect;\n"
814 "uniform vec4 RefractColor;\n"
815 "uniform vec4 ReflectColor;\n"
816 "uniform float ReflectFactor;\n"
817 "uniform float ReflectOffset;\n"
818 "\n"
819 "void main(void)\n"
820 "{\n"
821 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
822 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
825 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 "       // FIXME temporary hack to detect the case that the reflection\n"
827 "       // gets blackened at edges due to leaving the area that contains actual\n"
828 "       // content.\n"
829 "       // Remove this 'ack once we have a better way to stop this thing from\n"
830 "       // 'appening.\n"
831 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
836 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
837 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
840 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
841 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
842 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
843 "}\n"
844 "#endif\n"
845 "#else // !MODE_WATER\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "// common definitions between vertex shader and fragment shader:\n"
851 "\n"
852 "varying vec2 TexCoord;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "varying vec2 TexCoord2;\n"
855 "#endif\n"
856 "#ifdef USELIGHTMAP\n"
857 "varying vec2 TexCoordLightmap;\n"
858 "#endif\n"
859 "\n"
860 "#ifdef MODE_LIGHTSOURCE\n"
861 "varying vec3 CubeVector;\n"
862 "#endif\n"
863 "\n"
864 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
865 "varying vec3 LightVector;\n"
866 "#endif\n"
867 "\n"
868 "#ifdef USEEYEVECTOR\n"
869 "varying vec3 EyeVector;\n"
870 "#endif\n"
871 "#ifdef USEFOG\n"
872 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
873 "#endif\n"
874 "\n"
875 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
876 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
877 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
878 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
879 "#endif\n"
880 "\n"
881 "#ifdef USEREFLECTION\n"
882 "varying vec4 ModelViewProjectionPosition;\n"
883 "#endif\n"
884 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "varying vec4 ModelViewPosition;\n"
887 "#endif\n"
888 "\n"
889 "#ifdef MODE_LIGHTSOURCE\n"
890 "uniform vec3 LightPosition;\n"
891 "#endif\n"
892 "uniform vec3 EyePosition;\n"
893 "#ifdef MODE_LIGHTDIRECTION\n"
894 "uniform vec3 LightDir;\n"
895 "#endif\n"
896 "uniform vec4 FogPlane;\n"
897 "\n"
898 "#ifdef USESHADOWMAPORTHO\n"
899 "varying vec3 ShadowMapTC;\n"
900 "#endif\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "// 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"
907 "\n"
908 "// fragment shader specific:\n"
909 "#ifdef FRAGMENT_SHADER\n"
910 "\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Color;\n"
913 "uniform sampler2D Texture_Gloss;\n"
914 "#ifdef USEGLOW\n"
915 "uniform sampler2D Texture_Glow;\n"
916 "#endif\n"
917 "#ifdef USEVERTEXTEXTUREBLEND\n"
918 "uniform sampler2D Texture_SecondaryNormal;\n"
919 "uniform sampler2D Texture_SecondaryColor;\n"
920 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "#ifdef USEGLOW\n"
922 "uniform sampler2D Texture_SecondaryGlow;\n"
923 "#endif\n"
924 "#endif\n"
925 "#ifdef USECOLORMAPPING\n"
926 "uniform sampler2D Texture_Pants;\n"
927 "uniform sampler2D Texture_Shirt;\n"
928 "#endif\n"
929 "#ifdef USEFOG\n"
930 "uniform sampler2D Texture_FogMask;\n"
931 "#endif\n"
932 "#ifdef USELIGHTMAP\n"
933 "uniform sampler2D Texture_Lightmap;\n"
934 "#endif\n"
935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
936 "uniform sampler2D Texture_Deluxemap;\n"
937 "#endif\n"
938 "#ifdef USEREFLECTION\n"
939 "uniform sampler2D Texture_Reflection;\n"
940 "#endif\n"
941 "\n"
942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
943 "uniform sampler2D Texture_ScreenDepth;\n"
944 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#endif\n"
946 "#ifdef USEDEFERREDLIGHTMAP\n"
947 "uniform sampler2D Texture_ScreenDiffuse;\n"
948 "uniform sampler2D Texture_ScreenSpecular;\n"
949 "#endif\n"
950 "\n"
951 "uniform myhalf3 Color_Pants;\n"
952 "uniform myhalf3 Color_Shirt;\n"
953 "uniform myhalf3 FogColor;\n"
954 "\n"
955 "#ifdef USEFOG\n"
956 "uniform float FogRangeRecip;\n"
957 "uniform float FogPlaneViewDist;\n"
958 "uniform float FogHeightFade;\n"
959 "float FogVertex(void)\n"
960 "{\n"
961 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
962 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "       float fogfrac;\n"
964 "#ifdef USEFOGOUTSIDE\n"
965 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 "#else\n"
967 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 "#endif\n"
969 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
970 "}\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEOFFSETMAPPING\n"
974 "uniform float OffsetMapping_Scale;\n"
975 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "{\n"
977 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
978 "       // 14 sample relief mapping: linear search and then binary search\n"
979 "       // this basically steps forward a small amount repeatedly until it finds\n"
980 "       // itself inside solid, then jitters forward and back using decreasing\n"
981 "       // amounts to find the impact\n"
982 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
983 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 "       vec3 RT = vec3(TexCoord, 1);\n"
986 "       OffsetVector *= 0.1;\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1000 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1001 "       return RT.xy;\n"
1002 "#else\n"
1003 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1004 "       // this basically moves forward the full distance, and then backs up based\n"
1005 "       // on height of samples\n"
1006 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1007 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 "       TexCoord += OffsetVector;\n"
1010 "       OffsetVector *= 0.333;\n"
1011 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 "       return TexCoord;\n"
1015 "#endif\n"
1016 "}\n"
1017 "#endif // USEOFFSETMAPPING\n"
1018 "\n"
1019 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1020 "uniform sampler2D Texture_Attenuation;\n"
1021 "uniform samplerCube Texture_Cube;\n"
1022 "#endif\n"
1023 "\n"
1024 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1025 "\n"
1026 "#ifdef USESHADOWMAPRECT\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1029 "# else\n"
1030 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1031 "# endif\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAP2D\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1037 "# else\n"
1038 "uniform sampler2D Texture_ShadowMap2D;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#ifdef USESHADOWMAPVSDCT\n"
1043 "uniform samplerCube Texture_CubeProjection;\n"
1044 "#endif\n"
1045 "\n"
1046 "#ifdef USESHADOWMAPCUBE\n"
1047 "# ifdef USESHADOWSAMPLER\n"
1048 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1049 "# else\n"
1050 "uniform samplerCube Texture_ShadowMapCube;\n"
1051 "# endif\n"
1052 "#endif\n"
1053 "\n"
1054 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1055 "uniform vec2 ShadowMap_TextureScale;\n"
1056 "uniform vec4 ShadowMap_Parameters;\n"
1057 "#endif\n"
1058 "\n"
1059 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1060 "# ifdef USESHADOWMAPORTHO\n"
1061 "#  define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1062 "# else\n"
1063 "#  ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 "{\n"
1066 "   vec3 adir = abs(dir);\n"
1067 "   vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1068 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
1069 "   vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1070 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1071 "   stc.z += ShadowMap_Parameters.z;\n"
1072 "   return stc;\n"
1073 "}\n"
1074 "#  else\n"
1075 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1076 "{\n"
1077 "       vec3 adir = abs(dir);\n"
1078 "       vec2 tc;\n"
1079 "       vec2 offset;\n"
1080 "       float ma;\n"
1081 "       if (adir.x > adir.y)\n"
1082 "       {\n"
1083 "               if (adir.x > adir.z) // X\n"
1084 "               {\n"
1085 "                       ma = adir.x;\n"
1086 "                       tc = dir.zy;\n"
1087 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1088 "               }\n"
1089 "               else // Z\n"
1090 "               {\n"
1091 "                       ma = adir.z;\n"
1092 "                       tc = dir.xy;\n"
1093 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1094 "               }\n"
1095 "       }\n"
1096 "       else\n"
1097 "       {\n"
1098 "               if (adir.y > adir.z) // Y\n"
1099 "               {\n"
1100 "                       ma = adir.y;\n"
1101 "                       tc = dir.xz;\n"
1102 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1103 "               }\n"
1104 "               else // Z\n"
1105 "               {\n"
1106 "                       ma = adir.z;\n"
1107 "                       tc = dir.xy;\n"
1108 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1109 "               }\n"
1110 "       }\n"
1111 "\n"
1112 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1113 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1114 "       stc.z += ShadowMap_Parameters.z;\n"
1115 "       return stc;\n"
1116 "}\n"
1117 "#  endif\n"
1118 "# endif\n"
1119 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1120 "\n"
1121 "#ifdef USESHADOWMAPCUBE\n"
1122 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1123 "{\n"
1124 "       vec3 adir = abs(dir);\n"
1125 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1126 "}\n"
1127 "#endif\n"
1128 "\n"
1129 "# ifdef USESHADOWMAPRECT\n"
1130 "float ShadowMapCompare(vec3 dir)\n"
1131 "{\n"
1132 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1133 "       float f;\n"
1134 "#  ifdef USESHADOWSAMPLER\n"
1135 "\n"
1136 "#    ifdef USESHADOWMAPPCF\n"
1137 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1138 "       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"
1139 "#    else\n"
1140 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1141 "#    endif\n"
1142 "\n"
1143 "#  else\n"
1144 "\n"
1145 "#    ifdef USESHADOWMAPPCF\n"
1146 "#      if USESHADOWMAPPCF > 1\n"
1147 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1148 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1149 "       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"
1150 "       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"
1151 "       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"
1152 "       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"
1153 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1154 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1155 "#      else\n"
1156 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1157 "       vec2 offset = fract(shadowmaptc.xy);\n"
1158 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1159 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1160 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1161 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1162 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1163 "#      endif\n"
1164 "#    else\n"
1165 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1166 "#    endif\n"
1167 "\n"
1168 "#  endif\n"
1169 "#  ifdef USESHADOWMAPORTHO\n"
1170 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1171 "#  else\n"
1172 "       return f;\n"
1173 "#  endif\n"
1174 "}\n"
1175 "# endif\n"
1176 "\n"
1177 "# ifdef USESHADOWMAP2D\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1181 "       float f;\n"
1182 "\n"
1183 "#  ifdef USESHADOWSAMPLER\n"
1184 "#    ifdef USESHADOWMAPPCF\n"
1185 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1186 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1187 "       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"
1188 "#    else\n"
1189 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1190 "#    endif\n"
1191 "#  else\n"
1192 "#    ifdef USESHADOWMAPPCF\n"
1193 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1194 "#      ifdef GL_ARB_texture_gather\n"
1195 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1196 "#      else\n"
1197 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1198 "#      endif\n"
1199 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 "       center *= ShadowMap_TextureScale;\n"
1201 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1202 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1203 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1204 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1205 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1206 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1207 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1208 "#     else\n"
1209 "#      ifdef GL_EXT_gpu_shader4\n"
1210 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1211 "#      else\n"
1212 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1213 "#      endif\n"
1214 "#      if USESHADOWMAPPCF > 1\n"
1215 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1216 "       center *= ShadowMap_TextureScale;\n"
1217 "       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"
1218 "       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"
1219 "       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"
1220 "       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"
1221 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1222 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1223 "#      else\n"
1224 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1225 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1226 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1227 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1228 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1229 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1230 "#      endif\n"
1231 "#     endif\n"
1232 "#    else\n"
1233 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1234 "#    endif\n"
1235 "#  endif\n"
1236 "#  ifdef USESHADOWMAPORTHO\n"
1237 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1238 "#  else\n"
1239 "       return f;\n"
1240 "#  endif\n"
1241 "}\n"
1242 "# endif\n"
1243 "\n"
1244 "# ifdef USESHADOWMAPCUBE\n"
1245 "float ShadowMapCompare(vec3 dir)\n"
1246 "{\n"
1247 "       // apply depth texture cubemap as light filter\n"
1248 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1249 "       float f;\n"
1250 "#  ifdef USESHADOWSAMPLER\n"
1251 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1252 "#  else\n"
1253 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1254 "#  endif\n"
1255 "       return f;\n"
1256 "}\n"
1257 "# endif\n"
1258 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1259 "#endif // FRAGMENT_SHADER\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "\n"
1264 "#ifdef MODE_DEFERREDGEOMETRY\n"
1265 "#ifdef VERTEX_SHADER\n"
1266 "uniform mat4 TexMatrix;\n"
1267 "#ifdef USEVERTEXTEXTUREBLEND\n"
1268 "uniform mat4 BackgroundTexMatrix;\n"
1269 "#endif\n"
1270 "uniform mat4 ModelViewMatrix;\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 "       gl_FrontColor = gl_Color;\n"
1276 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1277 "#endif\n"
1278 "\n"
1279 "       // transform unnormalized eye direction into tangent space\n"
1280 "#ifdef USEOFFSETMAPPING\n"
1281 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1282 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1283 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1284 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1285 "#endif\n"
1286 "\n"
1287 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1288 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1289 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1290 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1291 "}\n"
1292 "#endif // VERTEX_SHADER\n"
1293 "\n"
1294 "#ifdef FRAGMENT_SHADER\n"
1295 "void main(void)\n"
1296 "{\n"
1297 "#ifdef USEOFFSETMAPPING\n"
1298 "       // apply offsetmapping\n"
1299 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1300 "#define TexCoord TexCoordOffset\n"
1301 "#endif\n"
1302 "\n"
1303 "#ifdef USEALPHAKILL\n"
1304 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1305 "               discard;\n"
1306 "#endif\n"
1307 "\n"
1308 "#ifdef USEVERTEXTEXTUREBLEND\n"
1309 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1310 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1311 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1312 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1313 "#endif\n"
1314 "\n"
1315 "#ifdef USEVERTEXTEXTUREBLEND\n"
1316 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1317 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1318 "#else\n"
1319 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1320 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1321 "#endif\n"
1322 "\n"
1323 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1324 "}\n"
1325 "#endif // FRAGMENT_SHADER\n"
1326 "#else // !MODE_DEFERREDGEOMETRY\n"
1327 "\n"
1328 "\n"
1329 "\n"
1330 "\n"
1331 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1332 "#ifdef VERTEX_SHADER\n"
1333 "uniform mat4 ModelViewMatrix;\n"
1334 "void main(void)\n"
1335 "{\n"
1336 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1337 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1338 "}\n"
1339 "#endif // VERTEX_SHADER\n"
1340 "\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1342 "uniform mat4 ViewToLight;\n"
1343 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1344 "uniform vec2 ScreenToDepth;\n"
1345 "uniform myhalf3 DeferredColor_Ambient;\n"
1346 "uniform myhalf3 DeferredColor_Diffuse;\n"
1347 "#ifdef USESPECULAR\n"
1348 "uniform myhalf3 DeferredColor_Specular;\n"
1349 "uniform myhalf SpecularPower;\n"
1350 "#endif\n"
1351 "uniform myhalf2 PixelToScreenTexCoord;\n"
1352 "void main(void)\n"
1353 "{\n"
1354 "       // calculate viewspace pixel position\n"
1355 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1356 "       vec3 position;\n"
1357 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1358 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1359 "       // decode viewspace pixel normal\n"
1360 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1361 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1362 "       // surfacenormal = pixel normal in viewspace\n"
1363 "       // LightVector = pixel to light in viewspace\n"
1364 "       // CubeVector = position in lightspace\n"
1365 "       // eyevector = pixel to view in viewspace\n"
1366 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1367 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1368 "#ifdef USEDIFFUSE\n"
1369 "       // calculate diffuse shading\n"
1370 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1371 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1372 "#endif\n"
1373 "#ifdef USESPECULAR\n"
1374 "       // calculate directional shading\n"
1375 "       vec3 eyevector = position * -1.0;\n"
1376 "#  ifdef USEEXACTSPECULARMATH\n"
1377 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1378 "#  else\n"
1379 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1380 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1381 "#  endif\n"
1382 "#endif\n"
1383 "\n"
1384 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1385 "       fade *= ShadowMapCompare(CubeVector);\n"
1386 "#endif\n"
1387 "\n"
1388 "#ifdef USEDIFFUSE\n"
1389 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1390 "#else\n"
1391 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1392 "#endif\n"
1393 "#ifdef USESPECULAR\n"
1394 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1395 "#else\n"
1396 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1397 "#endif\n"
1398 "\n"
1399 "# ifdef USECUBEFILTER\n"
1400 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1401 "       gl_FragData[0].rgb *= cubecolor;\n"
1402 "       gl_FragData[1].rgb *= cubecolor;\n"
1403 "# endif\n"
1404 "}\n"
1405 "#endif // FRAGMENT_SHADER\n"
1406 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef VERTEX_SHADER\n"
1412 "uniform mat4 TexMatrix;\n"
1413 "#ifdef USEVERTEXTEXTUREBLEND\n"
1414 "uniform mat4 BackgroundTexMatrix;\n"
1415 "#endif\n"
1416 "#ifdef MODE_LIGHTSOURCE\n"
1417 "uniform mat4 ModelToLight;\n"
1418 "#endif\n"
1419 "#ifdef USESHADOWMAPORTHO\n"
1420 "uniform mat4 ShadowMapMatrix;\n"
1421 "#endif\n"
1422 "void main(void)\n"
1423 "{\n"
1424 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1425 "       gl_FrontColor = gl_Color;\n"
1426 "#endif\n"
1427 "       // copy the surface texcoord\n"
1428 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1429 "#ifdef USEVERTEXTEXTUREBLEND\n"
1430 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1431 "#endif\n"
1432 "#ifdef USELIGHTMAP\n"
1433 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1434 "#endif\n"
1435 "\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "       // transform vertex position into light attenuation/cubemap space\n"
1438 "       // (-1 to +1 across the light box)\n"
1439 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1440 "\n"
1441 "# ifdef USEDIFFUSE\n"
1442 "       // transform unnormalized light direction into tangent space\n"
1443 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1444 "       //  normalize it per pixel)\n"
1445 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1446 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1447 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1448 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1449 "# endif\n"
1450 "#endif\n"
1451 "\n"
1452 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1453 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1454 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1455 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1456 "#endif\n"
1457 "\n"
1458 "       // transform unnormalized eye direction into tangent space\n"
1459 "#ifdef USEEYEVECTOR\n"
1460 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1461 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1462 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1463 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1464 "#endif\n"
1465 "\n"
1466 "#ifdef USEFOG\n"
1467 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1468 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1469 "#endif\n"
1470 "\n"
1471 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1472 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1473 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1474 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1475 "#endif\n"
1476 "\n"
1477 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1478 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1479 "\n"
1480 "#ifdef USESHADOWMAPORTHO\n"
1481 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1482 "#endif\n"
1483 "\n"
1484 "#ifdef USEREFLECTION\n"
1485 "       ModelViewProjectionPosition = gl_Position;\n"
1486 "#endif\n"
1487 "}\n"
1488 "#endif // VERTEX_SHADER\n"
1489 "\n"
1490 "\n"
1491 "\n"
1492 "\n"
1493 "#ifdef FRAGMENT_SHADER\n"
1494 "#ifdef USEDEFERREDLIGHTMAP\n"
1495 "uniform myhalf2 PixelToScreenTexCoord;\n"
1496 "uniform myhalf3 DeferredMod_Diffuse;\n"
1497 "uniform myhalf3 DeferredMod_Specular;\n"
1498 "#endif\n"
1499 "uniform myhalf3 Color_Ambient;\n"
1500 "uniform myhalf3 Color_Diffuse;\n"
1501 "uniform myhalf3 Color_Specular;\n"
1502 "uniform myhalf SpecularPower;\n"
1503 "#ifdef USEGLOW\n"
1504 "uniform myhalf3 Color_Glow;\n"
1505 "#endif\n"
1506 "uniform myhalf Alpha;\n"
1507 "#ifdef USEREFLECTION\n"
1508 "uniform vec4 DistortScaleRefractReflect;\n"
1509 "uniform vec4 ScreenScaleRefractReflect;\n"
1510 "uniform vec4 ScreenCenterRefractReflect;\n"
1511 "uniform myhalf4 ReflectColor;\n"
1512 "#endif\n"
1513 "#ifdef USEREFLECTCUBE\n"
1514 "uniform mat4 ModelToReflectCube;\n"
1515 "uniform sampler2D Texture_ReflectMask;\n"
1516 "uniform samplerCube Texture_ReflectCube;\n"
1517 "#endif\n"
1518 "#ifdef MODE_LIGHTDIRECTION\n"
1519 "uniform myhalf3 LightColor;\n"
1520 "#endif\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 "uniform myhalf3 LightColor;\n"
1523 "#endif\n"
1524 "void main(void)\n"
1525 "{\n"
1526 "#ifdef USEOFFSETMAPPING\n"
1527 "       // apply offsetmapping\n"
1528 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1529 "#define TexCoord TexCoordOffset\n"
1530 "#endif\n"
1531 "\n"
1532 "       // combine the diffuse textures (base, pants, shirt)\n"
1533 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1534 "#ifdef USEALPHAKILL\n"
1535 "       if (color.a < 0.5)\n"
1536 "               discard;\n"
1537 "#endif\n"
1538 "       color.a *= Alpha;\n"
1539 "#ifdef USECOLORMAPPING\n"
1540 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1541 "#endif\n"
1542 "#ifdef USEVERTEXTEXTUREBLEND\n"
1543 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1544 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1545 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1546 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1547 "       color.a = 1.0;\n"
1548 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1549 "#endif\n"
1550 "\n"
1551 "       // get the surface normal\n"
1552 "#ifdef USEVERTEXTEXTUREBLEND\n"
1553 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1554 "#else\n"
1555 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1556 "#endif\n"
1557 "\n"
1558 "       // get the material colors\n"
1559 "       myhalf3 diffusetex = color.rgb;\n"
1560 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1561 "# ifdef USEVERTEXTEXTUREBLEND\n"
1562 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1563 "# else\n"
1564 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1565 "# endif\n"
1566 "#endif\n"
1567 "\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1570 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1571 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1572 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1573 "#endif\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTSOURCE\n"
1579 "       // light source\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1583 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1584 "#ifdef USESPECULAR\n"
1585 "#ifdef USEEXACTSPECULARMATH\n"
1586 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1587 "#else\n"
1588 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1589 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1590 "#endif\n"
1591 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1592 "#endif\n"
1593 "#else\n"
1594 "       color.rgb = diffusetex * Color_Ambient;\n"
1595 "#endif\n"
1596 "       color.rgb *= LightColor;\n"
1597 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1598 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1599 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1600 "#endif\n"
1601 "# ifdef USECUBEFILTER\n"
1602 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1603 "# endif\n"
1604 "#endif // MODE_LIGHTSOURCE\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "\n"
1609 "#ifdef MODE_LIGHTDIRECTION\n"
1610 "#define SHADING\n"
1611 "#ifdef USEDIFFUSE\n"
1612 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1613 "#endif\n"
1614 "#define lightcolor LightColor\n"
1615 "#endif // MODE_LIGHTDIRECTION\n"
1616 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1617 "#define SHADING\n"
1618 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1619 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1620 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1621 "       // convert modelspace light vector to tangentspace\n"
1622 "       myhalf3 lightnormal;\n"
1623 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1624 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1625 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1626 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1627 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1628 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1629 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1630 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1631 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1632 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1633 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1634 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1635 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1636 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1637 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1638 "#define SHADING\n"
1639 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1640 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1641 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1642 "#endif\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "\n"
1647 "#ifdef MODE_LIGHTMAP\n"
1648 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1649 "#endif // MODE_LIGHTMAP\n"
1650 "#ifdef MODE_VERTEXCOLOR\n"
1651 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1652 "#endif // MODE_VERTEXCOLOR\n"
1653 "#ifdef MODE_FLATCOLOR\n"
1654 "       color.rgb = diffusetex * Color_Ambient;\n"
1655 "#endif // MODE_FLATCOLOR\n"
1656 "\n"
1657 "\n"
1658 "\n"
1659 "\n"
1660 "#ifdef SHADING\n"
1661 "# ifdef USEDIFFUSE\n"
1662 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1663 "#  ifdef USESPECULAR\n"
1664 "#   ifdef USEEXACTSPECULARMATH\n"
1665 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1666 "#   else\n"
1667 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1668 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1669 "#   endif\n"
1670 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1671 "#  else\n"
1672 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1673 "#  endif\n"
1674 "# else\n"
1675 "       color.rgb = diffusetex * Color_Ambient;\n"
1676 "# endif\n"
1677 "#endif\n"
1678 "\n"
1679 "#ifdef USESHADOWMAPORTHO\n"
1680 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1681 "#endif\n"
1682 "\n"
1683 "#ifdef USEDEFERREDLIGHTMAP\n"
1684 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1685 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1686 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1687 "#endif\n"
1688 "\n"
1689 "#ifdef USEGLOW\n"
1690 "#ifdef USEVERTEXTEXTUREBLEND\n"
1691 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1692 "#else\n"
1693 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1694 "#endif\n"
1695 "#endif\n"
1696 "\n"
1697 "#ifdef USEFOG\n"
1698 "#ifdef MODE_LIGHTSOURCE\n"
1699 "       color.rgb *= myhalf(FogVertex());\n"
1700 "#else\n"
1701 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1702 "#endif\n"
1703 "#endif\n"
1704 "\n"
1705 "       // 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"
1706 "#ifdef USEREFLECTION\n"
1707 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1708 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1709 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1710 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1711 "       // FIXME temporary hack to detect the case that the reflection\n"
1712 "       // gets blackened at edges due to leaving the area that contains actual\n"
1713 "       // content.\n"
1714 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1715 "       // 'appening.\n"
1716 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1717 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1718 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1719 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1720 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1721 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1722 "#endif\n"
1723 "\n"
1724 "       gl_FragColor = vec4(color);\n"
1725 "}\n"
1726 "#endif // FRAGMENT_SHADER\n"
1727 "\n"
1728 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1729 "#endif // !MODE_DEFERREDGEOMETRY\n"
1730 "#endif // !MODE_WATER\n"
1731 "#endif // !MODE_REFRACTION\n"
1732 "#endif // !MODE_BLOOMBLUR\n"
1733 "#endif // !MODE_GENERIC\n"
1734 "#endif // !MODE_POSTPROCESS\n"
1735 "#endif // !MODE_SHOWDEPTH\n"
1736 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1737 ;
1738
1739 /*
1740 =========================================================================================================================================================
1741
1742
1743
1744 =========================================================================================================================================================
1745
1746
1747
1748 =========================================================================================================================================================
1749
1750
1751
1752 =========================================================================================================================================================
1753
1754
1755
1756 =========================================================================================================================================================
1757
1758
1759
1760 =========================================================================================================================================================
1761
1762
1763
1764 =========================================================================================================================================================
1765 */
1766
1767 const char *builtincgshaderstring =
1768 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1769 "// written by Forest 'LordHavoc' Hale\n"
1770 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1771 "\n"
1772 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1773 "# define USEFOG\n"
1774 "#endif\n"
1775 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1776 "#define USELIGHTMAP\n"
1777 "#endif\n"
1778 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1779 "#define USEEYEVECTOR\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1783 "#ifdef VERTEX_SHADER\n"
1784 "void main\n"
1785 "(\n"
1786 "float4 gl_Vertex : POSITION,\n"
1787 "uniform float4x4 ModelViewProjectionMatrix,\n"
1788 "out float4 gl_Position : POSITION\n"
1789 ")\n"
1790 "{\n"
1791 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1792 "}\n"
1793 "#endif\n"
1794 "#else // !MODE_DEPTH_ORSHADOW\n"
1795 "\n"
1796 "\n"
1797 "\n"
1798 "\n"
1799 "#ifdef MODE_SHOWDEPTH\n"
1800 "#ifdef VERTEX_SHADER\n"
1801 "void main\n"
1802 "(\n"
1803 "float4 gl_Vertex : POSITION,\n"
1804 "uniform float4x4 ModelViewProjectionMatrix,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float4 gl_FrontColor : COLOR0\n"
1807 ")\n"
1808 "{\n"
1809 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1811 "}\n"
1812 "#endif\n"
1813 "\n"
1814 "#ifdef FRAGMENT_SHADER\n"
1815 "void main\n"
1816 "(\n"
1817 "float4 gl_FrontColor : COLOR0,\n"
1818 "out float4 gl_FragColor : COLOR\n"
1819 ")\n"
1820 "{\n"
1821 "       gl_FragColor = gl_FrontColor;\n"
1822 "}\n"
1823 "#endif\n"
1824 "#else // !MODE_SHOWDEPTH\n"
1825 "\n"
1826 "\n"
1827 "\n"
1828 "\n"
1829 "#ifdef MODE_POSTPROCESS\n"
1830 "\n"
1831 "#ifdef VERTEX_SHADER\n"
1832 "void main\n"
1833 "(\n"
1834 "float4 gl_Vertex : POSITION,\n"
1835 "uniform float4x4 ModelViewProjectionMatrix,\n"
1836 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1837 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1838 "out float4 gl_Position : POSITION,\n"
1839 "out float2 TexCoord1 : TEXCOORD0,\n"
1840 "out float2 TexCoord2 : TEXCOORD1\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1844 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1845 "#ifdef USEBLOOM\n"
1846 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1847 "#endif\n"
1848 "}\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1852 "void main\n"
1853 "(\n"
1854 "float2 TexCoord1 : TEXCOORD0,\n"
1855 "float2 TexCoord2 : TEXCOORD1,\n"
1856 "uniform sampler2D Texture_First,\n"
1857 "#ifdef USEBLOOM\n"
1858 "uniform sampler2D Texture_Second,\n"
1859 "#endif\n"
1860 "#ifdef USEGAMMARAMPS\n"
1861 "uniform sampler2D Texture_GammaRamps,\n"
1862 "#endif\n"
1863 "#ifdef USESATURATION\n"
1864 "uniform float Saturation,\n"
1865 "#endif\n"
1866 "#ifdef USEVIEWTINT\n"
1867 "uniform float4 ViewTintColor,\n"
1868 "#endif\n"
1869 "uniform float4 UserVec1,\n"
1870 "uniform float4 UserVec2,\n"
1871 "uniform float4 UserVec3,\n"
1872 "uniform float4 UserVec4,\n"
1873 "uniform float ClientTime,\n"
1874 "uniform float2 PixelSize,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1876 ")\n"
1877 "{\n"
1878 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1879 "#ifdef USEBLOOM\n"
1880 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1881 "#endif\n"
1882 "#ifdef USEVIEWTINT\n"
1883 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef USEPOSTPROCESSING\n"
1887 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1888 "// 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"
1889 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1890 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1891 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1892 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1893 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1894 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1895 "#endif\n"
1896 "\n"
1897 "#ifdef USESATURATION\n"
1898 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1899 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1900 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1901 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1902 "#endif\n"
1903 "\n"
1904 "#ifdef USEGAMMARAMPS\n"
1905 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1906 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1907 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1908 "#endif\n"
1909 "}\n"
1910 "#endif\n"
1911 "#else // !MODE_POSTPROCESS\n"
1912 "\n"
1913 "\n"
1914 "\n"
1915 "\n"
1916 "#ifdef MODE_GENERIC\n"
1917 "#ifdef VERTEX_SHADER\n"
1918 "void main\n"
1919 "(\n"
1920 "float4 gl_Vertex : POSITION,\n"
1921 "uniform float4x4 ModelViewProjectionMatrix,\n"
1922 "float4 gl_Color : COLOR0,\n"
1923 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1924 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR,\n"
1927 "out float2 TexCoord1 : TEXCOORD0,\n"
1928 "out float2 TexCoord2 : TEXCOORD1\n"
1929 ")\n"
1930 "{\n"
1931 "       gl_FrontColor = gl_Color;\n"
1932 "#ifdef USEDIFFUSE\n"
1933 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1934 "#endif\n"
1935 "#ifdef USESPECULAR\n"
1936 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1937 "#endif\n"
1938 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1939 "}\n"
1940 "#endif\n"
1941 "\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1943 "\n"
1944 "void main\n"
1945 "(\n"
1946 "float4 gl_FrontColor : COLOR,\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "#ifdef USEDIFFUSE\n"
1950 "uniform sampler2D Texture_First,\n"
1951 "#endif\n"
1952 "#ifdef USESPECULAR\n"
1953 "uniform sampler2D Texture_Second,\n"
1954 "#endif\n"
1955 "out float4 gl_FragColor : COLOR\n"
1956 ")\n"
1957 "{\n"
1958 "       gl_FragColor = gl_FrontColor;\n"
1959 "#ifdef USEDIFFUSE\n"
1960 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef USESPECULAR\n"
1964 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1965 "# ifdef USECOLORMAPPING\n"
1966 "       gl_FragColor *= tex2;\n"
1967 "# endif\n"
1968 "# ifdef USEGLOW\n"
1969 "       gl_FragColor += tex2;\n"
1970 "# endif\n"
1971 "# ifdef USEVERTEXTEXTUREBLEND\n"
1972 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1973 "# endif\n"
1974 "#endif\n"
1975 "}\n"
1976 "#endif\n"
1977 "#else // !MODE_GENERIC\n"
1978 "\n"
1979 "\n"
1980 "\n"
1981 "\n"
1982 "#ifdef MODE_BLOOMBLUR\n"
1983 "#ifdef VERTEX_SHADER\n"
1984 "void main\n"
1985 "(\n"
1986 "float4 gl_Vertex : POSITION,\n"
1987 "uniform float4x4 ModelViewProjectionMatrix,\n"
1988 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1989 "out float4 gl_Position : POSITION,\n"
1990 "out float2 TexCoord : TEXCOORD0\n"
1991 ")\n"
1992 "{\n"
1993 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1994 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1995 "}\n"
1996 "#endif\n"
1997 "\n"
1998 "#ifdef FRAGMENT_SHADER\n"
1999 "\n"
2000 "void main\n"
2001 "(\n"
2002 "float2 TexCoord : TEXCOORD0,\n"
2003 "uniform sampler2D Texture_First,\n"
2004 "uniform float4 BloomBlur_Parameters,\n"
2005 "out float4 gl_FragColor : COLOR\n"
2006 ")\n"
2007 "{\n"
2008 "       int i;\n"
2009 "       float2 tc = TexCoord;\n"
2010 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2011 "       tc += BloomBlur_Parameters.xy;\n"
2012 "       for (i = 1;i < SAMPLES;i++)\n"
2013 "       {\n"
2014 "               color += tex2D(Texture_First, tc).rgb;\n"
2015 "               tc += BloomBlur_Parameters.xy;\n"
2016 "       }\n"
2017 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2018 "}\n"
2019 "#endif\n"
2020 "#else // !MODE_BLOOMBLUR\n"
2021 "#ifdef MODE_REFRACTION\n"
2022 "#ifdef VERTEX_SHADER\n"
2023 "void main\n"
2024 "(\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "uniform float4x4 TexMatrix,\n"
2029 "uniform float3 EyePosition,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float2 TexCoord : TEXCOORD0,\n"
2032 "out float3 EyeVector : TEXCOORD1,\n"
2033 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2034 ")\n"
2035 "{\n"
2036 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2037 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2038 "       ModelViewProjectionPosition = gl_Position;\n"
2039 "}\n"
2040 "#endif\n"
2041 "\n"
2042 "#ifdef FRAGMENT_SHADER\n"
2043 "void main\n"
2044 "(\n"
2045 "float2 TexCoord : TEXCOORD0,\n"
2046 "float3 EyeVector : TEXCOORD1,\n"
2047 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2048 "uniform sampler2D Texture_Normal,\n"
2049 "uniform sampler2D Texture_Refraction,\n"
2050 "uniform sampler2D Texture_Reflection,\n"
2051 "uniform float4 DistortScaleRefractReflect,\n"
2052 "uniform float4 ScreenScaleRefractReflect,\n"
2053 "uniform float4 ScreenCenterRefractReflect,\n"
2054 "uniform float4 RefractColor,\n"
2055 "out float4 gl_FragColor : COLOR\n"
2056 ")\n"
2057 "{\n"
2058 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2059 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2061 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2062 "       // FIXME temporary hack to detect the case that the reflection\n"
2063 "       // gets blackened at edges due to leaving the area that contains actual\n"
2064 "       // content.\n"
2065 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2066 "       // 'appening.\n"
2067 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2068 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2069 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2070 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2071 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2072 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2073 "}\n"
2074 "#endif\n"
2075 "#else // !MODE_REFRACTION\n"
2076 "\n"
2077 "\n"
2078 "\n"
2079 "\n"
2080 "#ifdef MODE_WATER\n"
2081 "#ifdef VERTEX_SHADER\n"
2082 "\n"
2083 "void main\n"
2084 "(\n"
2085 "float4 gl_Vertex : POSITION,\n"
2086 "uniform float4x4 ModelViewProjectionMatrix,\n"
2087 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2088 "uniform float4x4 TexMatrix,\n"
2089 "uniform float3 EyePosition,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0,\n"
2092 "out float3 EyeVector : TEXCOORD1,\n"
2093 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2094 ")\n"
2095 "{\n"
2096 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2097 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2098 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2099 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2100 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2101 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "       ModelViewProjectionPosition = gl_Position;\n"
2103 "}\n"
2104 "#endif\n"
2105 "\n"
2106 "#ifdef FRAGMENT_SHADER\n"
2107 "void main\n"
2108 "(\n"
2109 "float2 TexCoord : TEXCOORD0,\n"
2110 "float3 EyeVector : TEXCOORD1,\n"
2111 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2112 "uniform sampler2D Texture_Normal,\n"
2113 "uniform sampler2D Texture_Refraction,\n"
2114 "uniform sampler2D Texture_Reflection,\n"
2115 "uniform float4 DistortScaleRefractReflect,\n"
2116 "uniform float4 ScreenScaleRefractReflect,\n"
2117 "uniform float4 ScreenCenterRefractReflect,\n"
2118 "uniform float4 RefractColor,\n"
2119 "uniform float4 ReflectColor,\n"
2120 "uniform float ReflectFactor,\n"
2121 "uniform float ReflectOffset,\n"
2122 "out float4 gl_FragColor : COLOR\n"
2123 ")\n"
2124 "{\n"
2125 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2126 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2128 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2129 "       // FIXME temporary hack to detect the case that the reflection\n"
2130 "       // gets blackened at edges due to leaving the area that contains actual\n"
2131 "       // content.\n"
2132 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2133 "       // 'appening.\n"
2134 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2135 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2136 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2137 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2138 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2139 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2140 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2143 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2144 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2145 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2146 "}\n"
2147 "#endif\n"
2148 "#else // !MODE_WATER\n"
2149 "\n"
2150 "\n"
2151 "\n"
2152 "\n"
2153 "// 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"
2154 "\n"
2155 "// fragment shader specific:\n"
2156 "#ifdef FRAGMENT_SHADER\n"
2157 "\n"
2158 "#ifdef USEFOG\n"
2159 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2160 "{\n"
2161 "       float fogfrac;\n"
2162 "#ifdef USEFOGOUTSIDE\n"
2163 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2164 "#else\n"
2165 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2166 "#endif\n"
2167 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2168 "}\n"
2169 "#endif\n"
2170 "\n"
2171 "#ifdef USEOFFSETMAPPING\n"
2172 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2173 "{\n"
2174 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2175 "       // 14 sample relief mapping: linear search and then binary search\n"
2176 "       // this basically steps forward a small amount repeatedly until it finds\n"
2177 "       // itself inside solid, then jitters forward and back using decreasing\n"
2178 "       // amounts to find the impact\n"
2179 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2180 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2182 "       float3 RT = float3(TexCoord, 1);\n"
2183 "       OffsetVector *= 0.1;\n"
2184 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2193 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2194 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2195 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2196 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2197 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2198 "       return RT.xy;\n"
2199 "#else\n"
2200 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2201 "       // this basically moves forward the full distance, and then backs up based\n"
2202 "       // on height of samples\n"
2203 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2204 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2205 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2206 "       TexCoord += OffsetVector;\n"
2207 "       OffsetVector *= 0.333;\n"
2208 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2211 "       return TexCoord;\n"
2212 "#endif\n"
2213 "}\n"
2214 "#endif // USEOFFSETMAPPING\n"
2215 "\n"
2216 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2217 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2218 "# ifdef USESHADOWMAPORTHO\n"
2219 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2220 "# else\n"
2221 "#  ifdef USESHADOWMAPVSDCT\n"
2222 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2223 "{\n"
2224 "   float3 adir = abs(dir);\n"
2225 "   float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2226 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
2227 "   float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2228 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2229 "   stc.z += ShadowMap_Parameters.z;\n"
2230 "   return stc;\n"
2231 "}\n"
2232 "#  else\n"
2233 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2234 "{\n"
2235 "       float3 adir = abs(dir);\n"
2236 "       float2 tc;\n"
2237 "       float2 offset;\n"
2238 "       float ma;\n"
2239 "       if (adir.x > adir.y)\n"
2240 "       {\n"
2241 "               if (adir.x > adir.z) // X\n"
2242 "               {\n"
2243 "                       ma = adir.x;\n"
2244 "                       tc = dir.zy;\n"
2245 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2246 "               }\n"
2247 "               else // Z\n"
2248 "               {\n"
2249 "                       ma = adir.z;\n"
2250 "                       tc = dir.xy;\n"
2251 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2252 "               }\n"
2253 "       }\n"
2254 "       else\n"
2255 "       {\n"
2256 "               if (adir.y > adir.z) // Y\n"
2257 "               {\n"
2258 "                       ma = adir.y;\n"
2259 "                       tc = dir.xz;\n"
2260 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2261 "               }\n"
2262 "               else // Z\n"
2263 "               {\n"
2264 "                       ma = adir.z;\n"
2265 "                       tc = dir.xy;\n"
2266 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2267 "               }\n"
2268 "       }\n"
2269 "\n"
2270 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2271 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2272 "       stc.z += ShadowMap_Parameters.z;\n"
2273 "       return stc;\n"
2274 "}\n"
2275 "#  endif\n"
2276 "# endif\n"
2277 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2278 "\n"
2279 "#ifdef USESHADOWMAPCUBE\n"
2280 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2281 "{\n"
2282 "    float3 adir = abs(dir);\n"
2283 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2284 "}\n"
2285 "#endif\n"
2286 "\n"
2287 "# ifdef USESHADOWMAPRECT\n"
2288 "#ifdef USESHADOWMAPVSDCT\n"
2289 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2290 "#else\n"
2291 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2292 "#endif\n"
2293 "{\n"
2294 "#ifdef USESHADOWMAPVSDCT\n"
2295 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2296 "#else\n"
2297 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2298 "#endif\n"
2299 "       float f;\n"
2300 "#  ifdef USESHADOWSAMPLER\n"
2301 "\n"
2302 "#    ifdef USESHADOWMAPPCF\n"
2303 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2304 "    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"
2305 "#    else\n"
2306 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2307 "#    endif\n"
2308 "\n"
2309 "#  else\n"
2310 "\n"
2311 "#    ifdef USESHADOWMAPPCF\n"
2312 "#      if USESHADOWMAPPCF > 1\n"
2313 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2314 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2315 "    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"
2316 "    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"
2317 "    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"
2318 "    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"
2319 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2320 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2321 "#      else\n"
2322 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2323 "    float2 offset = frac(shadowmaptc.xy);\n"
2324 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2325 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2326 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2327 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2328 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2329 "#      endif\n"
2330 "#    else\n"
2331 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2332 "#    endif\n"
2333 "\n"
2334 "#  endif\n"
2335 "#  ifdef USESHADOWMAPORTHO\n"
2336 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2337 "#  else\n"
2338 "       return f;\n"
2339 "#  endif\n"
2340 "}\n"
2341 "# endif\n"
2342 "\n"
2343 "# ifdef USESHADOWMAP2D\n"
2344 "#ifdef USESHADOWMAPVSDCT\n"
2345 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2346 "#else\n"
2347 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2348 "#endif\n"
2349 "{\n"
2350 "#ifdef USESHADOWMAPVSDCT\n"
2351 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2352 "#else\n"
2353 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2354 "#endif\n"
2355 "    float f;\n"
2356 "\n"
2357 "#  ifdef USESHADOWSAMPLER\n"
2358 "#    ifdef USESHADOWMAPPCF\n"
2359 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2360 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2361 "    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"
2362 "#    else\n"
2363 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2364 "#    endif\n"
2365 "#  else\n"
2366 "#    ifdef USESHADOWMAPPCF\n"
2367 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2368 "#      ifdef GL_ARB_texture_gather\n"
2369 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2370 "#      else\n"
2371 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2372 "#      endif\n"
2373 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2374 "    center *= ShadowMap_TextureScale;\n"
2375 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2376 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2377 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2378 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2379 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2380 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2381 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2382 "#     else\n"
2383 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2384 "#      if USESHADOWMAPPCF > 1\n"
2385 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2386 "    center *= ShadowMap_TextureScale;\n"
2387 "    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"
2388 "    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"
2389 "    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"
2390 "    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"
2391 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2392 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2393 "#      else\n"
2394 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2395 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2396 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2397 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2398 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2399 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2400 "#      endif\n"
2401 "#     endif\n"
2402 "#    else\n"
2403 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2404 "#    endif\n"
2405 "#  endif\n"
2406 "#  ifdef USESHADOWMAPORTHO\n"
2407 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2408 "#  else\n"
2409 "       return f;\n"
2410 "#  endif\n"
2411 "}\n"
2412 "# endif\n"
2413 "\n"
2414 "# ifdef USESHADOWMAPCUBE\n"
2415 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2416 "{\n"
2417 "    // apply depth texture cubemap as light filter\n"
2418 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2419 "    float f;\n"
2420 "#  ifdef USESHADOWSAMPLER\n"
2421 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2422 "#  else\n"
2423 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2424 "#  endif\n"
2425 "    return f;\n"
2426 "}\n"
2427 "# endif\n"
2428 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2429 "#endif // FRAGMENT_SHADER\n"
2430 "\n"
2431 "\n"
2432 "\n"
2433 "\n"
2434 "#ifdef MODE_DEFERREDGEOMETRY\n"
2435 "#ifdef VERTEX_SHADER\n"
2436 "void main\n"
2437 "(\n"
2438 "float4 gl_Vertex : POSITION,\n"
2439 "uniform float4x4 ModelViewProjectionMatrix,\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 "float4 gl_Color : COLOR0,\n"
2442 "#endif\n"
2443 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2444 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2445 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2446 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2447 "uniform float4x4 TexMatrix,\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "uniform float4x4 BackgroundTexMatrix,\n"
2450 "#endif\n"
2451 "uniform float4x4 ModelViewMatrix,\n"
2452 "#ifdef USEOFFSETMAPPING\n"
2453 "uniform float3 EyePosition,\n"
2454 "#endif\n"
2455 "out float4 gl_Position : POSITION,\n"
2456 "out float4 gl_FrontColor : COLOR,\n"
2457 "out float4 TexCoordBoth : TEXCOORD0,\n"
2458 "#ifdef USEOFFSETMAPPING\n"
2459 "out float3 EyeVector : TEXCOORD2,\n"
2460 "#endif\n"
2461 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2462 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2463 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2464 ")\n"
2465 "{\n"
2466 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "       gl_FrontColor = gl_Color;\n"
2469 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2470 "#endif\n"
2471 "\n"
2472 "       // transform unnormalized eye direction into tangent space\n"
2473 "#ifdef USEOFFSETMAPPING\n"
2474 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2475 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2476 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2477 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2478 "#endif\n"
2479 "\n"
2480 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2481 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2482 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2483 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2484 "}\n"
2485 "#endif // VERTEX_SHADER\n"
2486 "\n"
2487 "#ifdef FRAGMENT_SHADER\n"
2488 "void main\n"
2489 "(\n"
2490 "float4 TexCoordBoth : TEXCOORD0,\n"
2491 "float3 EyeVector : TEXCOORD2,\n"
2492 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2493 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2494 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2495 "uniform sampler2D Texture_Normal,\n"
2496 "#ifdef USEALPHAKILL\n"
2497 "uniform sampler2D Texture_Color,\n"
2498 "#endif\n"
2499 "uniform sampler2D Texture_Gloss,\n"
2500 "#ifdef USEVERTEXTEXTUREBLEND\n"
2501 "uniform sampler2D Texture_SecondaryNormal,\n"
2502 "uniform sampler2D Texture_SecondaryGloss,\n"
2503 "#endif\n"
2504 "#ifdef USEOFFSETMAPPING\n"
2505 "uniform float OffsetMapping_Scale,\n"
2506 "#endif\n"
2507 "uniform half SpecularPower,\n"
2508 "out float4 gl_FragColor : COLOR\n"
2509 ")\n"
2510 "{\n"
2511 "       float2 TexCoord = TexCoordBoth.xy;\n"
2512 "#ifdef USEOFFSETMAPPING\n"
2513 "       // apply offsetmapping\n"
2514 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2515 "#define TexCoord TexCoordOffset\n"
2516 "#endif\n"
2517 "\n"
2518 "#ifdef USEALPHAKILL\n"
2519 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2520 "               discard;\n"
2521 "#endif\n"
2522 "\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2525 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2526 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2527 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2528 "#endif\n"
2529 "\n"
2530 "#ifdef USEVERTEXTEXTUREBLEND\n"
2531 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2532 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2533 "#else\n"
2534 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2535 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2536 "#endif\n"
2537 "\n"
2538 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2539 "}\n"
2540 "#endif // FRAGMENT_SHADER\n"
2541 "#else // !MODE_DEFERREDGEOMETRY\n"
2542 "\n"
2543 "\n"
2544 "\n"
2545 "\n"
2546 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2547 "#ifdef VERTEX_SHADER\n"
2548 "void main\n"
2549 "(\n"
2550 "float4 gl_Vertex : POSITION,\n"
2551 "uniform float4x4 ModelViewProjectionMatrix,\n"
2552 "uniform float4x4 ModelViewMatrix,\n"
2553 "out float4 gl_Position : POSITION,\n"
2554 "out float4 ModelViewPosition : TEXCOORD0\n"
2555 ")\n"
2556 "{\n"
2557 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float2 Pixel : WPOS,\n"
2566 "float4 ModelViewPosition : TEXCOORD0,\n"
2567 "uniform float4x4 ViewToLight,\n"
2568 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2569 "uniform float3 LightPosition,\n"
2570 "uniform half2 PixelToScreenTexCoord,\n"
2571 "uniform half3 DeferredColor_Ambient,\n"
2572 "uniform half3 DeferredColor_Diffuse,\n"
2573 "#ifdef USESPECULAR\n"
2574 "uniform half3 DeferredColor_Specular,\n"
2575 "uniform half SpecularPower,\n"
2576 "#endif\n"
2577 "uniform sampler2D Texture_Attenuation,\n"
2578 "uniform sampler2D Texture_ScreenDepth,\n"
2579 "uniform sampler2D Texture_ScreenNormalMap,\n"
2580 "\n"
2581 "#ifdef USESHADOWMAPRECT\n"
2582 "# ifdef USESHADOWSAMPLER\n"
2583 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2584 "# else\n"
2585 "uniform samplerRECT Texture_ShadowMapRect,\n"
2586 "# endif\n"
2587 "#endif\n"
2588 "\n"
2589 "#ifdef USESHADOWMAP2D\n"
2590 "# ifdef USESHADOWSAMPLER\n"
2591 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2592 "# else\n"
2593 "uniform sampler2D Texture_ShadowMap2D,\n"
2594 "# endif\n"
2595 "#endif\n"
2596 "\n"
2597 "#ifdef USESHADOWMAPVSDCT\n"
2598 "uniform samplerCUBE Texture_CubeProjection,\n"
2599 "#endif\n"
2600 "\n"
2601 "#ifdef USESHADOWMAPCUBE\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2604 "# else\n"
2605 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2606 "# endif\n"
2607 "#endif\n"
2608 "\n"
2609 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2610 "uniform float2 ShadowMap_TextureScale,\n"
2611 "uniform float4 ShadowMap_Parameters,\n"
2612 "#endif\n"
2613 "\n"
2614 "out float4 gl_FragData0 : COLOR0,\n"
2615 "out float4 gl_FragData1 : COLOR1\n"
2616 ")\n"
2617 "{\n"
2618 "       // calculate viewspace pixel position\n"
2619 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2620 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2621 "       float3 position;\n"
2622 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2623 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2624 "       // decode viewspace pixel normal\n"
2625 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2626 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2627 "       // surfacenormal = pixel normal in viewspace\n"
2628 "       // LightVector = pixel to light in viewspace\n"
2629 "       // CubeVector = position in lightspace\n"
2630 "       // eyevector = pixel to view in viewspace\n"
2631 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2632 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2633 "#ifdef USEDIFFUSE\n"
2634 "       // calculate diffuse shading\n"
2635 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2636 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2637 "#endif\n"
2638 "#ifdef USESPECULAR\n"
2639 "       // calculate directional shading\n"
2640 "       float3 eyevector = position * -1.0;\n"
2641 "#  ifdef USEEXACTSPECULARMATH\n"
2642 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2643 "#  else\n"
2644 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2645 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2646 "#  endif\n"
2647 "#endif\n"
2648 "\n"
2649 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2650 "       fade *= ShadowMapCompare(CubeVector,\n"
2651 "# if defined(USESHADOWMAP2D)\n"
2652 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2653 "# endif\n"
2654 "# if defined(USESHADOWMAPRECT)\n"
2655 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2656 "# endif\n"
2657 "# if defined(USESHADOWMAPCUBE)\n"
2658 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2659 "# endif\n"
2660 "\n"
2661 "#ifdef USESHADOWMAPVSDCT\n"
2662 ", Texture_CubeProjection\n"
2663 "#endif\n"
2664 "       );\n"
2665 "#endif\n"
2666 "\n"
2667 "#ifdef USEDIFFUSE\n"
2668 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2669 "#else\n"
2670 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2671 "#endif\n"
2672 "#ifdef USESPECULAR\n"
2673 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2674 "#else\n"
2675 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2676 "#endif\n"
2677 "\n"
2678 "# ifdef USECUBEFILTER\n"
2679 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2680 "       gl_FragData0.rgb *= cubecolor;\n"
2681 "       gl_FragData1.rgb *= cubecolor;\n"
2682 "# endif\n"
2683 "}\n"
2684 "#endif // FRAGMENT_SHADER\n"
2685 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2686 "\n"
2687 "\n"
2688 "\n"
2689 "\n"
2690 "#ifdef VERTEX_SHADER\n"
2691 "void main\n"
2692 "(\n"
2693 "float4 gl_Vertex : POSITION,\n"
2694 "uniform float4x4 ModelViewProjectionMatrix,\n"
2695 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2696 "float4 gl_Color : COLOR0,\n"
2697 "#endif\n"
2698 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2699 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2700 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2701 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2702 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2703 "\n"
2704 "uniform float3 EyePosition,\n"
2705 "uniform float4x4 TexMatrix,\n"
2706 "#ifdef USEVERTEXTEXTUREBLEND\n"
2707 "uniform float4x4 BackgroundTexMatrix,\n"
2708 "#endif\n"
2709 "#ifdef MODE_LIGHTSOURCE\n"
2710 "uniform float4x4 ModelToLight,\n"
2711 "#endif\n"
2712 "#ifdef MODE_LIGHTSOURCE\n"
2713 "uniform float3 LightPosition,\n"
2714 "#endif\n"
2715 "#ifdef MODE_LIGHTDIRECTION\n"
2716 "uniform float3 LightDir,\n"
2717 "#endif\n"
2718 "uniform float4 FogPlane,\n"
2719 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2720 "uniform float3 LightPosition,\n"
2721 "#endif\n"
2722 "#ifdef USESHADOWMAPORTHO\n"
2723 "uniform float4x4 ShadowMapMatrix,\n"
2724 "#endif\n"
2725 "\n"
2726 "out float4 gl_FrontColor : COLOR,\n"
2727 "out float4 TexCoordBoth : TEXCOORD0,\n"
2728 "#ifdef USELIGHTMAP\n"
2729 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2730 "#endif\n"
2731 "#ifdef USEEYEVECTOR\n"
2732 "out float3 EyeVector : TEXCOORD2,\n"
2733 "#endif\n"
2734 "#ifdef USEREFLECTION\n"
2735 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2736 "#endif\n"
2737 "#ifdef USEFOG\n"
2738 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2739 "#endif\n"
2740 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2741 "out float3 LightVector : TEXCOORD5,\n"
2742 "#endif\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "out float3 CubeVector : TEXCOORD3,\n"
2745 "#endif\n"
2746 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2747 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2748 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2749 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2750 "#endif\n"
2751 "#ifdef USESHADOWMAPORTHO\n"
2752 "out float3 ShadowMapTC : TEXCOORD8,\n"
2753 "#endif\n"
2754 "out float4 gl_Position : POSITION\n"
2755 ")\n"
2756 "{\n"
2757 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2758 "       gl_FrontColor = gl_Color;\n"
2759 "#endif\n"
2760 "       // copy the surface texcoord\n"
2761 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2762 "#ifdef USEVERTEXTEXTUREBLEND\n"
2763 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2764 "#endif\n"
2765 "#ifdef USELIGHTMAP\n"
2766 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2767 "#endif\n"
2768 "\n"
2769 "#ifdef MODE_LIGHTSOURCE\n"
2770 "       // transform vertex position into light attenuation/cubemap space\n"
2771 "       // (-1 to +1 across the light box)\n"
2772 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2773 "\n"
2774 "# ifdef USEDIFFUSE\n"
2775 "       // transform unnormalized light direction into tangent space\n"
2776 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2777 "       //  normalize it per pixel)\n"
2778 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2779 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2780 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2781 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2782 "# endif\n"
2783 "#endif\n"
2784 "\n"
2785 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2786 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2787 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2788 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2789 "#endif\n"
2790 "\n"
2791 "       // transform unnormalized eye direction into tangent space\n"
2792 "#ifdef USEEYEVECTOR\n"
2793 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2794 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2795 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2796 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2797 "#endif\n"
2798 "\n"
2799 "#ifdef USEFOG\n"
2800 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2801 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2802 "#endif\n"
2803 "\n"
2804 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2805 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2806 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2807 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2808 "#endif\n"
2809 "\n"
2810 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2811 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2812 "\n"
2813 "#ifdef USESHADOWMAPORTHO\n"
2814 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2815 "#endif\n"
2816 "\n"
2817 "#ifdef USEREFLECTION\n"
2818 "       ModelViewProjectionPosition = gl_Position;\n"
2819 "#endif\n"
2820 "}\n"
2821 "#endif // VERTEX_SHADER\n"
2822 "\n"
2823 "\n"
2824 "\n"
2825 "\n"
2826 "#ifdef FRAGMENT_SHADER\n"
2827 "void main\n"
2828 "(\n"
2829 "#ifdef USEDEFERREDLIGHTMAP\n"
2830 "float2 Pixel : WPOS,\n"
2831 "#endif\n"
2832 "float4 gl_FrontColor : COLOR,\n"
2833 "float4 TexCoordBoth : TEXCOORD0,\n"
2834 "#ifdef USELIGHTMAP\n"
2835 "float2 TexCoordLightmap : TEXCOORD1,\n"
2836 "#endif\n"
2837 "#ifdef USEEYEVECTOR\n"
2838 "float3 EyeVector : TEXCOORD2,\n"
2839 "#endif\n"
2840 "#ifdef USEREFLECTION\n"
2841 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2842 "#endif\n"
2843 "#ifdef USEFOG\n"
2844 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2845 "#endif\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2847 "float3 LightVector : TEXCOORD5,\n"
2848 "#endif\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "float3 CubeVector : TEXCOORD3,\n"
2851 "#endif\n"
2852 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2853 "float4 ModelViewPosition : TEXCOORD0,\n"
2854 "#endif\n"
2855 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2856 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2857 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2858 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2859 "#endif\n"
2860 "#ifdef USESHADOWMAPORTHO\n"
2861 "float3 ShadowMapTC : TEXCOORD8\n"
2862 "#endif\n"
2863 "\n"
2864 "uniform sampler2D Texture_Normal,\n"
2865 "uniform sampler2D Texture_Color,\n"
2866 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2867 "uniform sampler2D Texture_Gloss,\n"
2868 "#endif\n"
2869 "#ifdef USEGLOW\n"
2870 "uniform sampler2D Texture_Glow,\n"
2871 "#endif\n"
2872 "#ifdef USEVERTEXTEXTUREBLEND\n"
2873 "uniform sampler2D Texture_SecondaryNormal,\n"
2874 "uniform sampler2D Texture_SecondaryColor,\n"
2875 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2876 "uniform sampler2D Texture_SecondaryGloss,\n"
2877 "#endif\n"
2878 "#ifdef USEGLOW\n"
2879 "uniform sampler2D Texture_SecondaryGlow,\n"
2880 "#endif\n"
2881 "#endif\n"
2882 "#ifdef USECOLORMAPPING\n"
2883 "uniform sampler2D Texture_Pants,\n"
2884 "uniform sampler2D Texture_Shirt,\n"
2885 "#endif\n"
2886 "#ifdef USEFOG\n"
2887 "uniform sampler2D Texture_FogMask,\n"
2888 "#endif\n"
2889 "#ifdef USELIGHTMAP\n"
2890 "uniform sampler2D Texture_Lightmap,\n"
2891 "#endif\n"
2892 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2893 "uniform sampler2D Texture_Deluxemap,\n"
2894 "#endif\n"
2895 "#ifdef USEREFLECTION\n"
2896 "uniform sampler2D Texture_Reflection,\n"
2897 "#endif\n"
2898 "\n"
2899 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2900 "uniform sampler2D Texture_ScreenDepth,\n"
2901 "uniform sampler2D Texture_ScreenNormalMap,\n"
2902 "#endif\n"
2903 "#ifdef USEDEFERREDLIGHTMAP\n"
2904 "uniform sampler2D Texture_ScreenDiffuse,\n"
2905 "uniform sampler2D Texture_ScreenSpecular,\n"
2906 "#endif\n"
2907 "\n"
2908 "#ifdef USECOLORMAPPING\n"
2909 "uniform half3 Color_Pants,\n"
2910 "uniform half3 Color_Shirt,\n"
2911 "#endif\n"
2912 "#ifdef USEFOG\n"
2913 "uniform float3 FogColor,\n"
2914 "uniform float FogRangeRecip,\n"
2915 "uniform float FogPlaneViewDist,\n"
2916 "uniform float FogHeightFade,\n"
2917 "#endif\n"
2918 "\n"
2919 "#ifdef USEOFFSETMAPPING\n"
2920 "uniform float OffsetMapping_Scale,\n"
2921 "#endif\n"
2922 "\n"
2923 "#ifdef USEDEFERREDLIGHTMAP\n"
2924 "uniform half2 PixelToScreenTexCoord,\n"
2925 "uniform half3 DeferredMod_Diffuse,\n"
2926 "uniform half3 DeferredMod_Specular,\n"
2927 "#endif\n"
2928 "uniform half3 Color_Ambient,\n"
2929 "uniform half3 Color_Diffuse,\n"
2930 "uniform half3 Color_Specular,\n"
2931 "uniform half SpecularPower,\n"
2932 "#ifdef USEGLOW\n"
2933 "uniform half3 Color_Glow,\n"
2934 "#endif\n"
2935 "uniform half Alpha,\n"
2936 "#ifdef USEREFLECTION\n"
2937 "uniform float4 DistortScaleRefractReflect,\n"
2938 "uniform float4 ScreenScaleRefractReflect,\n"
2939 "uniform float4 ScreenCenterRefractReflect,\n"
2940 "uniform half4 ReflectColor,\n"
2941 "#endif\n"
2942 "#ifdef USEREFLECTCUBE\n"
2943 "uniform float4x4 ModelToReflectCube,\n"
2944 "uniform sampler2D Texture_ReflectMask,\n"
2945 "uniform samplerCUBE Texture_ReflectCube,\n"
2946 "#endif\n"
2947 "#ifdef MODE_LIGHTDIRECTION\n"
2948 "uniform half3 LightColor,\n"
2949 "#endif\n"
2950 "#ifdef MODE_LIGHTSOURCE\n"
2951 "uniform half3 LightColor,\n"
2952 "#endif\n"
2953 "\n"
2954 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2955 "uniform sampler2D Texture_Attenuation,\n"
2956 "uniform samplerCUBE Texture_Cube,\n"
2957 "#endif\n"
2958 "\n"
2959 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2960 "\n"
2961 "#ifdef USESHADOWMAPRECT\n"
2962 "# ifdef USESHADOWSAMPLER\n"
2963 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2964 "# else\n"
2965 "uniform samplerRECT Texture_ShadowMapRect,\n"
2966 "# endif\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USESHADOWMAP2D\n"
2970 "# ifdef USESHADOWSAMPLER\n"
2971 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2972 "# else\n"
2973 "uniform sampler2D Texture_ShadowMap2D,\n"
2974 "# endif\n"
2975 "#endif\n"
2976 "\n"
2977 "#ifdef USESHADOWMAPVSDCT\n"
2978 "uniform samplerCUBE Texture_CubeProjection,\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USESHADOWMAPCUBE\n"
2982 "# ifdef USESHADOWSAMPLER\n"
2983 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2984 "# else\n"
2985 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2986 "# endif\n"
2987 "#endif\n"
2988 "\n"
2989 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2990 "uniform float2 ShadowMap_TextureScale,\n"
2991 "uniform float4 ShadowMap_Parameters,\n"
2992 "#endif\n"
2993 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2994 "\n"
2995 "out float4 gl_FragColor : COLOR\n"
2996 ")\n"
2997 "{\n"
2998 "       float2 TexCoord = TexCoordBoth.xy;\n"
2999 "#ifdef USEVERTEXTEXTUREBLEND\n"
3000 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3001 "#endif\n"
3002 "#ifdef USEOFFSETMAPPING\n"
3003 "       // apply offsetmapping\n"
3004 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3005 "#define TexCoord TexCoordOffset\n"
3006 "#endif\n"
3007 "\n"
3008 "       // combine the diffuse textures (base, pants, shirt)\n"
3009 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3010 "#ifdef USEALPHAKILL\n"
3011 "       if (color.a < 0.5)\n"
3012 "               discard;\n"
3013 "#endif\n"
3014 "       color.a *= Alpha;\n"
3015 "#ifdef USECOLORMAPPING\n"
3016 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3017 "#endif\n"
3018 "#ifdef USEVERTEXTEXTUREBLEND\n"
3019 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3020 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3021 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3022 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3023 "       color.a = 1.0;\n"
3024 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3025 "#endif\n"
3026 "\n"
3027 "       // get the surface normal\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3030 "#else\n"
3031 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3032 "#endif\n"
3033 "\n"
3034 "       // get the material colors\n"
3035 "       half3 diffusetex = color.rgb;\n"
3036 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3037 "# ifdef USEVERTEXTEXTUREBLEND\n"
3038 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3039 "# else\n"
3040 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3041 "# endif\n"
3042 "#endif\n"
3043 "\n"
3044 "#ifdef USEREFLECTCUBE\n"
3045 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3046 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3047 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3048 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3049 "#endif\n"
3050 "\n"
3051 "\n"
3052 "\n"
3053 "\n"
3054 "#ifdef MODE_LIGHTSOURCE\n"
3055 "       // light source\n"
3056 "#ifdef USEDIFFUSE\n"
3057 "       half3 lightnormal = half3(normalize(LightVector));\n"
3058 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3059 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3060 "#ifdef USESPECULAR\n"
3061 "#ifdef USEEXACTSPECULARMATH\n"
3062 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3063 "#else\n"
3064 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3065 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3066 "#endif\n"
3067 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3068 "#endif\n"
3069 "#else\n"
3070 "       color.rgb = diffusetex * Color_Ambient;\n"
3071 "#endif\n"
3072 "       color.rgb *= LightColor;\n"
3073 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3074 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3075 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3076 "# if defined(USESHADOWMAP2D)\n"
3077 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3078 "# endif\n"
3079 "# if defined(USESHADOWMAPRECT)\n"
3080 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3081 "# endif\n"
3082 "# if defined(USESHADOWMAPCUBE)\n"
3083 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3084 "# endif\n"
3085 "\n"
3086 "#ifdef USESHADOWMAPVSDCT\n"
3087 ", Texture_CubeProjection\n"
3088 "#endif\n"
3089 "       );\n"
3090 "\n"
3091 "#endif\n"
3092 "# ifdef USECUBEFILTER\n"
3093 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3094 "# endif\n"
3095 "#endif // MODE_LIGHTSOURCE\n"
3096 "\n"
3097 "\n"
3098 "\n"
3099 "\n"
3100 "#ifdef MODE_LIGHTDIRECTION\n"
3101 "#define SHADING\n"
3102 "#ifdef USEDIFFUSE\n"
3103 "       half3 lightnormal = half3(normalize(LightVector));\n"
3104 "#endif\n"
3105 "#define lightcolor LightColor\n"
3106 "#endif // MODE_LIGHTDIRECTION\n"
3107 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3108 "#define SHADING\n"
3109 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3110 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3111 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3112 "       // convert modelspace light vector to tangentspace\n"
3113 "       half3 lightnormal;\n"
3114 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3115 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3116 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3117 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3118 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3119 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3120 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3121 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3122 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3123 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3124 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3125 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3126 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3127 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3128 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3129 "#define SHADING\n"
3130 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3131 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3132 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3133 "#endif\n"
3134 "\n"
3135 "\n"
3136 "\n"
3137 "\n"
3138 "#ifdef MODE_LIGHTMAP\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3140 "#endif // MODE_LIGHTMAP\n"
3141 "#ifdef MODE_VERTEXCOLOR\n"
3142 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3143 "#endif // MODE_VERTEXCOLOR\n"
3144 "#ifdef MODE_FLATCOLOR\n"
3145 "       color.rgb = diffusetex * Color_Ambient;\n"
3146 "#endif // MODE_FLATCOLOR\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "\n"
3151 "#ifdef SHADING\n"
3152 "# ifdef USEDIFFUSE\n"
3153 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3154 "#  ifdef USESPECULAR\n"
3155 "#   ifdef USEEXACTSPECULARMATH\n"
3156 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3157 "#   else\n"
3158 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3159 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3160 "#   endif\n"
3161 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3162 "#  else\n"
3163 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3164 "#  endif\n"
3165 "# else\n"
3166 "       color.rgb = diffusetex * Color_Ambient;\n"
3167 "# endif\n"
3168 "#endif\n"
3169 "\n"
3170 "#ifdef USESHADOWMAPORTHO\n"
3171 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3174 "# endif\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3177 "# endif\n"
3178 "       );\n"
3179 "#endif\n"
3180 "\n"
3181 "#ifdef USEDEFERREDLIGHTMAP\n"
3182 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3183 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3184 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3185 "#endif\n"
3186 "\n"
3187 "#ifdef USEGLOW\n"
3188 "#ifdef USEVERTEXTEXTUREBLEND\n"
3189 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3190 "#else\n"
3191 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3192 "#endif\n"
3193 "#endif\n"
3194 "\n"
3195 "#ifdef USEFOG\n"
3196 "#ifdef MODE_LIGHTSOURCE\n"
3197 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3198 "#else\n"
3199 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3200 "#endif\n"
3201 "#endif\n"
3202 "\n"
3203 "       // 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"
3204 "#ifdef USEREFLECTION\n"
3205 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3206 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3207 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3208 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3209 "       // FIXME temporary hack to detect the case that the reflection\n"
3210 "       // gets blackened at edges due to leaving the area that contains actual\n"
3211 "       // content.\n"
3212 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3213 "       // 'appening.\n"
3214 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3215 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3216 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3217 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3218 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3219 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3220 "#endif\n"
3221 "\n"
3222 "       gl_FragColor = float4(color);\n"
3223 "}\n"
3224 "#endif // FRAGMENT_SHADER\n"
3225 "\n"
3226 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3227 "#endif // !MODE_DEFERREDGEOMETRY\n"
3228 "#endif // !MODE_WATER\n"
3229 "#endif // !MODE_REFRACTION\n"
3230 "#endif // !MODE_BLOOMBLUR\n"
3231 "#endif // !MODE_GENERIC\n"
3232 "#endif // !MODE_POSTPROCESS\n"
3233 "#endif // !MODE_SHOWDEPTH\n"
3234 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3235 ;
3236
3237 char *glslshaderstring = NULL;
3238 char *cgshaderstring = NULL;
3239
3240 //=======================================================================================================================================================
3241
3242 typedef struct shaderpermutationinfo_s
3243 {
3244         const char *pretext;
3245         const char *name;
3246 }
3247 shaderpermutationinfo_t;
3248
3249 typedef struct shadermodeinfo_s
3250 {
3251         const char *vertexfilename;
3252         const char *geometryfilename;
3253         const char *fragmentfilename;
3254         const char *pretext;
3255         const char *name;
3256 }
3257 shadermodeinfo_t;
3258
3259 typedef enum shaderpermutation_e
3260 {
3261         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3262         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3263         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3264         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3265         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3266         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3267         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3268         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3269         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3270         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3271         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3272         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3273         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3274         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3275         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3276         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3277         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3278         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3279         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3280         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3281         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3282         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3283         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3284         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3285         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3286         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3287         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3288         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3289         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3290         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3291 }
3292 shaderpermutation_t;
3293
3294 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3295 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3296 {
3297         {"#define USEDIFFUSE\n", " diffuse"},
3298         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3299         {"#define USEVIEWTINT\n", " viewtint"},
3300         {"#define USECOLORMAPPING\n", " colormapping"},
3301         {"#define USESATURATION\n", " saturation"},
3302         {"#define USEFOGINSIDE\n", " foginside"},
3303         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3304         {"#define USEGAMMARAMPS\n", " gammaramps"},
3305         {"#define USECUBEFILTER\n", " cubefilter"},
3306         {"#define USEGLOW\n", " glow"},
3307         {"#define USEBLOOM\n", " bloom"},
3308         {"#define USESPECULAR\n", " specular"},
3309         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3310         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3311         {"#define USEREFLECTION\n", " reflection"},
3312         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3313         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3314         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3315         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3316         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3317         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3318         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3319         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3320         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3321         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3322         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3323         {"#define USEALPHAKILL\n", " alphakill"},
3324         {"#define USEREFLECTCUBE\n", " reflectcube"},
3325 };
3326
3327 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3328 typedef enum shadermode_e
3329 {
3330         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3331         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3332         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3333         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3334         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3335         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3336         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3337         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3338         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3339         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3340         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3341         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3342         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3343         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3344         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3345         SHADERMODE_COUNT
3346 }
3347 shadermode_t;
3348
3349 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3350 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3351 {
3352         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3353         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3354         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3355         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3356         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3357         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3358         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3359         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3360         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3361         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3362         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3363         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3364         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3365         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3366         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3367 };
3368
3369 #ifdef SUPPORTCG
3370 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3371 {
3372         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3373         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3374         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3375         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3376         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3377         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3378         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3379         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3380         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3381         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3382         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3383         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3384         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3385         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3386         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3387 };
3388 #endif
3389
3390 struct r_glsl_permutation_s;
3391 typedef struct r_glsl_permutation_s
3392 {
3393         /// hash lookup data
3394         struct r_glsl_permutation_s *hashnext;
3395         unsigned int mode;
3396         unsigned int permutation;
3397
3398         /// indicates if we have tried compiling this permutation already
3399         qboolean compiled;
3400         /// 0 if compilation failed
3401         int program;
3402         /// locations of detected uniforms in program object, or -1 if not found
3403         int loc_Texture_First;
3404         int loc_Texture_Second;
3405         int loc_Texture_GammaRamps;
3406         int loc_Texture_Normal;
3407         int loc_Texture_Color;
3408         int loc_Texture_Gloss;
3409         int loc_Texture_Glow;
3410         int loc_Texture_SecondaryNormal;
3411         int loc_Texture_SecondaryColor;
3412         int loc_Texture_SecondaryGloss;
3413         int loc_Texture_SecondaryGlow;
3414         int loc_Texture_Pants;
3415         int loc_Texture_Shirt;
3416         int loc_Texture_FogMask;
3417         int loc_Texture_Lightmap;
3418         int loc_Texture_Deluxemap;
3419         int loc_Texture_Attenuation;
3420         int loc_Texture_Cube;
3421         int loc_Texture_Refraction;
3422         int loc_Texture_Reflection;
3423         int loc_Texture_ShadowMapRect;
3424         int loc_Texture_ShadowMapCube;
3425         int loc_Texture_ShadowMap2D;
3426         int loc_Texture_CubeProjection;
3427         int loc_Texture_ScreenDepth;
3428         int loc_Texture_ScreenNormalMap;
3429         int loc_Texture_ScreenDiffuse;
3430         int loc_Texture_ScreenSpecular;
3431         int loc_Texture_ReflectMask;
3432         int loc_Texture_ReflectCube;
3433         int loc_Alpha;
3434         int loc_BloomBlur_Parameters;
3435         int loc_ClientTime;
3436         int loc_Color_Ambient;
3437         int loc_Color_Diffuse;
3438         int loc_Color_Specular;
3439         int loc_Color_Glow;
3440         int loc_Color_Pants;
3441         int loc_Color_Shirt;
3442         int loc_DeferredColor_Ambient;
3443         int loc_DeferredColor_Diffuse;
3444         int loc_DeferredColor_Specular;
3445         int loc_DeferredMod_Diffuse;
3446         int loc_DeferredMod_Specular;
3447         int loc_DistortScaleRefractReflect;
3448         int loc_EyePosition;
3449         int loc_FogColor;
3450         int loc_FogHeightFade;
3451         int loc_FogPlane;
3452         int loc_FogPlaneViewDist;
3453         int loc_FogRangeRecip;
3454         int loc_LightColor;
3455         int loc_LightDir;
3456         int loc_LightPosition;
3457         int loc_OffsetMapping_Scale;
3458         int loc_PixelSize;
3459         int loc_ReflectColor;
3460         int loc_ReflectFactor;
3461         int loc_ReflectOffset;
3462         int loc_RefractColor;
3463         int loc_Saturation;
3464         int loc_ScreenCenterRefractReflect;
3465         int loc_ScreenScaleRefractReflect;
3466         int loc_ScreenToDepth;
3467         int loc_ShadowMap_Parameters;
3468         int loc_ShadowMap_TextureScale;
3469         int loc_SpecularPower;
3470         int loc_UserVec1;
3471         int loc_UserVec2;
3472         int loc_UserVec3;
3473         int loc_UserVec4;
3474         int loc_ViewTintColor;
3475         int loc_ViewToLight;
3476         int loc_ModelToLight;
3477         int loc_TexMatrix;
3478         int loc_BackgroundTexMatrix;
3479         int loc_ModelViewProjectionMatrix;
3480         int loc_ModelViewMatrix;
3481         int loc_PixelToScreenTexCoord;
3482         int loc_ModelToReflectCube;
3483         int loc_ShadowMapMatrix;        
3484 }
3485 r_glsl_permutation_t;
3486
3487 #define SHADERPERMUTATION_HASHSIZE 256
3488
3489 /// information about each possible shader permutation
3490 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3491 /// currently selected permutation
3492 r_glsl_permutation_t *r_glsl_permutation;
3493 /// storage for permutations linked in the hash table
3494 memexpandablearray_t r_glsl_permutationarray;
3495
3496 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3497 {
3498         //unsigned int hashdepth = 0;
3499         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3500         r_glsl_permutation_t *p;
3501         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3502         {
3503                 if (p->mode == mode && p->permutation == permutation)
3504                 {
3505                         //if (hashdepth > 10)
3506                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3507                         return p;
3508                 }
3509                 //hashdepth++;
3510         }
3511         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3512         p->mode = mode;
3513         p->permutation = permutation;
3514         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3515         r_glsl_permutationhash[mode][hashindex] = p;
3516         //if (hashdepth > 10)
3517         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3518         return p;
3519 }
3520
3521 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3522 {
3523         char *shaderstring;
3524         if (!filename || !filename[0])
3525                 return NULL;
3526         if (!strcmp(filename, "glsl/default.glsl"))
3527         {
3528                 if (!glslshaderstring)
3529                 {
3530                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3531                         if (glslshaderstring)
3532                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3533                         else
3534                                 glslshaderstring = (char *)builtinshaderstring;
3535                 }
3536                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3537                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3538                 return shaderstring;
3539         }
3540         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3541         if (shaderstring)
3542         {
3543                 if (printfromdisknotice)
3544                         Con_DPrintf("from disk %s... ", filename);
3545                 return shaderstring;
3546         }
3547         return shaderstring;
3548 }
3549
3550 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3551 {
3552         int i;
3553         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3554         int vertstrings_count = 0;
3555         int geomstrings_count = 0;
3556         int fragstrings_count = 0;
3557         char *vertexstring, *geometrystring, *fragmentstring;
3558         const char *vertstrings_list[32+3];
3559         const char *geomstrings_list[32+3];
3560         const char *fragstrings_list[32+3];
3561         char permutationname[256];
3562
3563         if (p->compiled)
3564                 return;
3565         p->compiled = true;
3566         p->program = 0;
3567
3568         permutationname[0] = 0;
3569         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3570         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3571         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3572
3573         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3574
3575         // the first pretext is which type of shader to compile as
3576         // (later these will all be bound together as a program object)
3577         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3578         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3579         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3580
3581         // the second pretext is the mode (for example a light source)
3582         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3583         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3584         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3585         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3586
3587         // now add all the permutation pretexts
3588         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3589         {
3590                 if (permutation & (1<<i))
3591                 {
3592                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3593                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3594                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3595                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3596                 }
3597                 else
3598                 {
3599                         // keep line numbers correct
3600                         vertstrings_list[vertstrings_count++] = "\n";
3601                         geomstrings_list[geomstrings_count++] = "\n";
3602                         fragstrings_list[fragstrings_count++] = "\n";
3603                 }
3604         }
3605
3606         // now append the shader text itself
3607         vertstrings_list[vertstrings_count++] = vertexstring;
3608         geomstrings_list[geomstrings_count++] = geometrystring;
3609         fragstrings_list[fragstrings_count++] = fragmentstring;
3610
3611         // if any sources were NULL, clear the respective list
3612         if (!vertexstring)
3613                 vertstrings_count = 0;
3614         if (!geometrystring)
3615                 geomstrings_count = 0;
3616         if (!fragmentstring)
3617                 fragstrings_count = 0;
3618
3619         // compile the shader program
3620         if (vertstrings_count + geomstrings_count + fragstrings_count)
3621                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3622         if (p->program)
3623         {
3624                 CHECKGLERROR
3625                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3626                 // look up all the uniform variable names we care about, so we don't
3627                 // have to look them up every time we set them
3628
3629                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3630                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3631                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3632                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3633                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3634                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3635                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3636                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3637                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3638                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3639                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3640                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3641                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3642                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3643                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3644                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3645                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3646                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3647                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3648                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3649                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3650                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3651                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3652                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3653                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3654                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3655                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3656                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3657                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3658                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3659                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3660                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3661                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3662                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3663                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3664                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3665                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3666                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3667                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3668                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3669                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3670                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3671                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3672                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3673                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3674                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3675                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3676                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3677                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3678                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3679                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3680                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3681                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3682                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3683                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3684                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3685                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3686                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3687                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3688                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3689                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3690                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3691                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3692                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3693                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3694                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3695                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3696                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3697                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3698                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3699                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3700                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3701                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3702                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3703                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3704                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3705                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3706                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3707                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3708                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3709                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3710                 // initialize the samplers to refer to the texture units we use
3711                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3712                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3713                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3714                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3715                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3716                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3717                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3718                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3719                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3720                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3721                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3722                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3723                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3724                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3725                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3726                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3727                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3728                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3729                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3730                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3731                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3732                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3733                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3734                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3735                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3736                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3737                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3738                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3739                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3740                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3741                 CHECKGLERROR
3742                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3743         }
3744         else
3745                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3746
3747         // free the strings
3748         if (vertexstring)
3749                 Mem_Free(vertexstring);
3750         if (geometrystring)
3751                 Mem_Free(geometrystring);
3752         if (fragmentstring)
3753                 Mem_Free(fragmentstring);
3754 }
3755
3756 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3757 {
3758         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3759         if (r_glsl_permutation != perm)
3760         {
3761                 r_glsl_permutation = perm;
3762                 if (!r_glsl_permutation->program)
3763                 {
3764                         if (!r_glsl_permutation->compiled)
3765                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3766                         if (!r_glsl_permutation->program)
3767                         {
3768                                 // remove features until we find a valid permutation
3769                                 int i;
3770                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3771                                 {
3772                                         // reduce i more quickly whenever it would not remove any bits
3773                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3774                                         if (!(permutation & j))
3775                                                 continue;
3776                                         permutation -= j;
3777                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3778                                         if (!r_glsl_permutation->compiled)
3779                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3780                                         if (r_glsl_permutation->program)
3781                                                 break;
3782                                 }
3783                                 if (i >= SHADERPERMUTATION_COUNT)
3784                                 {
3785                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3786                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3787                                         qglUseProgramObjectARB(0);CHECKGLERROR
3788                                         return; // no bit left to clear, entire mode is broken
3789                                 }
3790                         }
3791                 }
3792                 CHECKGLERROR
3793                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3794         }
3795         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3796         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3797         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3798 }
3799
3800 #ifdef SUPPORTCG
3801 #include <Cg/cgGL.h>
3802 struct r_cg_permutation_s;
3803 typedef struct r_cg_permutation_s
3804 {
3805         /// hash lookup data
3806         struct r_cg_permutation_s *hashnext;
3807         unsigned int mode;
3808         unsigned int permutation;
3809
3810         /// indicates if we have tried compiling this permutation already
3811         qboolean compiled;
3812         /// 0 if compilation failed
3813         CGprogram vprogram;
3814         CGprogram fprogram;
3815         /// locations of detected parameters in programs, or NULL if not found
3816         CGparameter vp_EyePosition;
3817         CGparameter vp_FogPlane;
3818         CGparameter vp_LightDir;
3819         CGparameter vp_LightPosition;
3820         CGparameter vp_ModelToLight;
3821         CGparameter vp_TexMatrix;
3822         CGparameter vp_BackgroundTexMatrix;
3823         CGparameter vp_ModelViewProjectionMatrix;
3824         CGparameter vp_ModelViewMatrix;
3825         CGparameter vp_ShadowMapMatrix;
3826
3827         CGparameter fp_Texture_First;
3828         CGparameter fp_Texture_Second;
3829         CGparameter fp_Texture_GammaRamps;
3830         CGparameter fp_Texture_Normal;
3831         CGparameter fp_Texture_Color;
3832         CGparameter fp_Texture_Gloss;
3833         CGparameter fp_Texture_Glow;
3834         CGparameter fp_Texture_SecondaryNormal;
3835         CGparameter fp_Texture_SecondaryColor;
3836         CGparameter fp_Texture_SecondaryGloss;
3837         CGparameter fp_Texture_SecondaryGlow;
3838         CGparameter fp_Texture_Pants;
3839         CGparameter fp_Texture_Shirt;
3840         CGparameter fp_Texture_FogMask;
3841         CGparameter fp_Texture_Lightmap;
3842         CGparameter fp_Texture_Deluxemap;
3843         CGparameter fp_Texture_Attenuation;
3844         CGparameter fp_Texture_Cube;
3845         CGparameter fp_Texture_Refraction;
3846         CGparameter fp_Texture_Reflection;
3847         CGparameter fp_Texture_ShadowMapRect;
3848         CGparameter fp_Texture_ShadowMapCube;
3849         CGparameter fp_Texture_ShadowMap2D;
3850         CGparameter fp_Texture_CubeProjection;
3851         CGparameter fp_Texture_ScreenDepth;
3852         CGparameter fp_Texture_ScreenNormalMap;
3853         CGparameter fp_Texture_ScreenDiffuse;
3854         CGparameter fp_Texture_ScreenSpecular;
3855         CGparameter fp_Texture_ReflectMask;
3856         CGparameter fp_Texture_ReflectCube;
3857         CGparameter fp_Alpha;
3858         CGparameter fp_BloomBlur_Parameters;
3859         CGparameter fp_ClientTime;
3860         CGparameter fp_Color_Ambient;
3861         CGparameter fp_Color_Diffuse;
3862         CGparameter fp_Color_Specular;
3863         CGparameter fp_Color_Glow;
3864         CGparameter fp_Color_Pants;
3865         CGparameter fp_Color_Shirt;
3866         CGparameter fp_DeferredColor_Ambient;
3867         CGparameter fp_DeferredColor_Diffuse;
3868         CGparameter fp_DeferredColor_Specular;
3869         CGparameter fp_DeferredMod_Diffuse;
3870         CGparameter fp_DeferredMod_Specular;
3871         CGparameter fp_DistortScaleRefractReflect;
3872         CGparameter fp_EyePosition;
3873         CGparameter fp_FogColor;
3874         CGparameter fp_FogHeightFade;
3875         CGparameter fp_FogPlane;
3876         CGparameter fp_FogPlaneViewDist;
3877         CGparameter fp_FogRangeRecip;
3878         CGparameter fp_LightColor;
3879         CGparameter fp_LightDir;
3880         CGparameter fp_LightPosition;
3881         CGparameter fp_OffsetMapping_Scale;
3882         CGparameter fp_PixelSize;
3883         CGparameter fp_ReflectColor;
3884         CGparameter fp_ReflectFactor;
3885         CGparameter fp_ReflectOffset;
3886         CGparameter fp_RefractColor;
3887         CGparameter fp_Saturation;
3888         CGparameter fp_ScreenCenterRefractReflect;
3889         CGparameter fp_ScreenScaleRefractReflect;
3890         CGparameter fp_ScreenToDepth;
3891         CGparameter fp_ShadowMap_Parameters;
3892         CGparameter fp_ShadowMap_TextureScale;
3893         CGparameter fp_SpecularPower;
3894         CGparameter fp_UserVec1;
3895         CGparameter fp_UserVec2;
3896         CGparameter fp_UserVec3;
3897         CGparameter fp_UserVec4;
3898         CGparameter fp_ViewTintColor;
3899         CGparameter fp_ViewToLight;
3900         CGparameter fp_PixelToScreenTexCoord;
3901         CGparameter fp_ModelToReflectCube;
3902 }
3903 r_cg_permutation_t;
3904
3905 /// information about each possible shader permutation
3906 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3907 /// currently selected permutation
3908 r_cg_permutation_t *r_cg_permutation;
3909 /// storage for permutations linked in the hash table
3910 memexpandablearray_t r_cg_permutationarray;
3911
3912 #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));}}
3913
3914 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3915 {
3916         //unsigned int hashdepth = 0;
3917         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3918         r_cg_permutation_t *p;
3919         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3920         {
3921                 if (p->mode == mode && p->permutation == permutation)
3922                 {
3923                         //if (hashdepth > 10)
3924                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3925                         return p;
3926                 }
3927                 //hashdepth++;
3928         }
3929         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3930         p->mode = mode;
3931         p->permutation = permutation;
3932         p->hashnext = r_cg_permutationhash[mode][hashindex];
3933         r_cg_permutationhash[mode][hashindex] = p;
3934         //if (hashdepth > 10)
3935         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3936         return p;
3937 }
3938
3939 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3940 {
3941         char *shaderstring;
3942         if (!filename || !filename[0])
3943                 return NULL;
3944         if (!strcmp(filename, "cg/default.cg"))
3945         {
3946                 if (!cgshaderstring)
3947                 {
3948                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3949                         if (cgshaderstring)
3950                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3951                         else
3952                                 cgshaderstring = (char *)builtincgshaderstring;
3953                 }
3954                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3955                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3956                 return shaderstring;
3957         }
3958         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3959         if (shaderstring)
3960         {
3961                 if (printfromdisknotice)
3962                         Con_DPrintf("from disk %s... ", filename);
3963                 return shaderstring;
3964         }
3965         return shaderstring;
3966 }
3967
3968 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3969 {
3970         // TODO: load or create .fp and .vp shader files
3971 }
3972
3973 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3974 {
3975         int i;
3976         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3977         int vertstrings_count = 0, vertstring_length = 0;
3978         int geomstrings_count = 0, geomstring_length = 0;
3979         int fragstrings_count = 0, fragstring_length = 0;
3980         char *t;
3981         char *vertexstring, *geometrystring, *fragmentstring;
3982         char *vertstring, *geomstring, *fragstring;
3983         const char *vertstrings_list[32+3];
3984         const char *geomstrings_list[32+3];
3985         const char *fragstrings_list[32+3];
3986         char permutationname[256];
3987         char cachename[256];
3988         CGprofile vertexProfile;
3989         CGprofile fragmentProfile;
3990
3991         if (p->compiled)
3992                 return;
3993         p->compiled = true;
3994         p->vprogram = NULL;
3995         p->fprogram = NULL;
3996
3997         permutationname[0] = 0;
3998         cachename[0] = 0;
3999         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4000         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4001         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4002
4003         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4004         strlcat(cachename, "cg/", sizeof(cachename));
4005
4006         // the first pretext is which type of shader to compile as
4007         // (later these will all be bound together as a program object)
4008         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4009         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4010         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4011
4012         // the second pretext is the mode (for example a light source)
4013         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4014         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4015         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4016         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4017         strlcat(cachename, modeinfo->name, sizeof(cachename));
4018
4019         // now add all the permutation pretexts
4020         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4021         {
4022                 if (permutation & (1<<i))
4023                 {
4024                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4025                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4026                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4027                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4028                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4029                 }
4030                 else
4031                 {
4032                         // keep line numbers correct
4033                         vertstrings_list[vertstrings_count++] = "\n";
4034                         geomstrings_list[geomstrings_count++] = "\n";
4035                         fragstrings_list[fragstrings_count++] = "\n";
4036                 }
4037         }
4038
4039         // replace spaces in the cachename with _ characters
4040         for (i = 0;cachename[i];i++)
4041                 if (cachename[i] == ' ')
4042                         cachename[i] = '_';
4043
4044         // now append the shader text itself
4045         vertstrings_list[vertstrings_count++] = vertexstring;
4046         geomstrings_list[geomstrings_count++] = geometrystring;
4047         fragstrings_list[fragstrings_count++] = fragmentstring;
4048
4049         // if any sources were NULL, clear the respective list
4050         if (!vertexstring)
4051                 vertstrings_count = 0;
4052         if (!geometrystring)
4053                 geomstrings_count = 0;
4054         if (!fragmentstring)
4055                 fragstrings_count = 0;
4056
4057         vertstring_length = 0;
4058         for (i = 0;i < vertstrings_count;i++)
4059                 vertstring_length += strlen(vertstrings_list[i]);
4060         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4061         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4062                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4063
4064         geomstring_length = 0;
4065         for (i = 0;i < geomstrings_count;i++)
4066                 geomstring_length += strlen(geomstrings_list[i]);
4067         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4068         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4069                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4070
4071         fragstring_length = 0;
4072         for (i = 0;i < fragstrings_count;i++)
4073                 fragstring_length += strlen(fragstrings_list[i]);
4074         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4075         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4076                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4077
4078         CHECKGLERROR
4079         CHECKCGERROR
4080         //vertexProfile = CG_PROFILE_ARBVP1;
4081         //fragmentProfile = CG_PROFILE_ARBFP1;
4082         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4083         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4084         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4085         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4086         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4087         CHECKGLERROR
4088
4089         // try to load the cached shader, or generate one
4090         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4091
4092         // if caching failed, do a dynamic compile for now
4093         CHECKCGERROR
4094         if (vertstring[0] && !p->vprogram)
4095                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4096         CHECKCGERROR
4097         if (fragstring[0] && !p->fprogram)
4098                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4099         CHECKCGERROR
4100
4101         // look up all the uniform variable names we care about, so we don't
4102         // have to look them up every time we set them
4103         if (p->vprogram)
4104         {
4105                 CHECKCGERROR
4106                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4107                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4108                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4109                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4110                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4111                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4112                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4113                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4114                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4115                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4116                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4117                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4118                 CHECKCGERROR
4119         }
4120         if (p->fprogram)
4121         {
4122                 CHECKCGERROR
4123                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4124                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4125                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4126                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4127                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4128                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4129                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4130                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4131                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4132                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4133                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4134                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4135                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4136                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4137                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4138                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4139                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4140                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4141                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4142                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4143                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4144                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4145                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4146                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4147                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4148                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4149                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4150                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4151                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4152                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4153                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4154                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4155                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4156                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4157                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4158                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4159                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4160                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4161                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4162                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4163                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4164                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4165                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4166                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4167                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4168                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4169                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4170                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4171                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4172                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4173                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4174                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4175                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4176                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4177                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4178                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4179                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4180                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4181                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4182                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4183                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4184                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4185                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4186                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4187                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4188                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4189                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4190                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4191                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4192                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4193                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4194                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4195                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4196                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4197                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4198                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4199                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4200                 CHECKCGERROR
4201         }
4202
4203         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4204                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4205         else
4206                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4207
4208         // free the strings
4209         if (vertstring)
4210                 Mem_Free(vertstring);
4211         if (geomstring)
4212                 Mem_Free(geomstring);
4213         if (fragstring)
4214                 Mem_Free(fragstring);
4215         if (vertexstring)
4216                 Mem_Free(vertexstring);
4217         if (geometrystring)
4218                 Mem_Free(geometrystring);
4219         if (fragmentstring)
4220                 Mem_Free(fragmentstring);
4221 }
4222
4223 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4224 {
4225         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4226         CHECKGLERROR
4227         CHECKCGERROR
4228         if (r_cg_permutation != perm)
4229         {
4230                 r_cg_permutation = perm;
4231                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4232                 {
4233                         if (!r_cg_permutation->compiled)
4234                                 R_CG_CompilePermutation(perm, mode, permutation);
4235                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4236                         {
4237                                 // remove features until we find a valid permutation
4238                                 int i;
4239                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4240                                 {
4241                                         // reduce i more quickly whenever it would not remove any bits
4242                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4243                                         if (!(permutation & j))
4244                                                 continue;
4245                                         permutation -= j;
4246                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4247                                         if (!r_cg_permutation->compiled)
4248                                                 R_CG_CompilePermutation(perm, mode, permutation);
4249                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4250                                                 break;
4251                                 }
4252                                 if (i >= SHADERPERMUTATION_COUNT)
4253                                 {
4254                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4255                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4256                                         return; // no bit left to clear, entire mode is broken
4257                                 }
4258                         }
4259                 }
4260                 CHECKGLERROR
4261                 CHECKCGERROR
4262                 if (r_cg_permutation->vprogram)
4263                 {
4264                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4266                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4267                 }
4268                 else
4269                 {
4270                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4272                 }
4273                 if (r_cg_permutation->fprogram)
4274                 {
4275                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4277                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4278                 }
4279                 else
4280                 {
4281                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4283                 }
4284         }
4285         CHECKCGERROR
4286         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4287         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4288         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4289 }
4290
4291 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4292 {
4293         cgGLSetTextureParameter(param, R_GetTexture(tex));
4294         cgGLEnableTextureParameter(param);
4295 }
4296 #endif
4297
4298 void R_GLSL_Restart_f(void)
4299 {
4300         unsigned int i, limit;
4301         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4302                 Mem_Free(glslshaderstring);
4303         glslshaderstring = NULL;
4304         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4305                 Mem_Free(cgshaderstring);
4306         cgshaderstring = NULL;
4307         switch(vid.renderpath)
4308         {
4309         case RENDERPATH_GL20:
4310                 {
4311                         r_glsl_permutation_t *p;
4312                         r_glsl_permutation = NULL;
4313                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4314                         for (i = 0;i < limit;i++)
4315                         {
4316                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4317                                 {
4318                                         GL_Backend_FreeProgram(p->program);
4319                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4320                                 }
4321                         }
4322                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4323                 }
4324                 break;
4325         case RENDERPATH_CGGL:
4326 #ifdef SUPPORTCG
4327                 {
4328                         r_cg_permutation_t *p;
4329                         r_cg_permutation = NULL;
4330                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4335                         for (i = 0;i < limit;i++)
4336                         {
4337                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4338                                 {
4339                                         if (p->vprogram)
4340                                                 cgDestroyProgram(p->vprogram);
4341                                         if (p->fprogram)
4342                                                 cgDestroyProgram(p->fprogram);
4343                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4344                                 }
4345                         }
4346                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4347                 }
4348                 break;
4349 #endif
4350         case RENDERPATH_GL13:
4351         case RENDERPATH_GL11:
4352                 break;
4353         }
4354 }
4355
4356 void R_GLSL_DumpShader_f(void)
4357 {
4358         int i;
4359         qfile_t *file;
4360
4361         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4362         if (file)
4363         {
4364                 FS_Print(file, "/* The engine may define the following macros:\n");
4365                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4366                 for (i = 0;i < SHADERMODE_COUNT;i++)
4367                         FS_Print(file, glslshadermodeinfo[i].pretext);
4368                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4369                         FS_Print(file, shaderpermutationinfo[i].pretext);
4370                 FS_Print(file, "*/\n");
4371                 FS_Print(file, builtinshaderstring);
4372                 FS_Close(file);
4373                 Con_Printf("glsl/default.glsl written\n");
4374         }
4375         else
4376                 Con_Printf("failed to write to glsl/default.glsl\n");
4377
4378 #ifdef SUPPORTCG
4379         file = FS_OpenRealFile("cg/default.cg", "w", false);
4380         if (file)
4381         {
4382                 FS_Print(file, "/* The engine may define the following macros:\n");
4383                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4384                 for (i = 0;i < SHADERMODE_COUNT;i++)
4385                         FS_Print(file, cgshadermodeinfo[i].pretext);
4386                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4387                         FS_Print(file, shaderpermutationinfo[i].pretext);
4388                 FS_Print(file, "*/\n");
4389                 FS_Print(file, builtincgshaderstring);
4390                 FS_Close(file);
4391                 Con_Printf("cg/default.cg written\n");
4392         }
4393         else
4394                 Con_Printf("failed to write to cg/default.cg\n");
4395 #endif
4396 }
4397
4398 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4399 {
4400         if (!second)
4401                 texturemode = GL_MODULATE;
4402         switch (vid.renderpath)
4403         {
4404         case RENDERPATH_GL20:
4405                 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))));
4406                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4407                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4408                 break;
4409         case RENDERPATH_CGGL:
4410 #ifdef SUPPORTCG
4411                 CHECKCGERROR
4412                 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))));
4413                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4414                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4415 #endif
4416                 break;
4417         case RENDERPATH_GL13:
4418                 R_Mesh_TexBind(0, first );
4419                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4420                 R_Mesh_TexBind(1, second);
4421                 if (second)
4422                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4423                 break;
4424         case RENDERPATH_GL11:
4425                 R_Mesh_TexBind(0, first );
4426                 break;
4427         }
4428 }
4429
4430 void R_SetupShader_DepthOrShadow(void)
4431 {
4432         switch (vid.renderpath)
4433         {
4434         case RENDERPATH_GL20:
4435                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4436                 break;
4437         case RENDERPATH_CGGL:
4438 #ifdef SUPPORTCG
4439                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4440 #endif
4441                 break;
4442         case RENDERPATH_GL13:
4443                 R_Mesh_TexBind(0, 0);
4444                 R_Mesh_TexBind(1, 0);
4445                 break;
4446         case RENDERPATH_GL11:
4447                 R_Mesh_TexBind(0, 0);
4448                 break;
4449         }
4450 }
4451
4452 void R_SetupShader_ShowDepth(void)
4453 {
4454         switch (vid.renderpath)
4455         {
4456         case RENDERPATH_GL20:
4457                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4458                 break;
4459         case RENDERPATH_CGGL:
4460 #ifdef SUPPORTCG
4461                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4462 #endif
4463                 break;
4464         case RENDERPATH_GL13:
4465                 break;
4466         case RENDERPATH_GL11:
4467                 break;
4468         }
4469 }
4470
4471 extern qboolean r_shadow_usingdeferredprepass;
4472 extern cvar_t r_shadow_deferred_8bitrange;
4473 extern rtexture_t *r_shadow_attenuationgradienttexture;
4474 extern rtexture_t *r_shadow_attenuation2dtexture;
4475 extern rtexture_t *r_shadow_attenuation3dtexture;
4476 extern qboolean r_shadow_usingshadowmaprect;
4477 extern qboolean r_shadow_usingshadowmapcube;
4478 extern qboolean r_shadow_usingshadowmap2d;
4479 extern qboolean r_shadow_usingshadowmaportho;
4480 extern float r_shadow_shadowmap_texturescale[2];
4481 extern float r_shadow_shadowmap_parameters[4];
4482 extern qboolean r_shadow_shadowmapvsdct;
4483 extern qboolean r_shadow_shadowmapsampler;
4484 extern int r_shadow_shadowmappcf;
4485 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4486 extern rtexture_t *r_shadow_shadowmap2dtexture;
4487 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4488 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4489 extern matrix4x4_t r_shadow_shadowmapmatrix;
4490 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4491 extern int r_shadow_prepass_width;
4492 extern int r_shadow_prepass_height;
4493 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4494 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4495 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4496 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4497 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4498 {
4499         // select a permutation of the lighting shader appropriate to this
4500         // combination of texture, entity, light source, and fogging, only use the
4501         // minimum features necessary to avoid wasting rendering time in the
4502         // fragment shader on features that are not being used
4503         unsigned int permutation = 0;
4504         unsigned int mode = 0;
4505         float m16f[16];
4506         if (rsurfacepass == RSURFPASS_BACKGROUND)
4507         {
4508                 // distorted background
4509                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4510                         mode = SHADERMODE_WATER;
4511                 else
4512                         mode = SHADERMODE_REFRACTION;
4513                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4514                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4515                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4516                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4517                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4518                 R_Mesh_ColorPointer(NULL, 0, 0);
4519                 GL_AlphaTest(false);
4520                 GL_BlendFunc(GL_ONE, GL_ZERO);
4521         }
4522         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4523         {
4524                 if (r_glsl_offsetmapping.integer)
4525                 {
4526                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4527                         if (r_glsl_offsetmapping_reliefmapping.integer)
4528                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4529                 }
4530                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4531                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4532                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4533                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4534                 // normalmap (deferred prepass), may use alpha test on diffuse
4535                 mode = SHADERMODE_DEFERREDGEOMETRY;
4536                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4537                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4538                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4539                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4540                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4541                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4542                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4545                 else
4546                         R_Mesh_ColorPointer(NULL, 0, 0);
4547                 GL_AlphaTest(false);
4548                 GL_BlendFunc(GL_ONE, GL_ZERO);
4549         }
4550         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4551         {
4552                 if (r_glsl_offsetmapping.integer)
4553                 {
4554                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555                         if (r_glsl_offsetmapping_reliefmapping.integer)
4556                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557                 }
4558                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560                 // light source
4561                 mode = SHADERMODE_LIGHTSOURCE;
4562                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4563                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4564                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4565                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4566                 if (diffusescale > 0)
4567                         permutation |= SHADERPERMUTATION_DIFFUSE;
4568                 if (specularscale > 0)
4569                 {
4570                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4571                         if (r_shadow_glossexact.integer)
4572                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4573                 }
4574                 if (r_refdef.fogenabled)
4575                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4576                 if (rsurface.texture->colormapping)
4577                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4578                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4579                 {
4580                         if (r_shadow_usingshadowmaprect)
4581                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4582                         if (r_shadow_usingshadowmap2d)
4583                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4584                         if (r_shadow_usingshadowmapcube)
4585                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4586                         else if(r_shadow_shadowmapvsdct)
4587                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4588
4589                         if (r_shadow_shadowmapsampler)
4590                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4591                         if (r_shadow_shadowmappcf > 1)
4592                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4593                         else if (r_shadow_shadowmappcf)
4594                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4595                 }
4596                 if (rsurface.texture->reflectmasktexture)
4597                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4598                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4599                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4600                 {
4601                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4602                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4603                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4604                 }
4605                 else
4606                 {
4607                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4608                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4609                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4610                 }
4611                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4612                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4614                 else
4615                         R_Mesh_ColorPointer(NULL, 0, 0);
4616                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4617                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4618         }
4619         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4620         {
4621                 if (r_glsl_offsetmapping.integer)
4622                 {
4623                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4624                         if (r_glsl_offsetmapping_reliefmapping.integer)
4625                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626                 }
4627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629                 // unshaded geometry (fullbright or ambient model lighting)
4630                 mode = SHADERMODE_FLATCOLOR;
4631                 ambientscale = diffusescale = specularscale = 0;
4632                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4633                         permutation |= SHADERPERMUTATION_GLOW;
4634                 if (r_refdef.fogenabled)
4635                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4636                 if (rsurface.texture->colormapping)
4637                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4638                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4639                 {
4640                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4641                         if (r_shadow_usingshadowmaprect)
4642                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4643                         if (r_shadow_usingshadowmap2d)
4644                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4645
4646                         if (r_shadow_shadowmapsampler)
4647                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4648                         if (r_shadow_shadowmappcf > 1)
4649                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4650                         else if (r_shadow_shadowmappcf)
4651                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4652                 }
4653                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4654                         permutation |= SHADERPERMUTATION_REFLECTION;
4655                 if (rsurface.texture->reflectmasktexture)
4656                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4657                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4658                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4659                 {
4660                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4661                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4662                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4663                 }
4664                 else
4665                 {
4666                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4667                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4668                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4669                 }
4670                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4671                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4672                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4673                 else
4674                         R_Mesh_ColorPointer(NULL, 0, 0);
4675                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4676                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4677         }
4678         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4679         {
4680                 if (r_glsl_offsetmapping.integer)
4681                 {
4682                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683                         if (r_glsl_offsetmapping_reliefmapping.integer)
4684                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685                 }
4686                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4687                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4688                 // directional model lighting
4689                 mode = SHADERMODE_LIGHTDIRECTION;
4690                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4691                         permutation |= SHADERPERMUTATION_GLOW;
4692                 permutation |= SHADERPERMUTATION_DIFFUSE;
4693                 if (specularscale > 0)
4694                 {
4695                         permutation |= SHADERPERMUTATION_SPECULAR;
4696                         if (r_shadow_glossexact.integer)
4697                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4698                 }
4699                 if (r_refdef.fogenabled)
4700                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4701                 if (rsurface.texture->colormapping)
4702                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4703                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4704                 {
4705                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4706                         if (r_shadow_usingshadowmaprect)
4707                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4708                         if (r_shadow_usingshadowmap2d)
4709                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4710
4711                         if (r_shadow_shadowmapsampler)
4712                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4713                         if (r_shadow_shadowmappcf > 1)
4714                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4715                         else if (r_shadow_shadowmappcf)
4716                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4717                 }
4718                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4719                         permutation |= SHADERPERMUTATION_REFLECTION;
4720                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4721                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4722                 if (rsurface.texture->reflectmasktexture)
4723                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4724                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4725                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4726                 {
4727                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4728                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4729                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4730                 }
4731                 else
4732                 {
4733                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4734                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4735                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4736                 }
4737                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4738                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4740                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4741         }
4742         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4743         {
4744                 if (r_glsl_offsetmapping.integer)
4745                 {
4746                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747                         if (r_glsl_offsetmapping_reliefmapping.integer)
4748                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749                 }
4750                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4751                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4752                 // ambient model lighting
4753                 mode = SHADERMODE_LIGHTDIRECTION;
4754                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4755                         permutation |= SHADERPERMUTATION_GLOW;
4756                 if (r_refdef.fogenabled)
4757                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4758                 if (rsurface.texture->colormapping)
4759                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4760                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4761                 {
4762                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4763                         if (r_shadow_usingshadowmaprect)
4764                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4765                         if (r_shadow_usingshadowmap2d)
4766                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4767
4768                         if (r_shadow_shadowmapsampler)
4769                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4770                         if (r_shadow_shadowmappcf > 1)
4771                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4772                         else if (r_shadow_shadowmappcf)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4774                 }
4775                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4776                         permutation |= SHADERPERMUTATION_REFLECTION;
4777                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4778                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4779                 if (rsurface.texture->reflectmasktexture)
4780                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4781                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4782                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4783                 {
4784                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4785                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4786                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4787                 }
4788                 else
4789                 {
4790                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4791                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4792                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4793                 }
4794                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4795                 R_Mesh_ColorPointer(NULL, 0, 0);
4796                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4797                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4798         }
4799         else
4800         {
4801                 if (r_glsl_offsetmapping.integer)
4802                 {
4803                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                         if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                 }
4807                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809                 // lightmapped wall
4810                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4811                         permutation |= SHADERPERMUTATION_GLOW;
4812                 if (r_refdef.fogenabled)
4813                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4814                 if (rsurface.texture->colormapping)
4815                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4816                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4817                 {
4818                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4819                         if (r_shadow_usingshadowmaprect)
4820                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4821                         if (r_shadow_usingshadowmap2d)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4823
4824                         if (r_shadow_shadowmapsampler)
4825                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4826                         if (r_shadow_shadowmappcf > 1)
4827                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4828                         else if (r_shadow_shadowmappcf)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4830                 }
4831                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4832                         permutation |= SHADERPERMUTATION_REFLECTION;
4833                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4834                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4835                 if (rsurface.texture->reflectmasktexture)
4836                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4838                 {
4839                         // deluxemapping (light direction texture)
4840                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4841                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4842                         else
4843                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4844                         permutation |= SHADERPERMUTATION_DIFFUSE;
4845                         if (specularscale > 0)
4846                         {
4847                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4848                                 if (r_shadow_glossexact.integer)
4849                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4850                         }
4851                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4852                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4853                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4854                         else
4855                                 R_Mesh_ColorPointer(NULL, 0, 0);
4856                 }
4857                 else if (r_glsl_deluxemapping.integer >= 2)
4858                 {
4859                         // fake deluxemapping (uniform light direction in tangentspace)
4860                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4861                         permutation |= SHADERPERMUTATION_DIFFUSE;
4862                         if (specularscale > 0)
4863                         {
4864                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4865                                 if (r_shadow_glossexact.integer)
4866                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4867                         }
4868                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4869                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4870                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4871                         else
4872                                 R_Mesh_ColorPointer(NULL, 0, 0);
4873                 }
4874                 else if (rsurface.uselightmaptexture)
4875                 {
4876                         // ordinary lightmapping (q1bsp, q3bsp)
4877                         mode = SHADERMODE_LIGHTMAP;
4878                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4879                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4880                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4881                         else
4882                                 R_Mesh_ColorPointer(NULL, 0, 0);
4883                 }
4884                 else
4885                 {
4886                         // ordinary vertex coloring (q3bsp)
4887                         mode = SHADERMODE_VERTEXCOLOR;
4888                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4889                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4890                 }
4891                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4892                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4893                 {
4894                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4895                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4896                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4897                 }
4898                 else
4899                 {
4900                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4901                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4902                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4903                 }
4904                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4905                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4906         }
4907         switch(vid.renderpath)
4908         {
4909         case RENDERPATH_GL20:
4910                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4911                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4912                 if (mode == SHADERMODE_LIGHTSOURCE)
4913                 {
4914                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4915                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4916                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4917                         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);
4918                         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);
4919                         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);
4920         
4921                         // additive passes are only darkened by fog, not tinted
4922                         if (r_glsl_permutation->loc_FogColor >= 0)
4923                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4924                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4925                 }
4926                 else
4927                 {
4928                         if (mode == SHADERMODE_FLATCOLOR)
4929                         {
4930                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4931                         }
4932                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4933                         {
4934                                 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]);
4935                                 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]);
4936                                 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);
4937                                 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);
4938                                 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);
4939                                 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]);
4940                                 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]);
4941                         }
4942                         else
4943                         {
4944                                 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]);
4945                                 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]);
4946                                 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);
4947                                 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);
4948                                 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);
4949                         }
4950                         // additive passes are only darkened by fog, not tinted
4951                         if (r_glsl_permutation->loc_FogColor >= 0)
4952                         {
4953                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4954                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4955                                 else
4956                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957                         }
4958                         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);
4959                         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]);
4960                         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]);
4961                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4962                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4963                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4964                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4965                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4966                 }
4967                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4968                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4969                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4970                 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]);
4971                 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]);
4972
4973                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4974                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4975                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4976                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4977                 {
4978                         if (rsurface.texture->pantstexture)
4979                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4980                         else
4981                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4982                 }
4983                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4984                 {
4985                         if (rsurface.texture->shirttexture)
4986                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4987                         else
4988                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4989                 }
4990                 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]);
4991                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4992                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4993                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4994                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4995                 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]);
4996                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4997
4998         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4999         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5000         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5001                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5002                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5003                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5004                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5005                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5006                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5007                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5008                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5009                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5010                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5011                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5012                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5013                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5014                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5015                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5016                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5017                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5018                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5019                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5020                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5021                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5022                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5023                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5024                 {
5025                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5026                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5027                         if (rsurface.rtlight)
5028                         {
5029                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5030                                 if (r_shadow_usingshadowmapcube)
5031                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5032                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5033                         }
5034                 }
5035                 CHECKGLERROR
5036                 break;
5037         case RENDERPATH_CGGL:
5038 #ifdef SUPPORTCG
5039                 R_SetupShader_SetPermutationCG(mode, permutation);
5040                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5041                 if (mode == SHADERMODE_LIGHTSOURCE)
5042                 {
5043                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5044                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5045                 }
5046                 else
5047                 {
5048                         if (mode == SHADERMODE_LIGHTDIRECTION)
5049                         {
5050                                 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
5051                         }
5052                 }
5053                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5054                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5055                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5056                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5057                 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
5058                 CHECKGLERROR
5059
5060                 if (mode == SHADERMODE_LIGHTSOURCE)
5061                 {
5062                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5064                         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
5065                         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
5066                         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
5067
5068                         // additive passes are only darkened by fog, not tinted
5069                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5070                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5071                 }
5072                 else
5073                 {
5074                         if (mode == SHADERMODE_FLATCOLOR)
5075                         {
5076                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5077                         }
5078                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5079                         {
5080                                 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
5081                                 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
5082                                 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
5083                                 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
5084                                 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
5085                                 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
5086                                 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
5087                         }
5088                         else
5089                         {
5090                                 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
5091                                 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
5092                                 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
5093                                 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
5094                                 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
5095                         }
5096                         // additive passes are only darkened by fog, not tinted
5097                         if (r_cg_permutation->fp_FogColor)
5098                         {
5099                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5100                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5101                                 else
5102                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5103                                 CHECKCGERROR
5104                         }
5105                         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
5106                         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
5107                         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
5108                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5109                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5110                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5111                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5112                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5113                 }
5114                 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
5115                 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
5116                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5117                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5118                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_Color_Pants)
5120                 {
5121                         if (rsurface.texture->pantstexture)
5122                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5123                         else
5124                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5125                         CHECKCGERROR
5126                 }
5127                 if (r_cg_permutation->fp_Color_Shirt)
5128                 {
5129                         if (rsurface.texture->shirttexture)
5130                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5131                         else
5132                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5133                         CHECKCGERROR
5134                 }
5135                 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
5136                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5137                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5138                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5139                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5140                 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
5141                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5142
5143         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5144         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5145         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5146                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5147                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5148                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5149                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5150                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5151                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5152                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5153                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5154                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5155                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5156                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5157                 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
5158                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5159                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5160                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5161                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5162                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5163                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5164                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5165                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5166                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5167                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5168                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5169                 {
5170                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5171                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5172                         if (rsurface.rtlight)
5173                         {
5174                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5175                                 if (r_shadow_usingshadowmapcube)
5176                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5177                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5178                         }
5179                 }
5180
5181                 CHECKGLERROR
5182 #endif
5183                 break;
5184         case RENDERPATH_GL13:
5185         case RENDERPATH_GL11:
5186                 break;
5187         }
5188 }
5189
5190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5191 {
5192         // select a permutation of the lighting shader appropriate to this
5193         // combination of texture, entity, light source, and fogging, only use the
5194         // minimum features necessary to avoid wasting rendering time in the
5195         // fragment shader on features that are not being used
5196         unsigned int permutation = 0;
5197         unsigned int mode = 0;
5198         const float *lightcolorbase = rtlight->currentcolor;
5199         float ambientscale = rtlight->ambientscale;
5200         float diffusescale = rtlight->diffusescale;
5201         float specularscale = rtlight->specularscale;
5202         // this is the location of the light in view space
5203         vec3_t viewlightorigin;
5204         // this transforms from view space (camera) to light space (cubemap)
5205         matrix4x4_t viewtolight;
5206         matrix4x4_t lighttoview;
5207         float viewtolight16f[16];
5208         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5209         // light source
5210         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5211         if (rtlight->currentcubemap != r_texture_whitecube)
5212                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5213         if (diffusescale > 0)
5214                 permutation |= SHADERPERMUTATION_DIFFUSE;
5215         if (specularscale > 0)
5216         {
5217                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5218                 if (r_shadow_glossexact.integer)
5219                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5220         }
5221         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5222         {
5223                 if (r_shadow_usingshadowmaprect)
5224                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5225                 if (r_shadow_usingshadowmap2d)
5226                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5227                 if (r_shadow_usingshadowmapcube)
5228                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5229                 else if(r_shadow_shadowmapvsdct)
5230                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5231
5232                 if (r_shadow_shadowmapsampler)
5233                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5234                 if (r_shadow_shadowmappcf > 1)
5235                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5236                 else if (r_shadow_shadowmappcf)
5237                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5238         }
5239         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5240         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5241         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5242         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5243         switch(vid.renderpath)
5244         {
5245         case RENDERPATH_GL20:
5246                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5247                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5248                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5249                 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);
5250                 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);
5251                 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);
5252                 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]);
5253                 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]);
5254                 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));
5255                 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]);
5256                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5257
5258                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5259                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5260                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5261                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5262                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5263                 if (r_shadow_usingshadowmapcube)
5264                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5265                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5266                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5267                 break;
5268         case RENDERPATH_CGGL:
5269 #ifdef SUPPORTCG
5270                 R_SetupShader_SetPermutationCG(mode, permutation);
5271                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5272                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5273                 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
5274                 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
5275                 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
5276                 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
5277                 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
5278                 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
5279                 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
5280                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5281
5282                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5287                 if (r_shadow_usingshadowmapcube)
5288                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5290                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5291 #endif
5292                 break;
5293         case RENDERPATH_GL13:
5294         case RENDERPATH_GL11:
5295                 break;
5296         }
5297 }
5298
5299 #define SKINFRAME_HASH 1024
5300
5301 typedef struct
5302 {
5303         int loadsequence; // incremented each level change
5304         memexpandablearray_t array;
5305         skinframe_t *hash[SKINFRAME_HASH];
5306 }
5307 r_skinframe_t;
5308 r_skinframe_t r_skinframe;
5309
5310 void R_SkinFrame_PrepareForPurge(void)
5311 {
5312         r_skinframe.loadsequence++;
5313         // wrap it without hitting zero
5314         if (r_skinframe.loadsequence >= 200)
5315                 r_skinframe.loadsequence = 1;
5316 }
5317
5318 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5319 {
5320         if (!skinframe)
5321                 return;
5322         // mark the skinframe as used for the purging code
5323         skinframe->loadsequence = r_skinframe.loadsequence;
5324 }
5325
5326 void R_SkinFrame_Purge(void)
5327 {
5328         int i;
5329         skinframe_t *s;
5330         for (i = 0;i < SKINFRAME_HASH;i++)
5331         {
5332                 for (s = r_skinframe.hash[i];s;s = s->next)
5333                 {
5334                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5335                         {
5336                                 if (s->merged == s->base)
5337                                         s->merged = NULL;
5338                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5339                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5340                                 R_PurgeTexture(s->merged);s->merged = NULL;
5341                                 R_PurgeTexture(s->base  );s->base   = NULL;
5342                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5343                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5344                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5345                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5346                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5347                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5348                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5349                                 s->loadsequence = 0;
5350                         }
5351                 }
5352         }
5353 }
5354
5355 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5356         skinframe_t *item;
5357         char basename[MAX_QPATH];
5358
5359         Image_StripImageExtension(name, basename, sizeof(basename));
5360
5361         if( last == NULL ) {
5362                 int hashindex;
5363                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5364                 item = r_skinframe.hash[hashindex];
5365         } else {
5366                 item = last->next;
5367         }
5368
5369         // linearly search through the hash bucket
5370         for( ; item ; item = item->next ) {
5371                 if( !strcmp( item->basename, basename ) ) {
5372                         return item;
5373                 }
5374         }
5375         return NULL;
5376 }
5377
5378 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5379 {
5380         skinframe_t *item;
5381         int hashindex;
5382         char basename[MAX_QPATH];
5383
5384         Image_StripImageExtension(name, basename, sizeof(basename));
5385
5386         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5387         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5388                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5389                         break;
5390
5391         if (!item) {
5392                 rtexture_t *dyntexture;
5393                 // check whether its a dynamic texture
5394                 dyntexture = CL_GetDynTexture( basename );
5395                 if (!add && !dyntexture)
5396                         return NULL;
5397                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5398                 memset(item, 0, sizeof(*item));
5399                 strlcpy(item->basename, basename, sizeof(item->basename));
5400                 item->base = dyntexture; // either NULL or dyntexture handle
5401                 item->textureflags = textureflags;
5402                 item->comparewidth = comparewidth;
5403                 item->compareheight = compareheight;
5404                 item->comparecrc = comparecrc;
5405                 item->next = r_skinframe.hash[hashindex];
5406                 r_skinframe.hash[hashindex] = item;
5407         }
5408         else if( item->base == NULL )
5409         {
5410                 rtexture_t *dyntexture;
5411                 // check whether its a dynamic texture
5412                 // 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]
5413                 dyntexture = CL_GetDynTexture( basename );
5414                 item->base = dyntexture; // either NULL or dyntexture handle
5415         }
5416
5417         R_SkinFrame_MarkUsed(item);
5418         return item;
5419 }
5420
5421 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5422         { \
5423                 unsigned long long avgcolor[5], wsum; \
5424                 int pix, comp, w; \
5425                 avgcolor[0] = 0; \
5426                 avgcolor[1] = 0; \
5427                 avgcolor[2] = 0; \
5428                 avgcolor[3] = 0; \
5429                 avgcolor[4] = 0; \
5430                 wsum = 0; \
5431                 for(pix = 0; pix < cnt; ++pix) \
5432                 { \
5433                         w = 0; \
5434                         for(comp = 0; comp < 3; ++comp) \
5435                                 w += getpixel; \
5436                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5437                         { \
5438                                 ++wsum; \
5439                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5440                                 w = getpixel; \
5441                                 for(comp = 0; comp < 3; ++comp) \
5442                                         avgcolor[comp] += getpixel * w; \
5443                                 avgcolor[3] += w; \
5444                         } \
5445                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5446                         avgcolor[4] += getpixel; \
5447                 } \
5448                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5449                         avgcolor[3] = 1; \
5450                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5451                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5452                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5453                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5454         }
5455
5456 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5457 {
5458         int j;
5459         unsigned char *pixels;
5460         unsigned char *bumppixels;
5461         unsigned char *basepixels = NULL;
5462         int basepixels_width = 0;
5463         int basepixels_height = 0;
5464         skinframe_t *skinframe;
5465         rtexture_t *ddsbase = NULL;
5466         qboolean ddshasalpha = false;
5467         float ddsavgcolor[4];
5468         char basename[MAX_QPATH];
5469
5470         if (cls.state == ca_dedicated)
5471                 return NULL;
5472
5473         // return an existing skinframe if already loaded
5474         // if loading of the first image fails, don't make a new skinframe as it
5475         // would cause all future lookups of this to be missing
5476         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5477         if (skinframe && skinframe->base)
5478                 return skinframe;
5479
5480         Image_StripImageExtension(name, basename, sizeof(basename));
5481
5482         // check for DDS texture file first
5483         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5484         {
5485                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5486                 if (basepixels == NULL)
5487                         return NULL;
5488         }
5489
5490         if (developer_loading.integer)
5491                 Con_Printf("loading skin \"%s\"\n", name);
5492
5493         // we've got some pixels to store, so really allocate this new texture now
5494         if (!skinframe)
5495                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5496         skinframe->stain = NULL;
5497         skinframe->merged = NULL;
5498         skinframe->base = NULL;
5499         skinframe->pants = NULL;
5500         skinframe->shirt = NULL;
5501         skinframe->nmap = NULL;
5502         skinframe->gloss = NULL;
5503         skinframe->glow = NULL;
5504         skinframe->fog = NULL;
5505         skinframe->reflect = NULL;
5506         skinframe->hasalpha = false;
5507
5508         if (ddsbase)
5509         {
5510                 skinframe->base = ddsbase;
5511                 skinframe->hasalpha = ddshasalpha;
5512                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5513                 if (r_loadfog && skinframe->hasalpha)
5514                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5515                 //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]);
5516         }
5517         else
5518         {
5519                 basepixels_width = image_width;
5520                 basepixels_height = image_height;
5521                 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);
5522                 if (textureflags & TEXF_ALPHA)
5523                 {
5524                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5525                         {
5526                                 if (basepixels[j] < 255)
5527                                 {
5528                                         skinframe->hasalpha = true;
5529                                         break;
5530                                 }
5531                         }
5532                         if (r_loadfog && skinframe->hasalpha)
5533                         {
5534                                 // has transparent pixels
5535                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5536                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5537                                 {
5538                                         pixels[j+0] = 255;
5539                                         pixels[j+1] = 255;
5540                                         pixels[j+2] = 255;
5541                                         pixels[j+3] = basepixels[j+3];
5542                                 }
5543                                 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);
5544                                 Mem_Free(pixels);
5545                         }
5546                 }
5547                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5548                 //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]);
5549                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5550                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5551                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5552                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5553         }
5554
5555         if (r_loaddds)
5556         {
5557                 if (r_loadnormalmap)
5558                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5559                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5560                 if (r_loadgloss)
5561                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5562                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5563                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5564                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5565         }
5566
5567         // _norm is the name used by tenebrae and has been adopted as standard
5568         if (r_loadnormalmap && skinframe->nmap == NULL)
5569         {
5570                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5571                 {
5572                         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);
5573                         Mem_Free(pixels);
5574                         pixels = NULL;
5575                 }
5576                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5577                 {
5578                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5579                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5580                         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);
5581                         Mem_Free(pixels);
5582                         Mem_Free(bumppixels);
5583                 }
5584                 else if (r_shadow_bumpscale_basetexture.value > 0)
5585                 {
5586                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5587                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5588                         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);
5589                         Mem_Free(pixels);
5590                 }
5591                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5592                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5593         }
5594
5595         // _luma is supported only for tenebrae compatibility
5596         // _glow is the preferred name
5597         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5598         {
5599                 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);
5600                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5601                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5602                 Mem_Free(pixels);pixels = NULL;
5603         }
5604
5605         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5606         {
5607                 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);
5608                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5609                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5610                 Mem_Free(pixels);
5611                 pixels = NULL;
5612         }
5613
5614         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5615         {
5616                 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);
5617                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5618                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5619                 Mem_Free(pixels);
5620                 pixels = NULL;
5621         }
5622
5623         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5624         {
5625                 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);
5626                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5627                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5628                 Mem_Free(pixels);
5629                 pixels = NULL;
5630         }
5631
5632         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5633         {
5634                 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);
5635                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5636                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5637                 Mem_Free(pixels);
5638                 pixels = NULL;
5639         }
5640
5641         if (basepixels)
5642                 Mem_Free(basepixels);
5643
5644         return skinframe;
5645 }
5646
5647 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5648 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5649 {
5650         int i;
5651         unsigned char *temp1, *temp2;
5652         skinframe_t *skinframe;
5653
5654         if (cls.state == ca_dedicated)
5655                 return NULL;
5656
5657         // if already loaded just return it, otherwise make a new skinframe
5658         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5659         if (skinframe && skinframe->base)
5660                 return skinframe;
5661
5662         skinframe->stain = NULL;
5663         skinframe->merged = NULL;
5664         skinframe->base = NULL;
5665         skinframe->pants = NULL;
5666         skinframe->shirt = NULL;
5667         skinframe->nmap = NULL;
5668         skinframe->gloss = NULL;
5669         skinframe->glow = NULL;
5670         skinframe->fog = NULL;
5671         skinframe->reflect = NULL;
5672         skinframe->hasalpha = false;
5673
5674         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5675         if (!skindata)
5676                 return NULL;
5677
5678         if (developer_loading.integer)
5679                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5680
5681         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5682         {
5683                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5684                 temp2 = temp1 + width * height * 4;
5685                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5686                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5687                 Mem_Free(temp1);
5688         }
5689         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5690         if (textureflags & TEXF_ALPHA)
5691         {
5692                 for (i = 3;i < width * height * 4;i += 4)
5693                 {
5694                         if (skindata[i] < 255)
5695                         {
5696                                 skinframe->hasalpha = true;
5697                                 break;
5698                         }
5699                 }
5700                 if (r_loadfog && skinframe->hasalpha)
5701                 {
5702                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5703                         memcpy(fogpixels, skindata, width * height * 4);
5704                         for (i = 0;i < width * height * 4;i += 4)
5705                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5706                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5707                         Mem_Free(fogpixels);
5708                 }
5709         }
5710
5711         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5712         //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]);
5713
5714         return skinframe;
5715 }
5716
5717 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5718 {
5719         int i;
5720         int featuresmask;
5721         skinframe_t *skinframe;
5722
5723         if (cls.state == ca_dedicated)
5724                 return NULL;
5725
5726         // if already loaded just return it, otherwise make a new skinframe
5727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5728         if (skinframe && skinframe->base)
5729                 return skinframe;
5730
5731         skinframe->stain = NULL;
5732         skinframe->merged = NULL;
5733         skinframe->base = NULL;
5734         skinframe->pants = NULL;
5735         skinframe->shirt = NULL;
5736         skinframe->nmap = NULL;
5737         skinframe->gloss = NULL;
5738         skinframe->glow = NULL;
5739         skinframe->fog = NULL;
5740         skinframe->reflect = NULL;
5741         skinframe->hasalpha = false;
5742
5743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5744         if (!skindata)
5745                 return NULL;
5746
5747         if (developer_loading.integer)
5748                 Con_Printf("loading quake skin \"%s\"\n", name);
5749
5750         // 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)
5751         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5752         memcpy(skinframe->qpixels, skindata, width*height);
5753         skinframe->qwidth = width;
5754         skinframe->qheight = height;
5755
5756         featuresmask = 0;
5757         for (i = 0;i < width * height;i++)
5758                 featuresmask |= palette_featureflags[skindata[i]];
5759
5760         skinframe->hasalpha = false;
5761         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5762         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5763         skinframe->qgeneratemerged = true;
5764         skinframe->qgeneratebase = skinframe->qhascolormapping;
5765         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5766
5767         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5768         //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]);
5769
5770         return skinframe;
5771 }
5772
5773 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5774 {
5775         int width;
5776         int height;
5777         unsigned char *skindata;
5778
5779         if (!skinframe->qpixels)
5780                 return;
5781
5782         if (!skinframe->qhascolormapping)
5783                 colormapped = false;
5784
5785         if (colormapped)
5786         {
5787                 if (!skinframe->qgeneratebase)
5788                         return;
5789         }
5790         else
5791         {
5792                 if (!skinframe->qgeneratemerged)
5793                         return;
5794         }
5795
5796         width = skinframe->qwidth;
5797         height = skinframe->qheight;
5798         skindata = skinframe->qpixels;
5799
5800         if (skinframe->qgeneratenmap)
5801         {
5802                 unsigned char *temp1, *temp2;
5803                 skinframe->qgeneratenmap = false;
5804                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5805                 temp2 = temp1 + width * height * 4;
5806                 // use either a custom palette or the quake palette
5807                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5808                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5809                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5810                 Mem_Free(temp1);
5811         }
5812
5813         if (skinframe->qgenerateglow)
5814         {
5815                 skinframe->qgenerateglow = false;
5816                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5817         }
5818
5819         if (colormapped)
5820         {
5821                 skinframe->qgeneratebase = false;
5822                 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);
5823                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5824                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5825         }
5826         else
5827         {
5828                 skinframe->qgeneratemerged = false;
5829                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5830         }
5831
5832         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5833         {
5834                 Mem_Free(skinframe->qpixels);
5835                 skinframe->qpixels = NULL;
5836         }
5837 }
5838
5839 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)
5840 {
5841         int i;
5842         skinframe_t *skinframe;
5843
5844         if (cls.state == ca_dedicated)
5845                 return NULL;
5846
5847         // if already loaded just return it, otherwise make a new skinframe
5848         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5849         if (skinframe && skinframe->base)
5850                 return skinframe;
5851
5852         skinframe->stain = NULL;
5853         skinframe->merged = NULL;
5854         skinframe->base = NULL;
5855         skinframe->pants = NULL;
5856         skinframe->shirt = NULL;
5857         skinframe->nmap = NULL;
5858         skinframe->gloss = NULL;
5859         skinframe->glow = NULL;
5860         skinframe->fog = NULL;
5861         skinframe->reflect = NULL;
5862         skinframe->hasalpha = false;
5863
5864         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5865         if (!skindata)
5866                 return NULL;
5867
5868         if (developer_loading.integer)
5869                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5870
5871         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5872         if (textureflags & TEXF_ALPHA)
5873         {
5874                 for (i = 0;i < width * height;i++)
5875                 {
5876                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5877                         {
5878                                 skinframe->hasalpha = true;
5879                                 break;
5880                         }
5881                 }
5882                 if (r_loadfog && skinframe->hasalpha)
5883                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5884         }
5885
5886         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5887         //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]);
5888
5889         return skinframe;
5890 }
5891
5892 skinframe_t *R_SkinFrame_LoadMissing(void)
5893 {
5894         skinframe_t *skinframe;
5895
5896         if (cls.state == ca_dedicated)
5897                 return NULL;
5898
5899         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5900         skinframe->stain = NULL;
5901         skinframe->merged = NULL;
5902         skinframe->base = NULL;
5903         skinframe->pants = NULL;
5904         skinframe->shirt = NULL;
5905         skinframe->nmap = NULL;
5906         skinframe->gloss = NULL;
5907         skinframe->glow = NULL;
5908         skinframe->fog = NULL;
5909         skinframe->reflect = NULL;
5910         skinframe->hasalpha = false;
5911
5912         skinframe->avgcolor[0] = rand() / RAND_MAX;
5913         skinframe->avgcolor[1] = rand() / RAND_MAX;
5914         skinframe->avgcolor[2] = rand() / RAND_MAX;
5915         skinframe->avgcolor[3] = 1;
5916
5917         return skinframe;
5918 }
5919
5920 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5921 typedef struct suffixinfo_s
5922 {
5923         char *suffix;
5924         qboolean flipx, flipy, flipdiagonal;
5925 }
5926 suffixinfo_t;
5927 static suffixinfo_t suffix[3][6] =
5928 {
5929         {
5930                 {"px",   false, false, false},
5931                 {"nx",   false, false, false},
5932                 {"py",   false, false, false},
5933                 {"ny",   false, false, false},
5934                 {"pz",   false, false, false},
5935                 {"nz",   false, false, false}
5936         },
5937         {
5938                 {"posx", false, false, false},
5939                 {"negx", false, false, false},
5940                 {"posy", false, false, false},
5941                 {"negy", false, false, false},
5942                 {"posz", false, false, false},
5943                 {"negz", false, false, false}
5944         },
5945         {
5946                 {"rt",    true, false,  true},
5947                 {"lf",   false,  true,  true},
5948                 {"ft",    true,  true, false},
5949                 {"bk",   false, false, false},
5950                 {"up",    true, false,  true},
5951                 {"dn",    true, false,  true}
5952         }
5953 };
5954
5955 static int componentorder[4] = {0, 1, 2, 3};
5956
5957 rtexture_t *R_LoadCubemap(const char *basename)
5958 {
5959         int i, j, cubemapsize;
5960         unsigned char *cubemappixels, *image_buffer;
5961         rtexture_t *cubemaptexture;
5962         char name[256];
5963         // must start 0 so the first loadimagepixels has no requested width/height
5964         cubemapsize = 0;
5965         cubemappixels = NULL;
5966         cubemaptexture = NULL;
5967         // keep trying different suffix groups (posx, px, rt) until one loads
5968         for (j = 0;j < 3 && !cubemappixels;j++)
5969         {
5970                 // load the 6 images in the suffix group
5971                 for (i = 0;i < 6;i++)
5972                 {
5973                         // generate an image name based on the base and and suffix
5974                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5975                         // load it
5976                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5977                         {
5978                                 // an image loaded, make sure width and height are equal
5979                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5980                                 {
5981                                         // if this is the first image to load successfully, allocate the cubemap memory
5982                                         if (!cubemappixels && image_width >= 1)
5983                                         {
5984                                                 cubemapsize = image_width;
5985                                                 // note this clears to black, so unavailable sides are black
5986                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5987                                         }
5988                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5989                                         if (cubemappixels)
5990                                                 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);
5991                                 }
5992                                 else
5993                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5994                                 // free the image
5995                                 Mem_Free(image_buffer);
5996                         }
5997                 }
5998         }
5999         // if a cubemap loaded, upload it
6000         if (cubemappixels)
6001         {
6002                 if (developer_loading.integer)
6003                         Con_Printf("loading cubemap \"%s\"\n", basename);
6004
6005                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6006                 Mem_Free(cubemappixels);
6007         }
6008         else
6009         {
6010                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6011                 if (developer_loading.integer)
6012                 {
6013                         Con_Printf("(tried tried images ");
6014                         for (j = 0;j < 3;j++)
6015                                 for (i = 0;i < 6;i++)
6016                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6017                         Con_Print(" and was unable to find any of them).\n");
6018                 }
6019         }
6020         return cubemaptexture;
6021 }
6022
6023 rtexture_t *R_GetCubemap(const char *basename)
6024 {
6025         int i;
6026         for (i = 0;i < r_texture_numcubemaps;i++)
6027                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6028                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6029         if (i >= MAX_CUBEMAPS)
6030                 return r_texture_whitecube;
6031         r_texture_numcubemaps++;
6032         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6033         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6034         return r_texture_cubemaps[i].texture;
6035 }
6036
6037 void R_FreeCubemaps(void)
6038 {
6039         int i;
6040         for (i = 0;i < r_texture_numcubemaps;i++)
6041         {
6042                 if (developer_loading.integer)
6043                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6044                 if (r_texture_cubemaps[i].texture)
6045                         R_FreeTexture(r_texture_cubemaps[i].texture);
6046         }
6047         r_texture_numcubemaps = 0;
6048 }
6049
6050 void R_Main_FreeViewCache(void)
6051 {
6052         if (r_refdef.viewcache.entityvisible)
6053                 Mem_Free(r_refdef.viewcache.entityvisible);
6054         if (r_refdef.viewcache.world_pvsbits)
6055                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6056         if (r_refdef.viewcache.world_leafvisible)
6057                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6058         if (r_refdef.viewcache.world_surfacevisible)
6059                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6060         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6061 }
6062
6063 void R_Main_ResizeViewCache(void)
6064 {
6065         int numentities = r_refdef.scene.numentities;
6066         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6067         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6068         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6069         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6070         if (r_refdef.viewcache.maxentities < numentities)
6071         {
6072                 r_refdef.viewcache.maxentities = numentities;
6073                 if (r_refdef.viewcache.entityvisible)
6074                         Mem_Free(r_refdef.viewcache.entityvisible);
6075                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6076         }
6077         if (r_refdef.viewcache.world_numclusters != numclusters)
6078         {
6079                 r_refdef.viewcache.world_numclusters = numclusters;
6080                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6081                 if (r_refdef.viewcache.world_pvsbits)
6082                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6083                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6084         }
6085         if (r_refdef.viewcache.world_numleafs != numleafs)
6086         {
6087                 r_refdef.viewcache.world_numleafs = numleafs;
6088                 if (r_refdef.viewcache.world_leafvisible)
6089                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6090                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6091         }
6092         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6093         {
6094                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6095                 if (r_refdef.viewcache.world_surfacevisible)
6096                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6097                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6098         }
6099 }
6100
6101 extern rtexture_t *loadingscreentexture;
6102 void gl_main_start(void)
6103 {
6104         loadingscreentexture = NULL;
6105         r_texture_blanknormalmap = NULL;
6106         r_texture_white = NULL;
6107         r_texture_grey128 = NULL;
6108         r_texture_black = NULL;
6109         r_texture_whitecube = NULL;
6110         r_texture_normalizationcube = NULL;
6111         r_texture_fogattenuation = NULL;
6112         r_texture_gammaramps = NULL;
6113         r_texture_numcubemaps = 0;
6114
6115         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6116         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6117
6118         switch(vid.renderpath)
6119         {
6120         case RENDERPATH_GL20:
6121         case RENDERPATH_CGGL:
6122                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6123                 Cvar_SetValueQuick(&gl_combine, 1);
6124                 Cvar_SetValueQuick(&r_glsl, 1);
6125                 r_loadnormalmap = true;
6126                 r_loadgloss = true;
6127                 r_loadfog = false;
6128                 break;
6129         case RENDERPATH_GL13:
6130                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6131                 Cvar_SetValueQuick(&gl_combine, 1);
6132                 Cvar_SetValueQuick(&r_glsl, 0);
6133                 r_loadnormalmap = false;
6134                 r_loadgloss = false;
6135                 r_loadfog = true;
6136                 break;
6137         case RENDERPATH_GL11:
6138                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6139                 Cvar_SetValueQuick(&gl_combine, 0);
6140                 Cvar_SetValueQuick(&r_glsl, 0);
6141                 r_loadnormalmap = false;
6142                 r_loadgloss = false;
6143                 r_loadfog = true;
6144                 break;
6145         }
6146
6147         R_AnimCache_Free();
6148         R_FrameData_Reset();
6149
6150         r_numqueries = 0;
6151         r_maxqueries = 0;
6152         memset(r_queries, 0, sizeof(r_queries));
6153
6154         r_qwskincache = NULL;
6155         r_qwskincache_size = 0;
6156
6157         // set up r_skinframe loading system for textures
6158         memset(&r_skinframe, 0, sizeof(r_skinframe));
6159         r_skinframe.loadsequence = 1;
6160         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6161
6162         r_main_texturepool = R_AllocTexturePool();
6163         R_BuildBlankTextures();
6164         R_BuildNoTexture();
6165         if (vid.support.arb_texture_cube_map)
6166         {
6167                 R_BuildWhiteCube();
6168                 R_BuildNormalizationCube();
6169         }
6170         r_texture_fogattenuation = NULL;
6171         r_texture_gammaramps = NULL;
6172         //r_texture_fogintensity = NULL;
6173         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6174         memset(&r_waterstate, 0, sizeof(r_waterstate));
6175         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6176         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6177         glslshaderstring = NULL;
6178 #ifdef SUPPORTCG
6179         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6180         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6181         cgshaderstring = NULL;
6182 #endif
6183         memset(&r_svbsp, 0, sizeof (r_svbsp));
6184
6185         r_refdef.fogmasktable_density = 0;
6186 }
6187
6188 void gl_main_shutdown(void)
6189 {
6190         R_AnimCache_Free();
6191         R_FrameData_Reset();
6192
6193         R_Main_FreeViewCache();
6194
6195         if (r_maxqueries)
6196                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6197
6198         r_numqueries = 0;
6199         r_maxqueries = 0;
6200         memset(r_queries, 0, sizeof(r_queries));
6201
6202         r_qwskincache = NULL;
6203         r_qwskincache_size = 0;
6204
6205         // clear out the r_skinframe state
6206         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6207         memset(&r_skinframe, 0, sizeof(r_skinframe));
6208
6209         if (r_svbsp.nodes)
6210                 Mem_Free(r_svbsp.nodes);
6211         memset(&r_svbsp, 0, sizeof (r_svbsp));
6212         R_FreeTexturePool(&r_main_texturepool);
6213         loadingscreentexture = NULL;
6214         r_texture_blanknormalmap = NULL;
6215         r_texture_white = NULL;
6216         r_texture_grey128 = NULL;
6217         r_texture_black = NULL;
6218         r_texture_whitecube = NULL;
6219         r_texture_normalizationcube = NULL;
6220         r_texture_fogattenuation = NULL;
6221         r_texture_gammaramps = NULL;
6222         r_texture_numcubemaps = 0;
6223         //r_texture_fogintensity = NULL;
6224         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6225         memset(&r_waterstate, 0, sizeof(r_waterstate));
6226         R_GLSL_Restart_f();
6227 }
6228
6229 extern void CL_ParseEntityLump(char *entitystring);
6230 void gl_main_newmap(void)
6231 {
6232         // FIXME: move this code to client
6233         int l;
6234         char *entities, entname[MAX_QPATH];
6235         if (r_qwskincache)
6236                 Mem_Free(r_qwskincache);
6237         r_qwskincache = NULL;
6238         r_qwskincache_size = 0;
6239         if (cl.worldmodel)
6240         {
6241                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6242                 l = (int)strlen(entname) - 4;
6243                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6244                 {
6245                         memcpy(entname + l, ".ent", 5);
6246                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6247                         {
6248                                 CL_ParseEntityLump(entities);
6249                                 Mem_Free(entities);
6250                                 return;
6251                         }
6252                 }
6253                 if (cl.worldmodel->brush.entities)
6254                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6255         }
6256         R_Main_FreeViewCache();
6257
6258         R_FrameData_Reset();
6259 }
6260
6261 void GL_Main_Init(void)
6262 {
6263         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6264
6265         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6266         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6267         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6268         if (gamemode == GAME_NEHAHRA)
6269         {
6270                 Cvar_RegisterVariable (&gl_fogenable);
6271                 Cvar_RegisterVariable (&gl_fogdensity);
6272                 Cvar_RegisterVariable (&gl_fogred);
6273                 Cvar_RegisterVariable (&gl_foggreen);
6274                 Cvar_RegisterVariable (&gl_fogblue);
6275                 Cvar_RegisterVariable (&gl_fogstart);
6276                 Cvar_RegisterVariable (&gl_fogend);
6277                 Cvar_RegisterVariable (&gl_skyclip);
6278         }
6279         Cvar_RegisterVariable(&r_motionblur);
6280         Cvar_RegisterVariable(&r_motionblur_maxblur);
6281         Cvar_RegisterVariable(&r_motionblur_bmin);
6282         Cvar_RegisterVariable(&r_motionblur_vmin);
6283         Cvar_RegisterVariable(&r_motionblur_vmax);
6284         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6285         Cvar_RegisterVariable(&r_motionblur_randomize);
6286         Cvar_RegisterVariable(&r_damageblur);
6287         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6288         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6289         Cvar_RegisterVariable(&r_equalize_entities_by);
6290         Cvar_RegisterVariable(&r_equalize_entities_to);
6291         Cvar_RegisterVariable(&r_depthfirst);
6292         Cvar_RegisterVariable(&r_useinfinitefarclip);
6293         Cvar_RegisterVariable(&r_farclip_base);
6294         Cvar_RegisterVariable(&r_farclip_world);
6295         Cvar_RegisterVariable(&r_nearclip);
6296         Cvar_RegisterVariable(&r_showbboxes);
6297         Cvar_RegisterVariable(&r_showsurfaces);
6298         Cvar_RegisterVariable(&r_showtris);
6299         Cvar_RegisterVariable(&r_shownormals);
6300         Cvar_RegisterVariable(&r_showlighting);
6301         Cvar_RegisterVariable(&r_showshadowvolumes);
6302         Cvar_RegisterVariable(&r_showcollisionbrushes);
6303         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6304         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6305         Cvar_RegisterVariable(&r_showdisabledepthtest);
6306         Cvar_RegisterVariable(&r_drawportals);
6307         Cvar_RegisterVariable(&r_drawentities);
6308         Cvar_RegisterVariable(&r_cullentities_trace);
6309         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6310         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6311         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6312         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6313         Cvar_RegisterVariable(&r_drawviewmodel);
6314         Cvar_RegisterVariable(&r_speeds);
6315         Cvar_RegisterVariable(&r_fullbrights);
6316         Cvar_RegisterVariable(&r_wateralpha);
6317         Cvar_RegisterVariable(&r_dynamic);
6318         Cvar_RegisterVariable(&r_fullbright);
6319         Cvar_RegisterVariable(&r_shadows);
6320         Cvar_RegisterVariable(&r_shadows_darken);
6321         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6322         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6323         Cvar_RegisterVariable(&r_shadows_throwdistance);
6324         Cvar_RegisterVariable(&r_shadows_throwdirection);
6325         Cvar_RegisterVariable(&r_shadows_focus);
6326         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6327         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6328         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6329         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6330         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6331         Cvar_RegisterVariable(&r_fog_exp2);
6332         Cvar_RegisterVariable(&r_drawfog);
6333         Cvar_RegisterVariable(&r_transparentdepthmasking);
6334         Cvar_RegisterVariable(&r_texture_dds_load);
6335         Cvar_RegisterVariable(&r_texture_dds_save);
6336         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6337         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6338         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6339         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6340         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6341         Cvar_RegisterVariable(&r_textureunits);
6342         Cvar_RegisterVariable(&gl_combine);
6343         Cvar_RegisterVariable(&r_glsl);
6344         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6345         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6346         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6347         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6348         Cvar_RegisterVariable(&r_glsl_postprocess);
6349         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6350         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6351         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6352         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6353         Cvar_RegisterVariable(&r_water);
6354         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6355         Cvar_RegisterVariable(&r_water_clippingplanebias);
6356         Cvar_RegisterVariable(&r_water_refractdistort);
6357         Cvar_RegisterVariable(&r_water_reflectdistort);
6358         Cvar_RegisterVariable(&r_lerpsprites);
6359         Cvar_RegisterVariable(&r_lerpmodels);
6360         Cvar_RegisterVariable(&r_lerplightstyles);
6361         Cvar_RegisterVariable(&r_waterscroll);
6362         Cvar_RegisterVariable(&r_bloom);
6363         Cvar_RegisterVariable(&r_bloom_colorscale);
6364         Cvar_RegisterVariable(&r_bloom_brighten);
6365         Cvar_RegisterVariable(&r_bloom_blur);
6366         Cvar_RegisterVariable(&r_bloom_resolution);
6367         Cvar_RegisterVariable(&r_bloom_colorexponent);
6368         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6369         Cvar_RegisterVariable(&r_hdr);
6370         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6371         Cvar_RegisterVariable(&r_hdr_glowintensity);
6372         Cvar_RegisterVariable(&r_hdr_range);
6373         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6374         Cvar_RegisterVariable(&developer_texturelogging);
6375         Cvar_RegisterVariable(&gl_lightmaps);
6376         Cvar_RegisterVariable(&r_test);
6377         Cvar_RegisterVariable(&r_batchmode);
6378         Cvar_RegisterVariable(&r_glsl_saturation);
6379         Cvar_RegisterVariable(&r_framedatasize);
6380         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6381                 Cvar_SetValue("r_fullbrights", 0);
6382         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6383
6384         Cvar_RegisterVariable(&r_track_sprites);
6385         Cvar_RegisterVariable(&r_track_sprites_flags);
6386         Cvar_RegisterVariable(&r_track_sprites_scalew);
6387         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6388         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6389         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6390 }
6391
6392 extern void R_Textures_Init(void);
6393 extern void GL_Draw_Init(void);
6394 extern void GL_Main_Init(void);
6395 extern void R_Shadow_Init(void);
6396 extern void R_Sky_Init(void);
6397 extern void GL_Surf_Init(void);
6398 extern void R_Particles_Init(void);
6399 extern void R_Explosion_Init(void);
6400 extern void gl_backend_init(void);
6401 extern void Sbar_Init(void);
6402 extern void R_LightningBeams_Init(void);
6403 extern void Mod_RenderInit(void);
6404 extern void Font_Init(void);
6405
6406 void Render_Init(void)
6407 {
6408         gl_backend_init();
6409         R_Textures_Init();
6410         GL_Main_Init();
6411         Font_Init();
6412         GL_Draw_Init();
6413         R_Shadow_Init();
6414         R_Sky_Init();
6415         GL_Surf_Init();
6416         Sbar_Init();
6417         R_Particles_Init();
6418         R_Explosion_Init();
6419         R_LightningBeams_Init();
6420         Mod_RenderInit();
6421 }
6422
6423 /*
6424 ===============
6425 GL_Init
6426 ===============
6427 */
6428 extern char *ENGINE_EXTENSIONS;
6429 void GL_Init (void)
6430 {
6431         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6432         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6433         gl_version = (const char *)qglGetString(GL_VERSION);
6434         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6435
6436         if (!gl_extensions)
6437                 gl_extensions = "";
6438         if (!gl_platformextensions)
6439                 gl_platformextensions = "";
6440
6441         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6442         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6443         Con_Printf("GL_VERSION: %s\n", gl_version);
6444         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6445         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6446
6447         VID_CheckExtensions();
6448
6449         // LordHavoc: report supported extensions
6450         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6451
6452         // clear to black (loading plaque will be seen over this)
6453         CHECKGLERROR
6454         qglClearColor(0,0,0,1);CHECKGLERROR
6455         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6456 }
6457
6458 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6459 {
6460         int i;
6461         mplane_t *p;
6462         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6463         {
6464                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6465                 if (i == 4)
6466                         continue;
6467                 p = r_refdef.view.frustum + i;
6468                 switch(p->signbits)
6469                 {
6470                 default:
6471                 case 0:
6472                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6473                                 return true;
6474                         break;
6475                 case 1:
6476                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6477                                 return true;
6478                         break;
6479                 case 2:
6480                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6481                                 return true;
6482                         break;
6483                 case 3:
6484                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6485                                 return true;
6486                         break;
6487                 case 4:
6488                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6489                                 return true;
6490                         break;
6491                 case 5:
6492                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6493                                 return true;
6494                         break;
6495                 case 6:
6496                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6497                                 return true;
6498                         break;
6499                 case 7:
6500                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6501                                 return true;
6502                         break;
6503                 }
6504         }
6505         return false;
6506 }
6507
6508 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6509 {
6510         int i;
6511         const mplane_t *p;
6512         for (i = 0;i < numplanes;i++)
6513         {
6514                 p = planes + i;
6515                 switch(p->signbits)
6516                 {
6517                 default:
6518                 case 0:
6519                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6520                                 return true;
6521                         break;
6522                 case 1:
6523                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6524                                 return true;
6525                         break;
6526                 case 2:
6527                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6528                                 return true;
6529                         break;
6530                 case 3:
6531                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6532                                 return true;
6533                         break;
6534                 case 4:
6535                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6536                                 return true;
6537                         break;
6538                 case 5:
6539                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6540                                 return true;
6541                         break;
6542                 case 6:
6543                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6544                                 return true;
6545                         break;
6546                 case 7:
6547                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6548                                 return true;
6549                         break;
6550                 }
6551         }
6552         return false;
6553 }
6554
6555 //==================================================================================
6556
6557 // LordHavoc: this stores temporary data used within the same frame
6558
6559 qboolean r_framedata_failed;
6560 static size_t r_framedata_size;
6561 static size_t r_framedata_current;
6562 static void *r_framedata_base;
6563
6564 void R_FrameData_Reset(void)
6565 {
6566         if (r_framedata_base)
6567                 Mem_Free(r_framedata_base);
6568         r_framedata_base = NULL;
6569         r_framedata_size = 0;
6570         r_framedata_current = 0;
6571         r_framedata_failed = false;
6572 }
6573
6574 void R_FrameData_NewFrame(void)
6575 {
6576         size_t wantedsize;
6577         if (r_framedata_failed)
6578                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6579         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6580         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6581         if (r_framedata_size != wantedsize)
6582         {
6583                 r_framedata_size = wantedsize;
6584                 if (r_framedata_base)
6585                         Mem_Free(r_framedata_base);
6586                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6587         }
6588         r_framedata_current = 0;
6589         r_framedata_failed = false;
6590 }
6591
6592 void *R_FrameData_Alloc(size_t size)
6593 {
6594         void *data;
6595
6596         // align to 16 byte boundary
6597         size = (size + 15) & ~15;
6598         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6599         r_framedata_current += size;
6600
6601         // check overflow
6602         if (r_framedata_current > r_framedata_size)
6603                 r_framedata_failed = true;
6604
6605         // return NULL on everything after a failure
6606         if (r_framedata_failed)
6607                 return NULL;
6608
6609         return data;
6610 }
6611
6612 void *R_FrameData_Store(size_t size, void *data)
6613 {
6614         void *d = R_FrameData_Alloc(size);
6615         if (d)
6616                 memcpy(d, data, size);
6617         return d;
6618 }
6619
6620 //==================================================================================
6621
6622 // LordHavoc: animcache originally written by Echon, rewritten since then
6623
6624 /**
6625  * Animation cache prevents re-generating mesh data for an animated model
6626  * multiple times in one frame for lighting, shadowing, reflections, etc.
6627  */
6628
6629 void R_AnimCache_Free(void)
6630 {
6631 }
6632
6633 void R_AnimCache_ClearCache(void)
6634 {
6635         int i;
6636         entity_render_t *ent;
6637
6638         for (i = 0;i < r_refdef.scene.numentities;i++)
6639         {
6640                 ent = r_refdef.scene.entities[i];
6641                 ent->animcache_vertex3f = NULL;
6642                 ent->animcache_normal3f = NULL;
6643                 ent->animcache_svector3f = NULL;
6644                 ent->animcache_tvector3f = NULL;
6645         }
6646 }
6647
6648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6649 {
6650         dp_model_t *model = ent->model;
6651         int numvertices;
6652         // see if it's already cached this frame
6653         if (ent->animcache_vertex3f)
6654         {
6655                 // add normals/tangents if needed
6656                 if (wantnormals || wanttangents)
6657                 {
6658                         if (ent->animcache_normal3f)
6659                                 wantnormals = false;
6660                         if (ent->animcache_svector3f)
6661                                 wanttangents = false;
6662                         if (wantnormals || wanttangents)
6663                         {
6664                                 numvertices = model->surfmesh.num_vertices;
6665                                 if (wantnormals)
6666                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6667                                 if (wanttangents)
6668                                 {
6669                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6671                                 }
6672                                 if (!r_framedata_failed)
6673                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6674                         }
6675                 }
6676         }
6677         else
6678         {
6679                 // see if this ent is worth caching
6680                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6681                         return false;
6682                 // get some memory for this entity and generate mesh data
6683                 numvertices = model->surfmesh.num_vertices;
6684                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6685                 if (wantnormals)
6686                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6687                 if (wanttangents)
6688                 {
6689                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6691                 }
6692                 if (!r_framedata_failed)
6693                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6694         }
6695         return !r_framedata_failed;
6696 }
6697
6698 void R_AnimCache_CacheVisibleEntities(void)
6699 {
6700         int i;
6701         qboolean wantnormals = !r_showsurfaces.integer;
6702         qboolean wanttangents = !r_showsurfaces.integer;
6703
6704         switch(vid.renderpath)
6705         {
6706         case RENDERPATH_GL20:
6707         case RENDERPATH_CGGL:
6708                 break;
6709         case RENDERPATH_GL13:
6710         case RENDERPATH_GL11:
6711                 wanttangents = false;
6712                 break;
6713         }
6714
6715         // TODO: thread this
6716         // NOTE: R_PrepareRTLights() also caches entities
6717
6718         for (i = 0;i < r_refdef.scene.numentities;i++)
6719                 if (r_refdef.viewcache.entityvisible[i])
6720                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6721 }
6722
6723 //==================================================================================
6724
6725 static void R_View_UpdateEntityLighting (void)
6726 {
6727         int i;
6728         entity_render_t *ent;
6729         vec3_t tempdiffusenormal, avg;
6730         vec_t f, fa, fd, fdd;
6731         qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6732
6733         for (i = 0;i < r_refdef.scene.numentities;i++)
6734         {
6735                 ent = r_refdef.scene.entities[i];
6736
6737                 // skip unseen models
6738                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6739                         continue;
6740
6741                 // skip bsp models
6742                 if (ent->model && ent->model->brush.num_leafs)
6743                 {
6744                         // TODO: use modellight for r_ambient settings on world?
6745                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6746                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6747                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6748                         continue;
6749                 }
6750
6751                 // fetch the lighting from the worldmodel data
6752                 VectorClear(ent->modellight_ambient);
6753                 VectorClear(ent->modellight_diffuse);
6754                 VectorClear(tempdiffusenormal);
6755                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6756                 {
6757                         vec3_t org;
6758                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6759                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6760                         if(ent->flags & RENDER_EQUALIZE)
6761                         {
6762                                 // first fix up ambient lighting...
6763                                 if(r_equalize_entities_minambient.value > 0)
6764                                 {
6765                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6766                                         if(fd > 0)
6767                                         {
6768                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6769                                                 if(fa < r_equalize_entities_minambient.value * fd)
6770                                                 {
6771                                                         // solve:
6772                                                         //   fa'/fd' = minambient
6773                                                         //   fa'+0.25*fd' = fa+0.25*fd
6774                                                         //   ...
6775                                                         //   fa' = fd' * minambient
6776                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6777                                                         //   ...
6778                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6779                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6780                                                         //   ...
6781                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6782                                                         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
6783                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6784                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6785                                                 }
6786                                         }
6787                                 }
6788
6789                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6790                                 {
6791                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6792                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6793                                         if(f > 0)
6794                                         {
6795                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6796                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6797                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6798                                         }
6799                                 }
6800                         }
6801                 }
6802                 else // highly rare
6803                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6804
6805                 // move the light direction into modelspace coordinates for lighting code
6806                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6807                 if(VectorLength2(ent->modellight_lightdir) == 0)
6808                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6809                 VectorNormalize(ent->modellight_lightdir);
6810         }
6811 }
6812
6813 #define MAX_LINEOFSIGHTTRACES 64
6814
6815 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6816 {
6817         int i;
6818         vec3_t boxmins, boxmaxs;
6819         vec3_t start;
6820         vec3_t end;
6821         dp_model_t *model = r_refdef.scene.worldmodel;
6822
6823         if (!model || !model->brush.TraceLineOfSight)
6824                 return true;
6825
6826         // expand the box a little
6827         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6828         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6829         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6830         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6831         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6832         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6833
6834         // return true if eye is inside enlarged box
6835         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6836                 return true;
6837
6838         // try center
6839         VectorCopy(eye, start);
6840         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6841         if (model->brush.TraceLineOfSight(model, start, end))
6842                 return true;
6843
6844         // try various random positions
6845         for (i = 0;i < numsamples;i++)
6846         {
6847                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6848                 if (model->brush.TraceLineOfSight(model, start, end))
6849                         return true;
6850         }
6851
6852         return false;
6853 }
6854
6855
6856 static void R_View_UpdateEntityVisible (void)
6857 {
6858         int i;
6859         int renderimask;
6860         int samples;
6861         entity_render_t *ent;
6862
6863         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6864         if (!r_drawviewmodel.integer)
6865                 renderimask |= RENDER_VIEWMODEL;
6866         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6867         {
6868                 // worldmodel can check visibility
6869                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6870                 for (i = 0;i < r_refdef.scene.numentities;i++)
6871                 {
6872                         ent = r_refdef.scene.entities[i];
6873                         if (!(ent->flags & renderimask))
6874                         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)))
6875                         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))
6876                                 r_refdef.viewcache.entityvisible[i] = true;
6877                 }
6878                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6879                 {
6880                         for (i = 0;i < r_refdef.scene.numentities;i++)
6881                         {
6882                                 ent = r_refdef.scene.entities[i];
6883                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6884                                 {
6885                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6886                                         if (samples < 0)
6887                                                 continue; // temp entities do pvs only
6888                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6889                                                 ent->last_trace_visibility = realtime;
6890                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6891                                                 r_refdef.viewcache.entityvisible[i] = 0;
6892                                 }
6893                         }
6894                 }
6895         }
6896         else
6897         {
6898                 // no worldmodel or it can't check visibility
6899                 for (i = 0;i < r_refdef.scene.numentities;i++)
6900                 {
6901                         ent = r_refdef.scene.entities[i];
6902                         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));
6903                 }
6904         }
6905 }
6906
6907 /// only used if skyrendermasked, and normally returns false
6908 int R_DrawBrushModelsSky (void)
6909 {
6910         int i, sky;
6911         entity_render_t *ent;
6912
6913         sky = false;
6914         for (i = 0;i < r_refdef.scene.numentities;i++)
6915         {
6916                 if (!r_refdef.viewcache.entityvisible[i])
6917                         continue;
6918                 ent = r_refdef.scene.entities[i];
6919                 if (!ent->model || !ent->model->DrawSky)
6920                         continue;
6921                 ent->model->DrawSky(ent);
6922                 sky = true;
6923         }
6924         return sky;
6925 }
6926
6927 static void R_DrawNoModel(entity_render_t *ent);
6928 static void R_DrawModels(void)
6929 {
6930         int i;
6931         entity_render_t *ent;
6932
6933         for (i = 0;i < r_refdef.scene.numentities;i++)
6934         {
6935                 if (!r_refdef.viewcache.entityvisible[i])
6936                         continue;
6937                 ent = r_refdef.scene.entities[i];
6938                 r_refdef.stats.entities++;
6939                 if (ent->model && ent->model->Draw != NULL)
6940                         ent->model->Draw(ent);
6941                 else
6942                         R_DrawNoModel(ent);
6943         }
6944 }
6945
6946 static void R_DrawModelsDepth(void)
6947 {
6948         int i;
6949         entity_render_t *ent;
6950
6951         for (i = 0;i < r_refdef.scene.numentities;i++)
6952         {
6953                 if (!r_refdef.viewcache.entityvisible[i])
6954                         continue;
6955                 ent = r_refdef.scene.entities[i];
6956                 if (ent->model && ent->model->DrawDepth != NULL)
6957                         ent->model->DrawDepth(ent);
6958         }
6959 }
6960
6961 static void R_DrawModelsDebug(void)
6962 {
6963         int i;
6964         entity_render_t *ent;
6965
6966         for (i = 0;i < r_refdef.scene.numentities;i++)
6967         {
6968                 if (!r_refdef.viewcache.entityvisible[i])
6969                         continue;
6970                 ent = r_refdef.scene.entities[i];
6971                 if (ent->model && ent->model->DrawDebug != NULL)
6972                         ent->model->DrawDebug(ent);
6973         }
6974 }
6975
6976 static void R_DrawModelsAddWaterPlanes(void)
6977 {
6978         int i;
6979         entity_render_t *ent;
6980
6981         for (i = 0;i < r_refdef.scene.numentities;i++)
6982         {
6983                 if (!r_refdef.viewcache.entityvisible[i])
6984                         continue;
6985                 ent = r_refdef.scene.entities[i];
6986                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6987                         ent->model->DrawAddWaterPlanes(ent);
6988         }
6989 }
6990
6991 static void R_View_SetFrustum(void)
6992 {
6993         int i;
6994         double slopex, slopey;
6995         vec3_t forward, left, up, origin;
6996
6997         // we can't trust r_refdef.view.forward and friends in reflected scenes
6998         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6999
7000 #if 0
7001         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7002         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7003         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7004         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7005         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7006         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7007         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7008         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7009         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7010         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7011         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7012         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7013 #endif
7014
7015 #if 0
7016         zNear = r_refdef.nearclip;
7017         nudge = 1.0 - 1.0 / (1<<23);
7018         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7019         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7020         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7021         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7022         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7023         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7024         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7025         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7026 #endif
7027
7028
7029
7030 #if 0
7031         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7032         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7033         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7034         r_refdef.view.frustum[0].dist = m[15] - m[12];
7035
7036         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7037         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7038         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7039         r_refdef.view.frustum[1].dist = m[15] + m[12];
7040
7041         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7042         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7043         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7044         r_refdef.view.frustum[2].dist = m[15] - m[13];
7045
7046         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7047         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7048         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7049         r_refdef.view.frustum[3].dist = m[15] + m[13];
7050
7051         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7052         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7053         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7054         r_refdef.view.frustum[4].dist = m[15] - m[14];
7055
7056         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7057         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7058         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7059         r_refdef.view.frustum[5].dist = m[15] + m[14];
7060 #endif
7061
7062         if (r_refdef.view.useperspective)
7063         {
7064                 slopex = 1.0 / r_refdef.view.frustum_x;
7065                 slopey = 1.0 / r_refdef.view.frustum_y;
7066                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7067                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7068                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7069                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7070                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7071
7072                 // Leaving those out was a mistake, those were in the old code, and they
7073                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7074                 // I couldn't reproduce it after adding those normalizations. --blub
7075                 VectorNormalize(r_refdef.view.frustum[0].normal);
7076                 VectorNormalize(r_refdef.view.frustum[1].normal);
7077                 VectorNormalize(r_refdef.view.frustum[2].normal);
7078                 VectorNormalize(r_refdef.view.frustum[3].normal);
7079
7080                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7081                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7082                 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]);
7083                 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]);
7084                 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]);
7085
7086                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7087                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7088                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7089                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7090                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7091         }
7092         else
7093         {
7094                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7095                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7096                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7097                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7098                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7099                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7100                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7101                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7102                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7103                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7104         }
7105         r_refdef.view.numfrustumplanes = 5;
7106
7107         if (r_refdef.view.useclipplane)
7108         {
7109                 r_refdef.view.numfrustumplanes = 6;
7110                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7111         }
7112
7113         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7114                 PlaneClassify(r_refdef.view.frustum + i);
7115
7116         // LordHavoc: note to all quake engine coders, Quake had a special case
7117         // for 90 degrees which assumed a square view (wrong), so I removed it,
7118         // Quake2 has it disabled as well.
7119
7120         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7121         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7122         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7123         //PlaneClassify(&frustum[0]);
7124
7125         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7126         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7127         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7128         //PlaneClassify(&frustum[1]);
7129
7130         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7131         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7132         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7133         //PlaneClassify(&frustum[2]);
7134
7135         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7136         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7137         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7138         //PlaneClassify(&frustum[3]);
7139
7140         // nearclip plane
7141         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7142         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7143         //PlaneClassify(&frustum[4]);
7144 }
7145
7146 void R_View_Update(void)
7147 {
7148         R_Main_ResizeViewCache();
7149         R_View_SetFrustum();
7150         R_View_WorldVisibility(r_refdef.view.useclipplane);
7151         R_View_UpdateEntityVisible();
7152         R_View_UpdateEntityLighting();
7153 }
7154
7155 void R_SetupView(qboolean allowwaterclippingplane)
7156 {
7157         const float *customclipplane = NULL;
7158         float plane[4];
7159         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7160         {
7161                 // LordHavoc: couldn't figure out how to make this approach the
7162                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7163                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7164                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7165                         dist = r_refdef.view.clipplane.dist;
7166                 plane[0] = r_refdef.view.clipplane.normal[0];
7167                 plane[1] = r_refdef.view.clipplane.normal[1];
7168                 plane[2] = r_refdef.view.clipplane.normal[2];
7169                 plane[3] = dist;
7170                 customclipplane = plane;
7171         }
7172
7173         if (!r_refdef.view.useperspective)
7174                 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);
7175         else if (vid.stencil && r_useinfinitefarclip.integer)
7176                 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);
7177         else
7178                 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);
7179         R_SetViewport(&r_refdef.view.viewport);
7180 }
7181
7182 void R_EntityMatrix(const matrix4x4_t *matrix)
7183 {
7184         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7185         {
7186                 gl_modelmatrixchanged = false;
7187                 gl_modelmatrix = *matrix;
7188                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7189                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7190                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7191                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7192                 CHECKGLERROR
7193                 switch(vid.renderpath)
7194                 {
7195                 case RENDERPATH_GL20:
7196                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7197                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7198                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7199                         break;
7200                 case RENDERPATH_CGGL:
7201 #ifdef SUPPORTCG
7202                         CHECKCGERROR
7203                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7204                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7205                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7206 #endif
7207                         break;
7208                 case RENDERPATH_GL13:
7209                 case RENDERPATH_GL11:
7210                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7211                         break;
7212                 }
7213         }
7214 }
7215
7216 void R_ResetViewRendering2D(void)
7217 {
7218         r_viewport_t viewport;
7219         DrawQ_Finish();
7220
7221         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7222         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);
7223         R_SetViewport(&viewport);
7224         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7225         GL_Color(1, 1, 1, 1);
7226         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7227         GL_BlendFunc(GL_ONE, GL_ZERO);
7228         GL_AlphaTest(false);
7229         GL_ScissorTest(false);
7230         GL_DepthMask(false);
7231         GL_DepthRange(0, 1);
7232         GL_DepthTest(false);
7233         R_EntityMatrix(&identitymatrix);
7234         R_Mesh_ResetTextureState();
7235         GL_PolygonOffset(0, 0);
7236         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7237         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7238         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7239         qglStencilMask(~0);CHECKGLERROR
7240         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7241         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7242         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7243 }
7244
7245 void R_ResetViewRendering3D(void)
7246 {
7247         DrawQ_Finish();
7248
7249         R_SetupView(true);
7250         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7251         GL_Color(1, 1, 1, 1);
7252         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7253         GL_BlendFunc(GL_ONE, GL_ZERO);
7254         GL_AlphaTest(false);
7255         GL_ScissorTest(true);
7256         GL_DepthMask(true);
7257         GL_DepthRange(0, 1);
7258         GL_DepthTest(true);
7259         R_EntityMatrix(&identitymatrix);
7260         R_Mesh_ResetTextureState();
7261         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7262         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7263         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7264         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7265         qglStencilMask(~0);CHECKGLERROR
7266         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7267         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7268         GL_CullFace(r_refdef.view.cullface_back);
7269 }
7270
7271 void R_RenderScene(void);
7272 void R_RenderWaterPlanes(void);
7273
7274 static void R_Water_StartFrame(void)
7275 {
7276         int i;
7277         int waterwidth, waterheight, texturewidth, textureheight;
7278         r_waterstate_waterplane_t *p;
7279
7280         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7281                 return;
7282
7283         switch(vid.renderpath)
7284         {
7285         case RENDERPATH_GL20:
7286         case RENDERPATH_CGGL:
7287                 break;
7288         case RENDERPATH_GL13:
7289         case RENDERPATH_GL11:
7290                 return;
7291         }
7292
7293         // set waterwidth and waterheight to the water resolution that will be
7294         // used (often less than the screen resolution for faster rendering)
7295         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7296         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7297
7298         // calculate desired texture sizes
7299         // can't use water if the card does not support the texture size
7300         if (!r_water.integer || r_showsurfaces.integer)
7301                 texturewidth = textureheight = waterwidth = waterheight = 0;
7302         else if (vid.support.arb_texture_non_power_of_two)
7303         {
7304                 texturewidth = waterwidth;
7305                 textureheight = waterheight;
7306         }
7307         else
7308         {
7309                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7310                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7311         }
7312
7313         // allocate textures as needed
7314         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7315         {
7316                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7317                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7318                 {
7319                         if (p->texture_refraction)
7320                                 R_FreeTexture(p->texture_refraction);
7321                         p->texture_refraction = NULL;
7322                         if (p->texture_reflection)
7323                                 R_FreeTexture(p->texture_reflection);
7324                         p->texture_reflection = NULL;
7325                 }
7326                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7327                 r_waterstate.texturewidth = texturewidth;
7328                 r_waterstate.textureheight = textureheight;
7329         }
7330
7331         if (r_waterstate.texturewidth)
7332         {
7333                 r_waterstate.enabled = true;
7334
7335                 // when doing a reduced render (HDR) we want to use a smaller area
7336                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7337                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7338
7339                 // set up variables that will be used in shader setup
7340                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7341                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7342                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7343                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7344         }
7345
7346         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7347         r_waterstate.numwaterplanes = 0;
7348 }
7349
7350 void R_Water_AddWaterPlane(msurface_t *surface)
7351 {
7352         int triangleindex, planeindex;
7353         const int *e;
7354         vec3_t vert[3];
7355         vec3_t normal;
7356         vec3_t center;
7357         mplane_t plane;
7358         r_waterstate_waterplane_t *p;
7359         texture_t *t = R_GetCurrentTexture(surface->texture);
7360         // just use the first triangle with a valid normal for any decisions
7361         VectorClear(normal);
7362         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7363         {
7364                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7365                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7366                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7367                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7368                 if (VectorLength2(normal) >= 0.001)
7369                         break;
7370         }
7371
7372         VectorCopy(normal, plane.normal);
7373         VectorNormalize(plane.normal);
7374         plane.dist = DotProduct(vert[0], plane.normal);
7375         PlaneClassify(&plane);
7376         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7377         {
7378                 // skip backfaces (except if nocullface is set)
7379                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7380                         return;
7381                 VectorNegate(plane.normal, plane.normal);
7382                 plane.dist *= -1;
7383                 PlaneClassify(&plane);
7384         }
7385
7386
7387         // find a matching plane if there is one
7388         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7389                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7390                         break;
7391         if (planeindex >= r_waterstate.maxwaterplanes)
7392                 return; // nothing we can do, out of planes
7393
7394         // if this triangle does not fit any known plane rendered this frame, add one
7395         if (planeindex >= r_waterstate.numwaterplanes)
7396         {
7397                 // store the new plane
7398                 r_waterstate.numwaterplanes++;
7399                 p->plane = plane;
7400                 // clear materialflags and pvs
7401                 p->materialflags = 0;
7402                 p->pvsvalid = false;
7403         }
7404         // merge this surface's materialflags into the waterplane
7405         p->materialflags |= t->currentmaterialflags;
7406         // merge this surface's PVS into the waterplane
7407         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7408         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7409          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7410         {
7411                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7412                 p->pvsvalid = true;
7413         }
7414 }
7415
7416 static void R_Water_ProcessPlanes(void)
7417 {
7418         r_refdef_view_t originalview;
7419         r_refdef_view_t myview;
7420         int planeindex;
7421         r_waterstate_waterplane_t *p;
7422
7423         originalview = r_refdef.view;
7424
7425         // make sure enough textures are allocated
7426         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7427         {
7428                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7429                 {
7430                         if (!p->texture_refraction)
7431                                 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);
7432                         if (!p->texture_refraction)
7433                                 goto error;
7434                 }
7435
7436                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7437                 {
7438                         if (!p->texture_reflection)
7439                                 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);
7440                         if (!p->texture_reflection)
7441                                 goto error;
7442                 }
7443         }
7444
7445         // render views
7446         r_refdef.view = originalview;
7447         r_refdef.view.showdebug = false;
7448         r_refdef.view.width = r_waterstate.waterwidth;
7449         r_refdef.view.height = r_waterstate.waterheight;
7450         r_refdef.view.useclipplane = true;
7451         myview = r_refdef.view;
7452         r_waterstate.renderingscene = true;
7453         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7454         {
7455                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7456                 {
7457                         r_refdef.view = myview;
7458                         // render reflected scene and copy into texture
7459                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7460                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7461                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7462                         r_refdef.view.clipplane = p->plane;
7463                         // reverse the cullface settings for this render
7464                         r_refdef.view.cullface_front = GL_FRONT;
7465                         r_refdef.view.cullface_back = GL_BACK;
7466                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7467                         {
7468                                 r_refdef.view.usecustompvs = true;
7469                                 if (p->pvsvalid)
7470                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7471                                 else
7472                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7473                         }
7474
7475                         R_ResetViewRendering3D();
7476                         R_ClearScreen(r_refdef.fogenabled);
7477                         R_View_Update();
7478                         R_RenderScene();
7479
7480                         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);
7481                 }
7482
7483                 // render the normal view scene and copy into texture
7484                 // (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)
7485                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7486                 {
7487                         r_refdef.view = myview;
7488                         r_refdef.view.clipplane = p->plane;
7489                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7490                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7491                         PlaneClassify(&r_refdef.view.clipplane);
7492
7493                         R_ResetViewRendering3D();
7494                         R_ClearScreen(r_refdef.fogenabled);
7495                         R_View_Update();
7496                         R_RenderScene();
7497
7498                         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);
7499                 }
7500
7501         }
7502         r_waterstate.renderingscene = false;
7503         r_refdef.view = originalview;
7504         R_ResetViewRendering3D();
7505         R_ClearScreen(r_refdef.fogenabled);
7506         R_View_Update();
7507         return;
7508 error:
7509         r_refdef.view = originalview;
7510         r_waterstate.renderingscene = false;
7511         Cvar_SetValueQuick(&r_water, 0);
7512         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7513         return;
7514 }
7515
7516 void R_Bloom_StartFrame(void)
7517 {
7518         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7519
7520         switch(vid.renderpath)
7521         {
7522         case RENDERPATH_GL20:
7523         case RENDERPATH_CGGL:
7524                 break;
7525         case RENDERPATH_GL13:
7526         case RENDERPATH_GL11:
7527                 return;
7528         }
7529
7530         // set bloomwidth and bloomheight to the bloom resolution that will be
7531         // used (often less than the screen resolution for faster rendering)
7532         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7533         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7534         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7535         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7536         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7537
7538         // calculate desired texture sizes
7539         if (vid.support.arb_texture_non_power_of_two)
7540         {
7541                 screentexturewidth = r_refdef.view.width;
7542                 screentextureheight = r_refdef.view.height;
7543                 bloomtexturewidth = r_bloomstate.bloomwidth;
7544                 bloomtextureheight = r_bloomstate.bloomheight;
7545         }
7546         else
7547         {
7548                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7549                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7550                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7551                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7552         }
7553
7554         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))
7555         {
7556                 Cvar_SetValueQuick(&r_hdr, 0);
7557                 Cvar_SetValueQuick(&r_bloom, 0);
7558                 Cvar_SetValueQuick(&r_motionblur, 0);
7559                 Cvar_SetValueQuick(&r_damageblur, 0);
7560         }
7561
7562         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)))
7563                 screentexturewidth = screentextureheight = 0;
7564         if (!r_hdr.integer && !r_bloom.integer)
7565                 bloomtexturewidth = bloomtextureheight = 0;
7566
7567         // allocate textures as needed
7568         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7569         {
7570                 if (r_bloomstate.texture_screen)
7571                         R_FreeTexture(r_bloomstate.texture_screen);
7572                 r_bloomstate.texture_screen = NULL;
7573                 r_bloomstate.screentexturewidth = screentexturewidth;
7574                 r_bloomstate.screentextureheight = screentextureheight;
7575                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7576                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7577         }
7578         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7579         {
7580                 if (r_bloomstate.texture_bloom)
7581                         R_FreeTexture(r_bloomstate.texture_bloom);
7582                 r_bloomstate.texture_bloom = NULL;
7583                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7584                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7585                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7586                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7587         }
7588
7589         // when doing a reduced render (HDR) we want to use a smaller area
7590         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7591         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7592         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7593         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7594         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7595
7596         // set up a texcoord array for the full resolution screen image
7597         // (we have to keep this around to copy back during final render)
7598         r_bloomstate.screentexcoord2f[0] = 0;
7599         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7600         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7601         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7602         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7603         r_bloomstate.screentexcoord2f[5] = 0;
7604         r_bloomstate.screentexcoord2f[6] = 0;
7605         r_bloomstate.screentexcoord2f[7] = 0;
7606
7607         // set up a texcoord array for the reduced resolution bloom image
7608         // (which will be additive blended over the screen image)
7609         r_bloomstate.bloomtexcoord2f[0] = 0;
7610         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7611         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7612         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7613         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7614         r_bloomstate.bloomtexcoord2f[5] = 0;
7615         r_bloomstate.bloomtexcoord2f[6] = 0;
7616         r_bloomstate.bloomtexcoord2f[7] = 0;
7617
7618         if (r_hdr.integer || r_bloom.integer)
7619         {
7620                 r_bloomstate.enabled = true;
7621                 r_bloomstate.hdr = r_hdr.integer != 0;
7622         }
7623
7624         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);
7625 }
7626
7627 void R_Bloom_CopyBloomTexture(float colorscale)
7628 {
7629         r_refdef.stats.bloom++;
7630
7631         // scale down screen texture to the bloom texture size
7632         CHECKGLERROR
7633         R_SetViewport(&r_bloomstate.viewport);
7634         GL_BlendFunc(GL_ONE, GL_ZERO);
7635         GL_Color(colorscale, colorscale, colorscale, 1);
7636         // TODO: optimize with multitexture or GLSL
7637         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7638         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7639         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7640         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7641
7642         // we now have a bloom image in the framebuffer
7643         // copy it into the bloom image texture for later processing
7644         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);
7645         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7646 }
7647
7648 void R_Bloom_CopyHDRTexture(void)
7649 {
7650         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);
7651         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7652 }
7653
7654 void R_Bloom_MakeTexture(void)
7655 {
7656         int x, range, dir;
7657         float xoffset, yoffset, r, brighten;
7658
7659         r_refdef.stats.bloom++;
7660
7661         R_ResetViewRendering2D();
7662         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7663         R_Mesh_ColorPointer(NULL, 0, 0);
7664
7665         // we have a bloom image in the framebuffer
7666         CHECKGLERROR
7667         R_SetViewport(&r_bloomstate.viewport);
7668
7669         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7670         {
7671                 x *= 2;
7672                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7673                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7674                 GL_Color(r, r, r, 1);
7675                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7676                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7677                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7678                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7679
7680                 // copy the vertically blurred bloom view to a texture
7681                 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);
7682                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7683         }
7684
7685         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7686         brighten = r_bloom_brighten.value;
7687         if (r_hdr.integer)
7688                 brighten *= r_hdr_range.value;
7689         brighten = sqrt(brighten);
7690         if(range >= 1)
7691                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7692         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7693         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7694
7695         for (dir = 0;dir < 2;dir++)
7696         {
7697                 // blend on at multiple vertical offsets to achieve a vertical blur
7698                 // TODO: do offset blends using GLSL
7699                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7700                 GL_BlendFunc(GL_ONE, GL_ZERO);
7701                 for (x = -range;x <= range;x++)
7702                 {
7703                         if (!dir){xoffset = 0;yoffset = x;}
7704                         else {xoffset = x;yoffset = 0;}
7705                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7706                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7707                         // compute a texcoord array with the specified x and y offset
7708                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7709                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7710                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7711                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7712                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7713                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7714                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7715                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7716                         // this r value looks like a 'dot' particle, fading sharply to
7717                         // black at the edges
7718                         // (probably not realistic but looks good enough)
7719                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7720                         //r = brighten/(range*2+1);
7721                         r = brighten / (range * 2 + 1);
7722                         if(range >= 1)
7723                                 r *= (1 - x*x/(float)(range*range));
7724                         GL_Color(r, r, r, 1);
7725                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7726                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7727                         GL_BlendFunc(GL_ONE, GL_ONE);
7728                 }
7729
7730                 // copy the vertically blurred bloom view to a texture
7731                 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);
7732                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7733         }
7734
7735         // apply subtract last
7736         // (just like it would be in a GLSL shader)
7737         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7738         {
7739                 GL_BlendFunc(GL_ONE, GL_ZERO);
7740                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7741                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7742                 GL_Color(1, 1, 1, 1);
7743                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7744                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7745
7746                 GL_BlendFunc(GL_ONE, GL_ONE);
7747                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7748                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7749                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7750                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7751                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7752                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7753                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7754
7755                 // copy the darkened bloom view to a texture
7756                 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);
7757                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7758         }
7759 }
7760
7761 void R_HDR_RenderBloomTexture(void)
7762 {
7763         int oldwidth, oldheight;
7764         float oldcolorscale;
7765
7766         oldcolorscale = r_refdef.view.colorscale;
7767         oldwidth = r_refdef.view.width;
7768         oldheight = r_refdef.view.height;
7769         r_refdef.view.width = r_bloomstate.bloomwidth;
7770         r_refdef.view.height = r_bloomstate.bloomheight;
7771
7772         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7773         // TODO: add exposure compensation features
7774         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7775
7776         r_refdef.view.showdebug = false;
7777         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7778
7779         R_ResetViewRendering3D();
7780
7781         R_ClearScreen(r_refdef.fogenabled);
7782         if (r_timereport_active)
7783                 R_TimeReport("HDRclear");
7784
7785         R_View_Update();
7786         if (r_timereport_active)
7787                 R_TimeReport("visibility");
7788
7789         // only do secondary renders with HDR if r_hdr is 2 or higher
7790         r_waterstate.numwaterplanes = 0;
7791         if (r_waterstate.enabled && r_hdr.integer >= 2)
7792                 R_RenderWaterPlanes();
7793
7794         r_refdef.view.showdebug = true;
7795         R_RenderScene();
7796         r_waterstate.numwaterplanes = 0;
7797
7798         R_ResetViewRendering2D();
7799
7800         R_Bloom_CopyHDRTexture();
7801         R_Bloom_MakeTexture();
7802
7803         // restore the view settings
7804         r_refdef.view.width = oldwidth;
7805         r_refdef.view.height = oldheight;
7806         r_refdef.view.colorscale = oldcolorscale;
7807
7808         R_ResetViewRendering3D();
7809
7810         R_ClearScreen(r_refdef.fogenabled);
7811         if (r_timereport_active)
7812                 R_TimeReport("viewclear");
7813 }
7814
7815 static void R_BlendView(void)
7816 {
7817         unsigned int permutation;
7818         float uservecs[4][4];
7819
7820         switch (vid.renderpath)
7821         {
7822         case RENDERPATH_GL20:
7823         case RENDERPATH_CGGL:
7824                 permutation =
7825                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7826                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7827                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7828                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7829                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7830
7831                 if (r_bloomstate.texture_screen)
7832                 {
7833                         // make sure the buffer is available
7834                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7835
7836                         R_ResetViewRendering2D();
7837                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7838                         R_Mesh_ColorPointer(NULL, 0, 0);
7839
7840                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7841                         {
7842                                 // declare variables
7843                                 float speed;
7844                                 static float avgspeed;
7845
7846                                 speed = VectorLength(cl.movement_velocity);
7847
7848                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7849                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7850
7851                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7852                                 speed = bound(0, speed, 1);
7853                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7854
7855                                 // calculate values into a standard alpha
7856                                 cl.motionbluralpha = 1 - exp(-
7857                                                 (
7858                                                  (r_motionblur.value * speed / 80)
7859                                                  +
7860                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7861                                                 )
7862                                                 /
7863                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7864                                            );
7865
7866                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7867                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7868                                 // apply the blur
7869                                 if (cl.motionbluralpha > 0)
7870                                 {
7871                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7872                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7873                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7874                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7875                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7876                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7877                                 }
7878                         }
7879
7880                         // copy view into the screen texture
7881                         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);
7882                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7883                 }
7884                 else if (!r_bloomstate.texture_bloom)
7885                 {
7886                         // we may still have to do view tint...
7887                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7888                         {
7889                                 // apply a color tint to the whole view
7890                                 R_ResetViewRendering2D();
7891                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7892                                 R_Mesh_ColorPointer(NULL, 0, 0);
7893                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7894                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7895                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7896                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7897                         }
7898                         break; // no screen processing, no bloom, skip it
7899                 }
7900
7901                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7902                 {
7903                         // render simple bloom effect
7904                         // copy the screen and shrink it and darken it for the bloom process
7905                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7906                         // make the bloom texture
7907                         R_Bloom_MakeTexture();
7908                 }
7909
7910 #if _MSC_VER >= 1400
7911 #define sscanf sscanf_s
7912 #endif
7913                 memset(uservecs, 0, sizeof(uservecs));
7914                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7915                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7916                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7917                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7918
7919                 R_ResetViewRendering2D();
7920                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7921                 R_Mesh_ColorPointer(NULL, 0, 0);
7922                 GL_Color(1, 1, 1, 1);
7923                 GL_BlendFunc(GL_ONE, GL_ZERO);
7924                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7925                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7926
7927                 switch(vid.renderpath)
7928                 {
7929                 case RENDERPATH_GL20:
7930                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7931                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7932                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7933                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7934                         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]);
7935                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7936                         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]);
7937                         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]);
7938                         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]);
7939                         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]);
7940                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7941                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7942                         break;
7943                 case RENDERPATH_CGGL:
7944 #ifdef SUPPORTCG
7945                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7946                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7947                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7948                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7949                         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
7950                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7951                         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
7952                         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
7953                         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
7954                         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
7955                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7956                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7957 #endif
7958                         break;
7959                 default:
7960                         break;
7961                 }
7962                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7963                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7964                 break;
7965         case RENDERPATH_GL13:
7966         case RENDERPATH_GL11:
7967                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7968                 {
7969                         // apply a color tint to the whole view
7970                         R_ResetViewRendering2D();
7971                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7972                         R_Mesh_ColorPointer(NULL, 0, 0);
7973                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7974                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7975                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7976                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7977                 }
7978                 break;
7979         }
7980 }
7981
7982 matrix4x4_t r_waterscrollmatrix;
7983
7984 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7985 {
7986         if (r_refdef.fog_density)
7987         {
7988                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7989                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7990                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7991
7992                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7993                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7994                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7995                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7996
7997                 {
7998                         vec3_t fogvec;
7999                         VectorCopy(r_refdef.fogcolor, fogvec);
8000                         //   color.rgb *= ContrastBoost * SceneBrightness;
8001                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8002                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8003                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8004                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8005                 }
8006         }
8007 }
8008
8009 void R_UpdateVariables(void)
8010 {
8011         R_Textures_Frame();
8012
8013         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8014
8015         r_refdef.farclip = r_farclip_base.value;
8016         if (r_refdef.scene.worldmodel)
8017                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8018         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8019
8020         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8021                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8022         r_refdef.polygonfactor = 0;
8023         r_refdef.polygonoffset = 0;
8024         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8025         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8026
8027         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8028         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8029         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8030         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8031         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8032         if (r_showsurfaces.integer)
8033         {
8034                 r_refdef.scene.rtworld = false;
8035                 r_refdef.scene.rtworldshadows = false;
8036                 r_refdef.scene.rtdlight = false;
8037                 r_refdef.scene.rtdlightshadows = false;
8038                 r_refdef.lightmapintensity = 0;
8039         }
8040
8041         if (gamemode == GAME_NEHAHRA)
8042         {
8043                 if (gl_fogenable.integer)
8044                 {
8045                         r_refdef.oldgl_fogenable = true;
8046                         r_refdef.fog_density = gl_fogdensity.value;
8047                         r_refdef.fog_red = gl_fogred.value;
8048                         r_refdef.fog_green = gl_foggreen.value;
8049                         r_refdef.fog_blue = gl_fogblue.value;
8050                         r_refdef.fog_alpha = 1;
8051                         r_refdef.fog_start = 0;
8052                         r_refdef.fog_end = gl_skyclip.value;
8053                         r_refdef.fog_height = 1<<30;
8054                         r_refdef.fog_fadedepth = 128;
8055                 }
8056                 else if (r_refdef.oldgl_fogenable)
8057                 {
8058                         r_refdef.oldgl_fogenable = false;
8059                         r_refdef.fog_density = 0;
8060                         r_refdef.fog_red = 0;
8061                         r_refdef.fog_green = 0;
8062                         r_refdef.fog_blue = 0;
8063                         r_refdef.fog_alpha = 0;
8064                         r_refdef.fog_start = 0;
8065                         r_refdef.fog_end = 0;
8066                         r_refdef.fog_height = 1<<30;
8067                         r_refdef.fog_fadedepth = 128;
8068                 }
8069         }
8070
8071         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8072         r_refdef.fog_start = max(0, r_refdef.fog_start);
8073         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8074
8075         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8076
8077         if (r_refdef.fog_density && r_drawfog.integer)
8078         {
8079                 r_refdef.fogenabled = true;
8080                 // this is the point where the fog reaches 0.9986 alpha, which we
8081                 // consider a good enough cutoff point for the texture
8082                 // (0.9986 * 256 == 255.6)
8083                 if (r_fog_exp2.integer)
8084                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8085                 else
8086                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8087                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8088                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8089                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8090                 // fog color was already set
8091                 // update the fog texture
8092                 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)
8093                         R_BuildFogTexture();
8094         }
8095         else
8096                 r_refdef.fogenabled = false;
8097
8098         switch(vid.renderpath)
8099         {
8100         case RENDERPATH_GL20:
8101         case RENDERPATH_CGGL:
8102                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8103                 {
8104                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8105                         {
8106                                 // build GLSL gamma texture
8107 #define RAMPWIDTH 256
8108                                 unsigned short ramp[RAMPWIDTH * 3];
8109                                 unsigned char rampbgr[RAMPWIDTH][4];
8110                                 int i;
8111
8112                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8113
8114                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8115                                 for(i = 0; i < RAMPWIDTH; ++i)
8116                                 {
8117                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8118                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8119                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8120                                         rampbgr[i][3] = 0;
8121                                 }
8122                                 if (r_texture_gammaramps)
8123                                 {
8124                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8125                                 }
8126                                 else
8127                                 {
8128                                         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);
8129                                 }
8130                         }
8131                 }
8132                 else
8133                 {
8134                         // remove GLSL gamma texture
8135                 }
8136                 break;
8137         case RENDERPATH_GL13:
8138         case RENDERPATH_GL11:
8139                 break;
8140         }
8141 }
8142
8143 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8144 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8145 /*
8146 ================
8147 R_SelectScene
8148 ================
8149 */
8150 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8151         if( scenetype != r_currentscenetype ) {
8152                 // store the old scenetype
8153                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8154                 r_currentscenetype = scenetype;
8155                 // move in the new scene
8156                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8157         }
8158 }
8159
8160 /*
8161 ================
8162 R_GetScenePointer
8163 ================
8164 */
8165 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8166 {
8167         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8168         if( scenetype == r_currentscenetype ) {
8169                 return &r_refdef.scene;
8170         } else {
8171                 return &r_scenes_store[ scenetype ];
8172         }
8173 }
8174
8175 /*
8176 ================
8177 R_RenderView
8178 ================
8179 */
8180 void R_RenderView(void)
8181 {
8182         if (r_timereport_active)
8183                 R_TimeReport("start");
8184         r_textureframe++; // used only by R_GetCurrentTexture
8185         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8186
8187         if (!r_drawentities.integer)
8188                 r_refdef.scene.numentities = 0;
8189
8190         R_AnimCache_ClearCache();
8191         R_FrameData_NewFrame();
8192
8193         if (r_refdef.view.isoverlay)
8194         {
8195                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8196                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8197                 R_TimeReport("depthclear");
8198
8199                 r_refdef.view.showdebug = false;
8200
8201                 r_waterstate.enabled = false;
8202                 r_waterstate.numwaterplanes = 0;
8203
8204                 R_RenderScene();
8205
8206                 CHECKGLERROR
8207                 return;
8208         }
8209
8210         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8211                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8212
8213         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8214
8215         // break apart the view matrix into vectors for various purposes
8216         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8217         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8218         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8219         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8220         // make an inverted copy of the view matrix for tracking sprites
8221         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8222
8223         R_Shadow_UpdateWorldLightSelection();
8224
8225         R_Bloom_StartFrame();
8226         R_Water_StartFrame();
8227
8228         CHECKGLERROR
8229         if (r_timereport_active)
8230                 R_TimeReport("viewsetup");
8231
8232         R_ResetViewRendering3D();
8233
8234         if (r_refdef.view.clear || r_refdef.fogenabled)
8235         {
8236                 R_ClearScreen(r_refdef.fogenabled);
8237                 if (r_timereport_active)
8238                         R_TimeReport("viewclear");
8239         }
8240         r_refdef.view.clear = true;
8241
8242         // this produces a bloom texture to be used in R_BlendView() later
8243         if (r_hdr.integer && r_bloomstate.bloomwidth)
8244         {
8245                 R_HDR_RenderBloomTexture();
8246                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8247                 r_textureframe++; // used only by R_GetCurrentTexture
8248         }
8249
8250         r_refdef.view.showdebug = true;
8251
8252         R_View_Update();
8253         if (r_timereport_active)
8254                 R_TimeReport("visibility");
8255
8256         r_waterstate.numwaterplanes = 0;
8257         if (r_waterstate.enabled)
8258                 R_RenderWaterPlanes();
8259
8260         R_RenderScene();
8261         r_waterstate.numwaterplanes = 0;
8262
8263         R_BlendView();
8264         if (r_timereport_active)
8265                 R_TimeReport("blendview");
8266
8267         GL_Scissor(0, 0, vid.width, vid.height);
8268         GL_ScissorTest(false);
8269         CHECKGLERROR
8270 }
8271
8272 void R_RenderWaterPlanes(void)
8273 {
8274         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8275         {
8276                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8277                 if (r_timereport_active)
8278                         R_TimeReport("waterworld");
8279         }
8280
8281         // don't let sound skip if going slow
8282         if (r_refdef.scene.extraupdate)
8283                 S_ExtraUpdate ();
8284
8285         R_DrawModelsAddWaterPlanes();
8286         if (r_timereport_active)
8287                 R_TimeReport("watermodels");
8288
8289         if (r_waterstate.numwaterplanes)
8290         {
8291                 R_Water_ProcessPlanes();
8292                 if (r_timereport_active)
8293                         R_TimeReport("waterscenes");
8294         }
8295 }
8296
8297 extern void R_DrawLightningBeams (void);
8298 extern void VM_CL_AddPolygonsToMeshQueue (void);
8299 extern void R_DrawPortals (void);
8300 extern cvar_t cl_locs_show;
8301 static void R_DrawLocs(void);
8302 static void R_DrawEntityBBoxes(void);
8303 static void R_DrawModelDecals(void);
8304 extern void R_DrawModelShadows(void);
8305 extern void R_DrawModelShadowMaps(void);
8306 extern cvar_t cl_decals_newsystem;
8307 extern qboolean r_shadow_usingdeferredprepass;
8308 void R_RenderScene(void)
8309 {
8310         qboolean shadowmapping = false;
8311
8312         r_refdef.stats.renders++;
8313
8314         R_UpdateFogColor();
8315
8316         // don't let sound skip if going slow
8317         if (r_refdef.scene.extraupdate)
8318                 S_ExtraUpdate ();
8319
8320         R_MeshQueue_BeginScene();
8321
8322         R_SkyStartFrame();
8323
8324         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);
8325
8326         if (cl.csqc_vidvars.drawworld)
8327         {
8328                 // don't let sound skip if going slow
8329                 if (r_refdef.scene.extraupdate)
8330                         S_ExtraUpdate ();
8331
8332                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8333                 {
8334                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8335                         if (r_timereport_active)
8336                                 R_TimeReport("worldsky");
8337                 }
8338
8339                 if (R_DrawBrushModelsSky() && r_timereport_active)
8340                         R_TimeReport("bmodelsky");
8341
8342                 if (skyrendermasked && skyrenderlater)
8343                 {
8344                         // we have to force off the water clipping plane while rendering sky
8345                         R_SetupView(false);
8346                         R_Sky();
8347                         R_SetupView(true);
8348                         if (r_timereport_active)
8349                                 R_TimeReport("sky");
8350                 }
8351         }
8352
8353         R_AnimCache_CacheVisibleEntities();
8354         if (r_timereport_active)
8355                 R_TimeReport("animation");
8356
8357         R_Shadow_PrepareLights();
8358         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8359                 R_Shadow_PrepareModelShadows();
8360         if (r_timereport_active)
8361                 R_TimeReport("preparelights");
8362
8363         if (R_Shadow_ShadowMappingEnabled())
8364                 shadowmapping = true;
8365
8366         if (r_shadow_usingdeferredprepass)
8367                 R_Shadow_DrawPrepass();
8368
8369         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8370         {
8371                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8372                 if (r_timereport_active)
8373                         R_TimeReport("worlddepth");
8374         }
8375         if (r_depthfirst.integer >= 2)
8376         {
8377                 R_DrawModelsDepth();
8378                 if (r_timereport_active)
8379                         R_TimeReport("modeldepth");
8380         }
8381
8382         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8383         {
8384                 R_DrawModelShadowMaps();
8385                 R_ResetViewRendering3D();
8386                 // don't let sound skip if going slow
8387                 if (r_refdef.scene.extraupdate)
8388                         S_ExtraUpdate ();
8389         }
8390
8391         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8392         {
8393                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8394                 if (r_timereport_active)
8395                         R_TimeReport("world");
8396         }
8397
8398         // don't let sound skip if going slow
8399         if (r_refdef.scene.extraupdate)
8400                 S_ExtraUpdate ();
8401
8402         R_DrawModels();
8403         if (r_timereport_active)
8404                 R_TimeReport("models");
8405
8406         // don't let sound skip if going slow
8407         if (r_refdef.scene.extraupdate)
8408                 S_ExtraUpdate ();
8409
8410         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8411         {
8412                 R_DrawModelShadows();
8413                 R_ResetViewRendering3D();
8414                 // don't let sound skip if going slow
8415                 if (r_refdef.scene.extraupdate)
8416                         S_ExtraUpdate ();
8417         }
8418
8419         if (!r_shadow_usingdeferredprepass)
8420         {
8421                 R_Shadow_DrawLights();
8422                 if (r_timereport_active)
8423                         R_TimeReport("rtlights");
8424         }
8425
8426         // don't let sound skip if going slow
8427         if (r_refdef.scene.extraupdate)
8428                 S_ExtraUpdate ();
8429
8430         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8431         {
8432                 R_DrawModelShadows();
8433                 R_ResetViewRendering3D();
8434                 // don't let sound skip if going slow
8435                 if (r_refdef.scene.extraupdate)
8436                         S_ExtraUpdate ();
8437         }
8438
8439         if (cl.csqc_vidvars.drawworld)
8440         {
8441                 if (cl_decals_newsystem.integer)
8442                 {
8443                         R_DrawModelDecals();
8444                         if (r_timereport_active)
8445                                 R_TimeReport("modeldecals");
8446                 }
8447                 else
8448                 {
8449                         R_DrawDecals();
8450                         if (r_timereport_active)
8451                                 R_TimeReport("decals");
8452                 }
8453
8454                 R_DrawParticles();
8455                 if (r_timereport_active)
8456                         R_TimeReport("particles");
8457
8458                 R_DrawExplosions();
8459                 if (r_timereport_active)
8460                         R_TimeReport("explosions");
8461
8462                 R_DrawLightningBeams();
8463                 if (r_timereport_active)
8464                         R_TimeReport("lightning");
8465         }
8466
8467         VM_CL_AddPolygonsToMeshQueue();
8468
8469         if (r_refdef.view.showdebug)
8470         {
8471                 if (cl_locs_show.integer)
8472                 {
8473                         R_DrawLocs();
8474                         if (r_timereport_active)
8475                                 R_TimeReport("showlocs");
8476                 }
8477
8478                 if (r_drawportals.integer)
8479                 {
8480                         R_DrawPortals();
8481                         if (r_timereport_active)
8482                                 R_TimeReport("portals");
8483                 }
8484
8485                 if (r_showbboxes.value > 0)
8486                 {
8487                         R_DrawEntityBBoxes();
8488                         if (r_timereport_active)
8489                                 R_TimeReport("bboxes");
8490                 }
8491         }
8492
8493         R_MeshQueue_RenderTransparent();
8494         if (r_timereport_active)
8495                 R_TimeReport("drawtrans");
8496
8497         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))
8498         {
8499                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8500                 if (r_timereport_active)
8501                         R_TimeReport("worlddebug");
8502                 R_DrawModelsDebug();
8503                 if (r_timereport_active)
8504                         R_TimeReport("modeldebug");
8505         }
8506
8507         if (cl.csqc_vidvars.drawworld)
8508         {
8509                 R_Shadow_DrawCoronas();
8510                 if (r_timereport_active)
8511                         R_TimeReport("coronas");
8512         }
8513
8514         // don't let sound skip if going slow
8515         if (r_refdef.scene.extraupdate)
8516                 S_ExtraUpdate ();
8517
8518         R_ResetViewRendering2D();
8519 }
8520
8521 static const unsigned short bboxelements[36] =
8522 {
8523         5, 1, 3, 5, 3, 7,
8524         6, 2, 0, 6, 0, 4,
8525         7, 3, 2, 7, 2, 6,
8526         4, 0, 1, 4, 1, 5,
8527         4, 5, 7, 4, 7, 6,
8528         1, 0, 2, 1, 2, 3,
8529 };
8530
8531 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8532 {
8533         int i;
8534         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8535
8536         RSurf_ActiveWorldEntity();
8537
8538         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8539         GL_DepthMask(false);
8540         GL_DepthRange(0, 1);
8541         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8542         R_Mesh_ResetTextureState();
8543
8544         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8545         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8546         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8547         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8548         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8549         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8550         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8551         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8552         R_FillColors(color4f, 8, cr, cg, cb, ca);
8553         if (r_refdef.fogenabled)
8554         {
8555                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8556                 {
8557                         f1 = RSurf_FogVertex(v);
8558                         f2 = 1 - f1;
8559                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8560                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8561                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8562                 }
8563         }
8564         R_Mesh_VertexPointer(vertex3f, 0, 0);
8565         R_Mesh_ColorPointer(color4f, 0, 0);
8566         R_Mesh_ResetTextureState();
8567         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8568         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8569 }
8570
8571 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8572 {
8573         int i;
8574         float color[4];
8575         prvm_edict_t *edict;
8576         prvm_prog_t *prog_save = prog;
8577
8578         // this function draws bounding boxes of server entities
8579         if (!sv.active)
8580                 return;
8581
8582         GL_CullFace(GL_NONE);
8583         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8584
8585         prog = 0;
8586         SV_VM_Begin();
8587         for (i = 0;i < numsurfaces;i++)
8588         {
8589                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8590                 switch ((int)edict->fields.server->solid)
8591                 {
8592                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8593                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8594                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8595                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8596                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8597                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8598                 }
8599                 color[3] *= r_showbboxes.value;
8600                 color[3] = bound(0, color[3], 1);
8601                 GL_DepthTest(!r_showdisabledepthtest.integer);
8602                 GL_CullFace(r_refdef.view.cullface_front);
8603                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8604         }
8605         SV_VM_End();
8606         prog = prog_save;
8607 }
8608
8609 static void R_DrawEntityBBoxes(void)
8610 {
8611         int i;
8612         prvm_edict_t *edict;
8613         vec3_t center;
8614         prvm_prog_t *prog_save = prog;
8615
8616         // this function draws bounding boxes of server entities
8617         if (!sv.active)
8618                 return;
8619
8620         prog = 0;
8621         SV_VM_Begin();
8622         for (i = 0;i < prog->num_edicts;i++)
8623         {
8624                 edict = PRVM_EDICT_NUM(i);
8625                 if (edict->priv.server->free)
8626                         continue;
8627                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8628                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8629                         continue;
8630                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8631                         continue;
8632                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8633                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8634         }
8635         SV_VM_End();
8636         prog = prog_save;
8637 }
8638
8639 static const int nomodelelement3i[24] =
8640 {
8641         5, 2, 0,
8642         5, 1, 2,
8643         5, 0, 3,
8644         5, 3, 1,
8645         0, 2, 4,
8646         2, 1, 4,
8647         3, 0, 4,
8648         1, 3, 4
8649 };
8650
8651 static const unsigned short nomodelelement3s[24] =
8652 {
8653         5, 2, 0,
8654         5, 1, 2,
8655         5, 0, 3,
8656         5, 3, 1,
8657         0, 2, 4,
8658         2, 1, 4,
8659         3, 0, 4,
8660         1, 3, 4
8661 };
8662
8663 static const float nomodelvertex3f[6*3] =
8664 {
8665         -16,   0,   0,
8666          16,   0,   0,
8667           0, -16,   0,
8668           0,  16,   0,
8669           0,   0, -16,
8670           0,   0,  16
8671 };
8672
8673 static const float nomodelcolor4f[6*4] =
8674 {
8675         0.0f, 0.0f, 0.5f, 1.0f,
8676         0.0f, 0.0f, 0.5f, 1.0f,
8677         0.0f, 0.5f, 0.0f, 1.0f,
8678         0.0f, 0.5f, 0.0f, 1.0f,
8679         0.5f, 0.0f, 0.0f, 1.0f,
8680         0.5f, 0.0f, 0.0f, 1.0f
8681 };
8682
8683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8684 {
8685         int i;
8686         float f1, f2, *c;
8687         float color4f[6*4];
8688
8689         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);
8690
8691         // this is only called once per entity so numsurfaces is always 1, and
8692         // surfacelist is always {0}, so this code does not handle batches
8693
8694         if (rsurface.ent_flags & RENDER_ADDITIVE)
8695         {
8696                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8697                 GL_DepthMask(false);
8698         }
8699         else if (rsurface.colormod[3] < 1)
8700         {
8701                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702                 GL_DepthMask(false);
8703         }
8704         else
8705         {
8706                 GL_BlendFunc(GL_ONE, GL_ZERO);
8707                 GL_DepthMask(true);
8708         }
8709         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8710         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8711         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8712         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8713         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8714         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8715         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8716         R_Mesh_ColorPointer(color4f, 0, 0);
8717         for (i = 0, c = color4f;i < 6;i++, c += 4)
8718         {
8719                 c[0] *= rsurface.colormod[0];
8720                 c[1] *= rsurface.colormod[1];
8721                 c[2] *= rsurface.colormod[2];
8722                 c[3] *= rsurface.colormod[3];
8723         }
8724         if (r_refdef.fogenabled)
8725         {
8726                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8727                 {
8728                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8729                         f2 = 1 - f1;
8730                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8731                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8732                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8733                 }
8734         }
8735         R_Mesh_ResetTextureState();
8736         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8737 }
8738
8739 void R_DrawNoModel(entity_render_t *ent)
8740 {
8741         vec3_t org;
8742         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8743         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8744                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8745         else
8746                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8747 }
8748
8749 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8750 {
8751         vec3_t right1, right2, diff, normal;
8752
8753         VectorSubtract (org2, org1, normal);
8754
8755         // calculate 'right' vector for start
8756         VectorSubtract (r_refdef.view.origin, org1, diff);
8757         CrossProduct (normal, diff, right1);
8758         VectorNormalize (right1);
8759
8760         // calculate 'right' vector for end
8761         VectorSubtract (r_refdef.view.origin, org2, diff);
8762         CrossProduct (normal, diff, right2);
8763         VectorNormalize (right2);
8764
8765         vert[ 0] = org1[0] + width * right1[0];
8766         vert[ 1] = org1[1] + width * right1[1];
8767         vert[ 2] = org1[2] + width * right1[2];
8768         vert[ 3] = org1[0] - width * right1[0];
8769         vert[ 4] = org1[1] - width * right1[1];
8770         vert[ 5] = org1[2] - width * right1[2];
8771         vert[ 6] = org2[0] - width * right2[0];
8772         vert[ 7] = org2[1] - width * right2[1];
8773         vert[ 8] = org2[2] - width * right2[2];
8774         vert[ 9] = org2[0] + width * right2[0];
8775         vert[10] = org2[1] + width * right2[1];
8776         vert[11] = org2[2] + width * right2[2];
8777 }
8778
8779 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)
8780 {
8781         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8782         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8783         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8784         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8785         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8786         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8787         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8788         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8789         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8790         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8791         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8792         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8793 }
8794
8795 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8796 {
8797         int i;
8798         float *vertex3f;
8799         float v[3];
8800         VectorSet(v, x, y, z);
8801         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8802                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8803                         break;
8804         if (i == mesh->numvertices)
8805         {
8806                 if (mesh->numvertices < mesh->maxvertices)
8807                 {
8808                         VectorCopy(v, vertex3f);
8809                         mesh->numvertices++;
8810                 }
8811                 return mesh->numvertices;
8812         }
8813         else
8814                 return i;
8815 }
8816
8817 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8818 {
8819         int i;
8820         int *e, element[3];
8821         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8823         e = mesh->element3i + mesh->numtriangles * 3;
8824         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8825         {
8826                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8827                 if (mesh->numtriangles < mesh->maxtriangles)
8828                 {
8829                         *e++ = element[0];
8830                         *e++ = element[1];
8831                         *e++ = element[2];
8832                         mesh->numtriangles++;
8833                 }
8834                 element[1] = element[2];
8835         }
8836 }
8837
8838 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8839 {
8840         int i;
8841         int *e, element[3];
8842         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8844         e = mesh->element3i + mesh->numtriangles * 3;
8845         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8846         {
8847                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8848                 if (mesh->numtriangles < mesh->maxtriangles)
8849                 {
8850                         *e++ = element[0];
8851                         *e++ = element[1];
8852                         *e++ = element[2];
8853                         mesh->numtriangles++;
8854                 }
8855                 element[1] = element[2];
8856         }
8857 }
8858
8859 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8860 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8861 {
8862         int planenum, planenum2;
8863         int w;
8864         int tempnumpoints;
8865         mplane_t *plane, *plane2;
8866         double maxdist;
8867         double temppoints[2][256*3];
8868         // figure out how large a bounding box we need to properly compute this brush
8869         maxdist = 0;
8870         for (w = 0;w < numplanes;w++)
8871                 maxdist = max(maxdist, fabs(planes[w].dist));
8872         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8873         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8874         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8875         {
8876                 w = 0;
8877                 tempnumpoints = 4;
8878                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8879                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8880                 {
8881                         if (planenum2 == planenum)
8882                                 continue;
8883                         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);
8884                         w = !w;
8885                 }
8886                 if (tempnumpoints < 3)
8887                         continue;
8888                 // generate elements forming a triangle fan for this polygon
8889                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8890         }
8891 }
8892
8893 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)
8894 {
8895         texturelayer_t *layer;
8896         layer = t->currentlayers + t->currentnumlayers++;
8897         layer->type = type;
8898         layer->depthmask = depthmask;
8899         layer->blendfunc1 = blendfunc1;
8900         layer->blendfunc2 = blendfunc2;
8901         layer->texture = texture;
8902         layer->texmatrix = *matrix;
8903         layer->color[0] = r;
8904         layer->color[1] = g;
8905         layer->color[2] = b;
8906         layer->color[3] = a;
8907 }
8908
8909 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8910 {
8911         double index, f;
8912         index = parms[2] + r_refdef.scene.time * parms[3];
8913         index -= floor(index);
8914         switch (func)
8915         {
8916         default:
8917         case Q3WAVEFUNC_NONE:
8918         case Q3WAVEFUNC_NOISE:
8919         case Q3WAVEFUNC_COUNT:
8920                 f = 0;
8921                 break;
8922         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8923         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8924         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8925         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8926         case Q3WAVEFUNC_TRIANGLE:
8927                 index *= 4;
8928                 f = index - floor(index);
8929                 if (index < 1)
8930                         f = f;
8931                 else if (index < 2)
8932                         f = 1 - f;
8933                 else if (index < 3)
8934                         f = -f;
8935                 else
8936                         f = -(1 - f);
8937                 break;
8938         }
8939         return (float)(parms[0] + parms[1] * f);
8940 }
8941
8942 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8943 {
8944         int w, h, idx;
8945         float f;
8946         float tcmat[12];
8947         matrix4x4_t matrix, temp;
8948         switch(tcmod->tcmod)
8949         {
8950                 case Q3TCMOD_COUNT:
8951                 case Q3TCMOD_NONE:
8952                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8953                                 matrix = r_waterscrollmatrix;
8954                         else
8955                                 matrix = identitymatrix;
8956                         break;
8957                 case Q3TCMOD_ENTITYTRANSLATE:
8958                         // this is used in Q3 to allow the gamecode to control texcoord
8959                         // scrolling on the entity, which is not supported in darkplaces yet.
8960                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8961                         break;
8962                 case Q3TCMOD_ROTATE:
8963                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8964                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8965                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8966                         break;
8967                 case Q3TCMOD_SCALE:
8968                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8969                         break;
8970                 case Q3TCMOD_SCROLL:
8971                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8972                         break;
8973                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8974                         w = (int) tcmod->parms[0];
8975                         h = (int) tcmod->parms[1];
8976                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8977                         f = f - floor(f);
8978                         idx = (int) floor(f * w * h);
8979                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8980                         break;
8981                 case Q3TCMOD_STRETCH:
8982                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8983                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8984                         break;
8985                 case Q3TCMOD_TRANSFORM:
8986                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8987                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8988                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8989                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8990                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8991                         break;
8992                 case Q3TCMOD_TURBULENT:
8993                         // this is handled in the RSurf_PrepareVertices function
8994                         matrix = identitymatrix;
8995                         break;
8996         }
8997         temp = *texmatrix;
8998         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8999 }
9000
9001 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9002 {
9003         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9004         char name[MAX_QPATH];
9005         skinframe_t *skinframe;
9006         unsigned char pixels[296*194];
9007         strlcpy(cache->name, skinname, sizeof(cache->name));
9008         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9009         if (developer_loading.integer)
9010                 Con_Printf("loading %s\n", name);
9011         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9012         if (!skinframe || !skinframe->base)
9013         {
9014                 unsigned char *f;
9015                 fs_offset_t filesize;
9016                 skinframe = NULL;
9017                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9018                 if (f)
9019                 {
9020                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9021                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9022                         Mem_Free(f);
9023                 }
9024         }
9025         cache->skinframe = skinframe;
9026 }
9027
9028 texture_t *R_GetCurrentTexture(texture_t *t)
9029 {
9030         int i;
9031         const entity_render_t *ent = rsurface.entity;
9032         dp_model_t *model = ent->model;
9033         q3shaderinfo_layer_tcmod_t *tcmod;
9034
9035         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9036                 return t->currentframe;
9037         t->update_lastrenderframe = r_textureframe;
9038         t->update_lastrenderentity = (void *)ent;
9039
9040         // switch to an alternate material if this is a q1bsp animated material
9041         {
9042                 texture_t *texture = t;
9043                 int s = rsurface.ent_skinnum;
9044                 if ((unsigned int)s >= (unsigned int)model->numskins)
9045                         s = 0;
9046                 if (model->skinscenes)
9047                 {
9048                         if (model->skinscenes[s].framecount > 1)
9049                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9050                         else
9051                                 s = model->skinscenes[s].firstframe;
9052                 }
9053                 if (s > 0)
9054                         t = t + s * model->num_surfaces;
9055                 if (t->animated)
9056                 {
9057                         // use an alternate animation if the entity's frame is not 0,
9058                         // and only if the texture has an alternate animation
9059                         if (rsurface.ent_alttextures && t->anim_total[1])
9060                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9061                         else
9062                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9063                 }
9064                 texture->currentframe = t;
9065         }
9066
9067         // update currentskinframe to be a qw skin or animation frame
9068         if (rsurface.ent_qwskin >= 0)
9069         {
9070                 i = rsurface.ent_qwskin;
9071                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9072                 {
9073                         r_qwskincache_size = cl.maxclients;
9074                         if (r_qwskincache)
9075                                 Mem_Free(r_qwskincache);
9076                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9077                 }
9078                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9079                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9080                 t->currentskinframe = r_qwskincache[i].skinframe;
9081                 if (t->currentskinframe == NULL)
9082                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9083         }
9084         else if (t->numskinframes >= 2)
9085                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9086         if (t->backgroundnumskinframes >= 2)
9087                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9088
9089         t->currentmaterialflags = t->basematerialflags;
9090         t->currentalpha = rsurface.colormod[3];
9091         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9092                 t->currentalpha *= r_wateralpha.value;
9093         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9094                 t->currentalpha *= t->r_water_wateralpha;
9095         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9096                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9097         if (!(rsurface.ent_flags & RENDER_LIGHT))
9098                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9099         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9100         {
9101                 // pick a model lighting mode
9102                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9103                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9104                 else
9105                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9106         }
9107         if (rsurface.ent_flags & RENDER_ADDITIVE)
9108                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9109         else if (t->currentalpha < 1)
9110                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9111         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9112                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9113         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9114                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9115         if (t->backgroundnumskinframes)
9116                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9117         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9118         {
9119                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9120                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9121         }
9122         else
9123                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9124         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9125                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9126
9127         // there is no tcmod
9128         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9129         {
9130                 t->currenttexmatrix = r_waterscrollmatrix;
9131                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9132         }
9133         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9134         {
9135                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9136                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9137         }
9138
9139         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9140                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9141         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9142                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9143
9144         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9145         if (t->currentskinframe->qpixels)
9146                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9147         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9148         if (!t->basetexture)
9149                 t->basetexture = r_texture_notexture;
9150         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9151         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9152         t->nmaptexture = t->currentskinframe->nmap;
9153         if (!t->nmaptexture)
9154                 t->nmaptexture = r_texture_blanknormalmap;
9155         t->glosstexture = r_texture_black;
9156         t->glowtexture = t->currentskinframe->glow;
9157         t->fogtexture = t->currentskinframe->fog;
9158         t->reflectmasktexture = t->currentskinframe->reflect;
9159         if (t->backgroundnumskinframes)
9160         {
9161                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9162                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9163                 t->backgroundglosstexture = r_texture_black;
9164                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9165                 if (!t->backgroundnmaptexture)
9166                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9167         }
9168         else
9169         {
9170                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9171                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9172                 t->backgroundglosstexture = r_texture_black;
9173                 t->backgroundglowtexture = NULL;
9174         }
9175         t->specularpower = r_shadow_glossexponent.value;
9176         // TODO: store reference values for these in the texture?
9177         t->specularscale = 0;
9178         if (r_shadow_gloss.integer > 0)
9179         {
9180                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9181                 {
9182                         if (r_shadow_glossintensity.value > 0)
9183                         {
9184                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9185                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9186                                 t->specularscale = r_shadow_glossintensity.value;
9187                         }
9188                 }
9189                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9190                 {
9191                         t->glosstexture = r_texture_white;
9192                         t->backgroundglosstexture = r_texture_white;
9193                         t->specularscale = r_shadow_gloss2intensity.value;
9194                         t->specularpower = r_shadow_gloss2exponent.value;
9195                 }
9196         }
9197         t->specularscale *= t->specularscalemod;
9198         t->specularpower *= t->specularpowermod;
9199
9200         // lightmaps mode looks bad with dlights using actual texturing, so turn
9201         // off the colormap and glossmap, but leave the normalmap on as it still
9202         // accurately represents the shading involved
9203         if (gl_lightmaps.integer)
9204         {
9205                 t->basetexture = r_texture_grey128;
9206                 t->pantstexture = r_texture_black;
9207                 t->shirttexture = r_texture_black;
9208                 t->nmaptexture = r_texture_blanknormalmap;
9209                 t->glosstexture = r_texture_black;
9210                 t->glowtexture = NULL;
9211                 t->fogtexture = NULL;
9212                 t->reflectmasktexture = NULL;
9213                 t->backgroundbasetexture = NULL;
9214                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9215                 t->backgroundglosstexture = r_texture_black;
9216                 t->backgroundglowtexture = NULL;
9217                 t->specularscale = 0;
9218                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9219         }
9220
9221         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9222         VectorClear(t->dlightcolor);
9223         t->currentnumlayers = 0;
9224         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9225         {
9226                 int blendfunc1, blendfunc2;
9227                 qboolean depthmask;
9228                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9229                 {
9230                         blendfunc1 = GL_SRC_ALPHA;
9231                         blendfunc2 = GL_ONE;
9232                 }
9233                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9234                 {
9235                         blendfunc1 = GL_SRC_ALPHA;
9236                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9237                 }
9238                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9239                 {
9240                         blendfunc1 = t->customblendfunc[0];
9241                         blendfunc2 = t->customblendfunc[1];
9242                 }
9243                 else
9244                 {
9245                         blendfunc1 = GL_ONE;
9246                         blendfunc2 = GL_ZERO;
9247                 }
9248                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9249                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9250                 {
9251                         // fullbright is not affected by r_refdef.lightmapintensity
9252                         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]);
9253                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9254                                 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]);
9255                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9256                                 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]);
9257                 }
9258                 else
9259                 {
9260                         vec3_t ambientcolor;
9261                         float colorscale;
9262                         // set the color tint used for lights affecting this surface
9263                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9264                         colorscale = 2;
9265                         // q3bsp has no lightmap updates, so the lightstylevalue that
9266                         // would normally be baked into the lightmap must be
9267                         // applied to the color
9268                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9269                         if (model->type == mod_brushq3)
9270                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9271                         colorscale *= r_refdef.lightmapintensity;
9272                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9273                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9274                         // basic lit geometry
9275                         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]);
9276                         // add pants/shirt if needed
9277                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9278                                 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]);
9279                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9280                                 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]);
9281                         // now add ambient passes if needed
9282                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9283                         {
9284                                 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]);
9285                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9286                                         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]);
9287                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9288                                         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]);
9289                         }
9290                 }
9291                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9292                         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]);
9293                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9294                 {
9295                         // if this is opaque use alpha blend which will darken the earlier
9296                         // passes cheaply.
9297                         //
9298                         // if this is an alpha blended material, all the earlier passes
9299                         // were darkened by fog already, so we only need to add the fog
9300                         // color ontop through the fog mask texture
9301                         //
9302                         // if this is an additive blended material, all the earlier passes
9303                         // were darkened by fog already, and we should not add fog color
9304                         // (because the background was not darkened, there is no fog color
9305                         // that was lost behind it).
9306                         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]);
9307                 }
9308         }
9309
9310         return t->currentframe;
9311 }
9312
9313 rsurfacestate_t rsurface;
9314
9315 void R_Mesh_ResizeArrays(int newvertices)
9316 {
9317         float *base;
9318         if (rsurface.array_size >= newvertices)
9319                 return;
9320         if (rsurface.array_modelvertex3f)
9321                 Mem_Free(rsurface.array_modelvertex3f);
9322         rsurface.array_size = (newvertices + 1023) & ~1023;
9323         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9324         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9325         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9326         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9327         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9328         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9329         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9330         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9331         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9332         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9333         rsurface.array_color4f           = base + rsurface.array_size * 27;
9334         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9335 }
9336
9337 void RSurf_ActiveWorldEntity(void)
9338 {
9339         dp_model_t *model = r_refdef.scene.worldmodel;
9340         //if (rsurface.entity == r_refdef.scene.worldentity)
9341         //      return;
9342         rsurface.entity = r_refdef.scene.worldentity;
9343         rsurface.skeleton = NULL;
9344         rsurface.ent_skinnum = 0;
9345         rsurface.ent_qwskin = -1;
9346         rsurface.ent_shadertime = 0;
9347         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9348         if (rsurface.array_size < model->surfmesh.num_vertices)
9349                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9350         rsurface.matrix = identitymatrix;
9351         rsurface.inversematrix = identitymatrix;
9352         rsurface.matrixscale = 1;
9353         rsurface.inversematrixscale = 1;
9354         R_EntityMatrix(&identitymatrix);
9355         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9356         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9357         rsurface.fograngerecip = r_refdef.fograngerecip;
9358         rsurface.fogheightfade = r_refdef.fogheightfade;
9359         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9360         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9361         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9362         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9363         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9364         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9365         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9366         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9367         rsurface.colormod[3] = 1;
9368         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);
9369         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9370         rsurface.frameblend[0].lerp = 1;
9371         rsurface.ent_alttextures = false;
9372         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9373         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9374         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9375         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9376         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9377         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9378         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9379         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9380         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9381         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9382         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9383         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9384         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9385         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9386         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9387         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9388         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9389         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9390         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9391         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9392         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9393         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9394         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9395         rsurface.modelelement3i = model->surfmesh.data_element3i;
9396         rsurface.modelelement3s = model->surfmesh.data_element3s;
9397         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9398         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9399         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9400         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9401         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9402         rsurface.modelsurfaces = model->data_surfaces;
9403         rsurface.generatedvertex = false;
9404         rsurface.vertex3f  = rsurface.modelvertex3f;
9405         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9406         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9407         rsurface.svector3f = rsurface.modelsvector3f;
9408         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9409         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9410         rsurface.tvector3f = rsurface.modeltvector3f;
9411         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9412         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9413         rsurface.normal3f  = rsurface.modelnormal3f;
9414         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9415         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9416         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9417 }
9418
9419 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9420 {
9421         dp_model_t *model = ent->model;
9422         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9423         //      return;
9424         rsurface.entity = (entity_render_t *)ent;
9425         rsurface.skeleton = ent->skeleton;
9426         rsurface.ent_skinnum = ent->skinnum;
9427         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;
9428         rsurface.ent_shadertime = ent->shadertime;
9429         rsurface.ent_flags = ent->flags;
9430         if (rsurface.array_size < model->surfmesh.num_vertices)
9431                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9432         rsurface.matrix = ent->matrix;
9433         rsurface.inversematrix = ent->inversematrix;
9434         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9435         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9436         R_EntityMatrix(&rsurface.matrix);
9437         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9438         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9439         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9440         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9441         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9442         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9443         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9444         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9445         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9446         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9447         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9448         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9449         rsurface.colormod[3] = ent->alpha;
9450         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9451         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9452         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9453         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9454         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9455         if (ent->model->brush.submodel && !prepass)
9456         {
9457                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9458                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9459         }
9460         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9461         {
9462                 if (ent->animcache_vertex3f && !r_framedata_failed)
9463                 {
9464                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9465                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9466                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9467                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9468                 }
9469                 else if (wanttangents)
9470                 {
9471                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9472                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9473                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9474                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9475                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9476                 }
9477                 else if (wantnormals)
9478                 {
9479                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9480                         rsurface.modelsvector3f = NULL;
9481                         rsurface.modeltvector3f = NULL;
9482                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9483                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9484                 }
9485                 else
9486                 {
9487                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9488                         rsurface.modelsvector3f = NULL;
9489                         rsurface.modeltvector3f = NULL;
9490                         rsurface.modelnormal3f = NULL;
9491                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9492                 }
9493                 rsurface.modelvertex3f_bufferobject = 0;
9494                 rsurface.modelvertex3f_bufferoffset = 0;
9495                 rsurface.modelsvector3f_bufferobject = 0;
9496                 rsurface.modelsvector3f_bufferoffset = 0;
9497                 rsurface.modeltvector3f_bufferobject = 0;
9498                 rsurface.modeltvector3f_bufferoffset = 0;
9499                 rsurface.modelnormal3f_bufferobject = 0;
9500                 rsurface.modelnormal3f_bufferoffset = 0;
9501                 rsurface.generatedvertex = true;
9502         }
9503         else
9504         {
9505                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9506                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9507                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9508                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9509                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9510                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9511                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9512                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9513                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9514                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9515                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9516                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9517                 rsurface.generatedvertex = false;
9518         }
9519         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9520         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9521         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9522         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9523         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9524         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9525         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9526         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9527         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9528         rsurface.modelelement3i = model->surfmesh.data_element3i;
9529         rsurface.modelelement3s = model->surfmesh.data_element3s;
9530         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9531         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9532         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9533         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9534         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9535         rsurface.modelsurfaces = model->data_surfaces;
9536         rsurface.vertex3f  = rsurface.modelvertex3f;
9537         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9538         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9539         rsurface.svector3f = rsurface.modelsvector3f;
9540         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9541         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9542         rsurface.tvector3f = rsurface.modeltvector3f;
9543         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9544         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9545         rsurface.normal3f  = rsurface.modelnormal3f;
9546         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9547         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9548         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9549 }
9550
9551 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)
9552 {
9553         rsurface.entity = r_refdef.scene.worldentity;
9554         rsurface.skeleton = NULL;
9555         rsurface.ent_skinnum = 0;
9556         rsurface.ent_qwskin = -1;
9557         rsurface.ent_shadertime = shadertime;
9558         rsurface.ent_flags = entflags;
9559         rsurface.modelnum_vertices = numvertices;
9560         rsurface.modelnum_triangles = numtriangles;
9561         if (rsurface.array_size < rsurface.modelnum_vertices)
9562                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9563         rsurface.matrix = *matrix;
9564         rsurface.inversematrix = *inversematrix;
9565         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9566         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9567         R_EntityMatrix(&rsurface.matrix);
9568         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9569         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9570         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9571         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9572         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9573         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9574         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9575         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9576         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9577         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9578         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9579         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9580         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);
9581         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9582         rsurface.frameblend[0].lerp = 1;
9583         rsurface.ent_alttextures = false;
9584         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9585         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9586         if (wanttangents)
9587         {
9588                 rsurface.modelvertex3f = vertex3f;
9589                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9590                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9591                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9592         }
9593         else if (wantnormals)
9594         {
9595                 rsurface.modelvertex3f = vertex3f;
9596                 rsurface.modelsvector3f = NULL;
9597                 rsurface.modeltvector3f = NULL;
9598                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9599         }
9600         else
9601         {
9602                 rsurface.modelvertex3f = vertex3f;
9603                 rsurface.modelsvector3f = NULL;
9604                 rsurface.modeltvector3f = NULL;
9605                 rsurface.modelnormal3f = NULL;
9606         }
9607         rsurface.modelvertex3f_bufferobject = 0;
9608         rsurface.modelvertex3f_bufferoffset = 0;
9609         rsurface.modelsvector3f_bufferobject = 0;
9610         rsurface.modelsvector3f_bufferoffset = 0;
9611         rsurface.modeltvector3f_bufferobject = 0;
9612         rsurface.modeltvector3f_bufferoffset = 0;
9613         rsurface.modelnormal3f_bufferobject = 0;
9614         rsurface.modelnormal3f_bufferoffset = 0;
9615         rsurface.generatedvertex = true;
9616         rsurface.modellightmapcolor4f  = color4f;
9617         rsurface.modellightmapcolor4f_bufferobject = 0;
9618         rsurface.modellightmapcolor4f_bufferoffset = 0;
9619         rsurface.modeltexcoordtexture2f  = texcoord2f;
9620         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9621         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9622         rsurface.modeltexcoordlightmap2f  = NULL;
9623         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9624         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9625         rsurface.modelelement3i = element3i;
9626         rsurface.modelelement3s = element3s;
9627         rsurface.modelelement3i_bufferobject = 0;
9628         rsurface.modelelement3s_bufferobject = 0;
9629         rsurface.modellightmapoffsets = NULL;
9630         rsurface.modelsurfaces = NULL;
9631         rsurface.vertex3f  = rsurface.modelvertex3f;
9632         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9633         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9634         rsurface.svector3f = rsurface.modelsvector3f;
9635         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9636         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9637         rsurface.tvector3f = rsurface.modeltvector3f;
9638         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9639         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9640         rsurface.normal3f  = rsurface.modelnormal3f;
9641         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9642         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9643         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9644
9645         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9646         {
9647                 if ((wantnormals || wanttangents) && !normal3f)
9648                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9649                 if (wanttangents && !svector3f)
9650                         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);
9651         }
9652 }
9653
9654 float RSurf_FogPoint(const float *v)
9655 {
9656         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9657         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9658         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9659         float FogHeightFade = r_refdef.fogheightfade;
9660         float fogfrac;
9661         unsigned int fogmasktableindex;
9662         if (r_refdef.fogplaneviewabove)
9663                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9664         else
9665                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9666         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9667         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9668 }
9669
9670 float RSurf_FogVertex(const float *v)
9671 {
9672         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9673         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9674         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9675         float FogHeightFade = rsurface.fogheightfade;
9676         float fogfrac;
9677         unsigned int fogmasktableindex;
9678         if (r_refdef.fogplaneviewabove)
9679                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9680         else
9681                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9682         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9683         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9684 }
9685
9686 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9687 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9688 {
9689         int deformindex;
9690         int texturesurfaceindex;
9691         int i, j;
9692         float amplitude;
9693         float animpos;
9694         float scale;
9695         const float *v1, *in_tc;
9696         float *out_tc;
9697         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9698         float waveparms[4];
9699         q3shaderinfo_deform_t *deform;
9700         // 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
9701         if (rsurface.generatedvertex)
9702         {
9703                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9704                         generatenormals = true;
9705                 for (i = 0;i < Q3MAXDEFORMS;i++)
9706                 {
9707                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9708                         {
9709                                 generatetangents = true;
9710                                 generatenormals = true;
9711                         }
9712                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9713                                 generatenormals = true;
9714                 }
9715                 if (generatenormals && !rsurface.modelnormal3f)
9716                 {
9717                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9718                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9719                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9720                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9721                 }
9722                 if (generatetangents && !rsurface.modelsvector3f)
9723                 {
9724                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9725                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9726                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9727                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9728                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9729                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9730                         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);
9731                 }
9732         }
9733         rsurface.vertex3f  = rsurface.modelvertex3f;
9734         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9735         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9736         rsurface.svector3f = rsurface.modelsvector3f;
9737         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9738         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9739         rsurface.tvector3f = rsurface.modeltvector3f;
9740         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9741         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9742         rsurface.normal3f  = rsurface.modelnormal3f;
9743         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9744         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9745         // if vertices are deformed (sprite flares and things in maps, possibly
9746         // water waves, bulges and other deformations), generate them into
9747         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9748         // (may be static model data or generated data for an animated model, or
9749         //  the previous deform pass)
9750         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9751         {
9752                 switch (deform->deform)
9753                 {
9754                 default:
9755                 case Q3DEFORM_PROJECTIONSHADOW:
9756                 case Q3DEFORM_TEXT0:
9757                 case Q3DEFORM_TEXT1:
9758                 case Q3DEFORM_TEXT2:
9759                 case Q3DEFORM_TEXT3:
9760                 case Q3DEFORM_TEXT4:
9761                 case Q3DEFORM_TEXT5:
9762                 case Q3DEFORM_TEXT6:
9763                 case Q3DEFORM_TEXT7:
9764                 case Q3DEFORM_NONE:
9765                         break;
9766                 case Q3DEFORM_AUTOSPRITE:
9767                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9768                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9769                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9770                         VectorNormalize(newforward);
9771                         VectorNormalize(newright);
9772                         VectorNormalize(newup);
9773                         // make deformed versions of only the model vertices used by the specified surfaces
9774                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9775                         {
9776                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777                                 // a single autosprite surface can contain multiple sprites...
9778                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9779                                 {
9780                                         VectorClear(center);
9781                                         for (i = 0;i < 4;i++)
9782                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9783                                         VectorScale(center, 0.25f, center);
9784                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9785                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9786                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9787                                         for (i = 0;i < 4;i++)
9788                                         {
9789                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9790                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9791                                         }
9792                                 }
9793                                 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);
9794                                 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);
9795                         }
9796                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9797                         rsurface.vertex3f_bufferobject = 0;
9798                         rsurface.vertex3f_bufferoffset = 0;
9799                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9800                         rsurface.svector3f_bufferobject = 0;
9801                         rsurface.svector3f_bufferoffset = 0;
9802                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9803                         rsurface.tvector3f_bufferobject = 0;
9804                         rsurface.tvector3f_bufferoffset = 0;
9805                         rsurface.normal3f = rsurface.array_deformednormal3f;
9806                         rsurface.normal3f_bufferobject = 0;
9807                         rsurface.normal3f_bufferoffset = 0;
9808                         break;
9809                 case Q3DEFORM_AUTOSPRITE2:
9810                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9811                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9812                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9813                         VectorNormalize(newforward);
9814                         VectorNormalize(newright);
9815                         VectorNormalize(newup);
9816                         // make deformed versions of only the model vertices used by the specified surfaces
9817                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9818                         {
9819                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9820                                 const float *v1, *v2;
9821                                 vec3_t start, end;
9822                                 float f, l;
9823                                 struct
9824                                 {
9825                                         float length2;
9826                                         const float *v1;
9827                                         const float *v2;
9828                                 }
9829                                 shortest[2];
9830                                 memset(shortest, 0, sizeof(shortest));
9831                                 // a single autosprite surface can contain multiple sprites...
9832                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9833                                 {
9834                                         VectorClear(center);
9835                                         for (i = 0;i < 4;i++)
9836                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9837                                         VectorScale(center, 0.25f, center);
9838                                         // find the two shortest edges, then use them to define the
9839                                         // axis vectors for rotating around the central axis
9840                                         for (i = 0;i < 6;i++)
9841                                         {
9842                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9843                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9844 #if 0
9845                                                 Debug_PolygonBegin(NULL, 0);
9846                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9847                                                 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);
9848                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9849                                                 Debug_PolygonEnd();
9850 #endif
9851                                                 l = VectorDistance2(v1, v2);
9852                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9853                                                 if (v1[2] != v2[2])
9854                                                         l += (1.0f / 1024.0f);
9855                                                 if (shortest[0].length2 > l || i == 0)
9856                                                 {
9857                                                         shortest[1] = shortest[0];
9858                                                         shortest[0].length2 = l;
9859                                                         shortest[0].v1 = v1;
9860                                                         shortest[0].v2 = v2;
9861                                                 }
9862                                                 else if (shortest[1].length2 > l || i == 1)
9863                                                 {
9864                                                         shortest[1].length2 = l;
9865                                                         shortest[1].v1 = v1;
9866                                                         shortest[1].v2 = v2;
9867                                                 }
9868                                         }
9869                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9870                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9871 #if 0
9872                                         Debug_PolygonBegin(NULL, 0);
9873                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9874                                         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);
9875                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9876                                         Debug_PolygonEnd();
9877 #endif
9878                                         // this calculates the right vector from the shortest edge
9879                                         // and the up vector from the edge midpoints
9880                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9881                                         VectorNormalize(right);
9882                                         VectorSubtract(end, start, up);
9883                                         VectorNormalize(up);
9884                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9885                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9886                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9887                                         VectorNegate(forward, forward);
9888                                         VectorReflect(forward, 0, up, forward);
9889                                         VectorNormalize(forward);
9890                                         CrossProduct(up, forward, newright);
9891                                         VectorNormalize(newright);
9892 #if 0
9893                                         Debug_PolygonBegin(NULL, 0);
9894                                         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);
9895                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9896                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9897                                         Debug_PolygonEnd();
9898 #endif
9899 #if 0
9900                                         Debug_PolygonBegin(NULL, 0);
9901                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9902                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9903                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9904                                         Debug_PolygonEnd();
9905 #endif
9906                                         // rotate the quad around the up axis vector, this is made
9907                                         // especially easy by the fact we know the quad is flat,
9908                                         // so we only have to subtract the center position and
9909                                         // measure distance along the right vector, and then
9910                                         // multiply that by the newright vector and add back the
9911                                         // center position
9912                                         // we also need to subtract the old position to undo the
9913                                         // displacement from the center, which we do with a
9914                                         // DotProduct, the subtraction/addition of center is also
9915                                         // optimized into DotProducts here
9916                                         l = DotProduct(right, center);
9917                                         for (i = 0;i < 4;i++)
9918                                         {
9919                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9920                                                 f = DotProduct(right, v1) - l;
9921                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9922                                         }
9923                                 }
9924                                 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);
9925                                 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);
9926                         }
9927                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9928                         rsurface.vertex3f_bufferobject = 0;
9929                         rsurface.vertex3f_bufferoffset = 0;
9930                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9931                         rsurface.svector3f_bufferobject = 0;
9932                         rsurface.svector3f_bufferoffset = 0;
9933                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9934                         rsurface.tvector3f_bufferobject = 0;
9935                         rsurface.tvector3f_bufferoffset = 0;
9936                         rsurface.normal3f = rsurface.array_deformednormal3f;
9937                         rsurface.normal3f_bufferobject = 0;
9938                         rsurface.normal3f_bufferoffset = 0;
9939                         break;
9940                 case Q3DEFORM_NORMAL:
9941                         // deform the normals to make reflections wavey
9942                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9943                         {
9944                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9945                                 for (j = 0;j < surface->num_vertices;j++)
9946                                 {
9947                                         float vertex[3];
9948                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9949                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9950                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9951                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9954                                         VectorNormalize(normal);
9955                                 }
9956                                 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);
9957                         }
9958                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9959                         rsurface.svector3f_bufferobject = 0;
9960                         rsurface.svector3f_bufferoffset = 0;
9961                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9962                         rsurface.tvector3f_bufferobject = 0;
9963                         rsurface.tvector3f_bufferoffset = 0;
9964                         rsurface.normal3f = rsurface.array_deformednormal3f;
9965                         rsurface.normal3f_bufferobject = 0;
9966                         rsurface.normal3f_bufferoffset = 0;
9967                         break;
9968                 case Q3DEFORM_WAVE:
9969                         // deform vertex array to make wavey water and flags and such
9970                         waveparms[0] = deform->waveparms[0];
9971                         waveparms[1] = deform->waveparms[1];
9972                         waveparms[2] = deform->waveparms[2];
9973                         waveparms[3] = deform->waveparms[3];
9974                         // this is how a divisor of vertex influence on deformation
9975                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9976                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9977                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9978                         {
9979                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9980                                 for (j = 0;j < surface->num_vertices;j++)
9981                                 {
9982                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9983                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9984                                         // if the wavefunc depends on time, evaluate it per-vertex
9985                                         if (waveparms[3])
9986                                         {
9987                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9988                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9989                                         }
9990                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9991                                 }
9992                         }
9993                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9994                         rsurface.vertex3f_bufferobject = 0;
9995                         rsurface.vertex3f_bufferoffset = 0;
9996                         break;
9997                 case Q3DEFORM_BULGE:
9998                         // deform vertex array to make the surface have moving bulges
9999                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10000                         {
10001                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10002                                 for (j = 0;j < surface->num_vertices;j++)
10003                                 {
10004                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10005                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10006                                 }
10007                         }
10008                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10009                         rsurface.vertex3f_bufferobject = 0;
10010                         rsurface.vertex3f_bufferoffset = 0;
10011                         break;
10012                 case Q3DEFORM_MOVE:
10013                         // deform vertex array
10014                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10015                         VectorScale(deform->parms, scale, waveparms);
10016                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10017                         {
10018                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10019                                 for (j = 0;j < surface->num_vertices;j++)
10020                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10021                         }
10022                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10023                         rsurface.vertex3f_bufferobject = 0;
10024                         rsurface.vertex3f_bufferoffset = 0;
10025                         break;
10026                 }
10027         }
10028         // generate texcoords based on the chosen texcoord source
10029         switch(rsurface.texture->tcgen.tcgen)
10030         {
10031         default:
10032         case Q3TCGEN_TEXTURE:
10033                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10034                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10035                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10036                 break;
10037         case Q3TCGEN_LIGHTMAP:
10038                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10039                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10040                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10041                 break;
10042         case Q3TCGEN_VECTOR:
10043                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10044                 {
10045                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10046                         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)
10047                         {
10048                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10049                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10050                         }
10051                 }
10052                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10053                 rsurface.texcoordtexture2f_bufferobject  = 0;
10054                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10055                 break;
10056         case Q3TCGEN_ENVIRONMENT:
10057                 // make environment reflections using a spheremap
10058                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10059                 {
10060                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10061                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10062                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10063                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10064                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10065                         {
10066                                 // identical to Q3A's method, but executed in worldspace so
10067                                 // carried models can be shiny too
10068
10069                                 float viewer[3], d, reflected[3], worldreflected[3];
10070
10071                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10072                                 // VectorNormalize(viewer);
10073
10074                                 d = DotProduct(normal, viewer);
10075
10076                                 reflected[0] = normal[0]*2*d - viewer[0];
10077                                 reflected[1] = normal[1]*2*d - viewer[1];
10078                                 reflected[2] = normal[2]*2*d - viewer[2];
10079                                 // note: this is proportinal to viewer, so we can normalize later
10080
10081                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10082                                 VectorNormalize(worldreflected);
10083
10084                                 // note: this sphere map only uses world x and z!
10085                                 // so positive and negative y will LOOK THE SAME.
10086                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10087                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10088                         }
10089                 }
10090                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10091                 rsurface.texcoordtexture2f_bufferobject  = 0;
10092                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10093                 break;
10094         }
10095         // the only tcmod that needs software vertex processing is turbulent, so
10096         // check for it here and apply the changes if needed
10097         // and we only support that as the first one
10098         // (handling a mixture of turbulent and other tcmods would be problematic
10099         //  without punting it entirely to a software path)
10100         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10101         {
10102                 amplitude = rsurface.texture->tcmods[0].parms[1];
10103                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10104                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10105                 {
10106                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10107                         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)
10108                         {
10109                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10111                         }
10112                 }
10113                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10114                 rsurface.texcoordtexture2f_bufferobject  = 0;
10115                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10116         }
10117         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10118         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10119         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10120         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10121 }
10122
10123 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10124 {
10125         int i, j;
10126         const msurface_t *surface = texturesurfacelist[0];
10127         const msurface_t *surface2;
10128         int firstvertex;
10129         int endvertex;
10130         int numvertices;
10131         int numtriangles;
10132         // TODO: lock all array ranges before render, rather than on each surface
10133         if (texturenumsurfaces == 1)
10134                 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);
10135         else if (r_batchmode.integer == 2)
10136         {
10137                 #define MAXBATCHTRIANGLES 4096
10138                 int batchtriangles = 0;
10139                 static int batchelements[MAXBATCHTRIANGLES*3];
10140                 for (i = 0;i < texturenumsurfaces;i = j)
10141                 {
10142                         surface = texturesurfacelist[i];
10143                         j = i + 1;
10144                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10145                         {
10146                                 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);
10147                                 continue;
10148                         }
10149                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10150                         batchtriangles = surface->num_triangles;
10151                         firstvertex = surface->num_firstvertex;
10152                         endvertex = surface->num_firstvertex + surface->num_vertices;
10153                         for (;j < texturenumsurfaces;j++)
10154                         {
10155                                 surface2 = texturesurfacelist[j];
10156                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10157                                         break;
10158                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10159                                 batchtriangles += surface2->num_triangles;
10160                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10161                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10162                         }
10163                         surface2 = texturesurfacelist[j-1];
10164                         numvertices = endvertex - firstvertex;
10165                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10166                 }
10167         }
10168         else if (r_batchmode.integer == 1)
10169         {
10170                 for (i = 0;i < texturenumsurfaces;i = j)
10171                 {
10172                         surface = texturesurfacelist[i];
10173                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10174                                 if (texturesurfacelist[j] != surface2)
10175                                         break;
10176                         surface2 = texturesurfacelist[j-1];
10177                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10180                 }
10181         }
10182         else
10183         {
10184                 for (i = 0;i < texturenumsurfaces;i++)
10185                 {
10186                         surface = texturesurfacelist[i];
10187                         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);
10188                 }
10189         }
10190 }
10191
10192 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10193 {
10194         switch(vid.renderpath)
10195         {
10196         case RENDERPATH_CGGL:
10197 #ifdef SUPPORTCG
10198                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10199                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10200 #endif
10201                 break;
10202         case RENDERPATH_GL20:
10203                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10204                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10205                 break;
10206         case RENDERPATH_GL13:
10207         case RENDERPATH_GL11:
10208                 R_Mesh_TexBind(0, surface->lightmaptexture);
10209                 break;
10210         }
10211 }
10212
10213 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10214 {
10215         // pick the closest matching water plane and bind textures
10216         int planeindex, vertexindex;
10217         float d, bestd;
10218         vec3_t vert;
10219         const float *v;
10220         r_waterstate_waterplane_t *p, *bestp;
10221         bestd = 0;
10222         bestp = NULL;
10223         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10224         {
10225                 d = 0;
10226                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10227                 {
10228                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10229                         d += fabs(PlaneDiff(vert, &p->plane));
10230                 }
10231                 if (bestd > d || !bestp)
10232                 {
10233                         bestd = d;
10234                         bestp = p;
10235                 }
10236         }
10237         switch(vid.renderpath)
10238         {
10239         case RENDERPATH_CGGL:
10240 #ifdef SUPPORTCG
10241                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10242                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10243 #endif
10244                 break;
10245         case RENDERPATH_GL20:
10246                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10247                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10248                 break;
10249         case RENDERPATH_GL13:
10250         case RENDERPATH_GL11:
10251                 break;
10252         }
10253 }
10254
10255 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10256 {
10257         int i;
10258         const msurface_t *surface;
10259         if (r_waterstate.renderingscene)
10260                 return;
10261         for (i = 0;i < texturenumsurfaces;i++)
10262         {
10263                 surface = texturesurfacelist[i];
10264                 RSurf_BindLightmapForSurface(surface);
10265                 RSurf_BindReflectionForSurface(surface);
10266                 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);
10267         }
10268 }
10269
10270 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10271 {
10272         int i;
10273         int j;
10274         const msurface_t *surface = texturesurfacelist[0];
10275         const msurface_t *surface2;
10276         int firstvertex;
10277         int endvertex;
10278         int numvertices;
10279         int numtriangles;
10280         if (texturenumsurfaces == 1)
10281         {
10282                 RSurf_BindLightmapForSurface(surface);
10283                 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);
10284         }
10285         else if (r_batchmode.integer == 2)
10286         {
10287 #define MAXBATCHTRIANGLES 4096
10288                 int batchtriangles = 0;
10289                 static int batchelements[MAXBATCHTRIANGLES*3];
10290                 for (i = 0;i < texturenumsurfaces;i = j)
10291                 {
10292                         surface = texturesurfacelist[i];
10293                         RSurf_BindLightmapForSurface(surface);
10294                         j = i + 1;
10295                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10296                         {
10297                                 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);
10298                                 continue;
10299                         }
10300                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10301                         batchtriangles = surface->num_triangles;
10302                         firstvertex = surface->num_firstvertex;
10303                         endvertex = surface->num_firstvertex + surface->num_vertices;
10304                         for (;j < texturenumsurfaces;j++)
10305                         {
10306                                 surface2 = texturesurfacelist[j];
10307                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10308                                         break;
10309                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10310                                 batchtriangles += surface2->num_triangles;
10311                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10312                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10313                         }
10314                         surface2 = texturesurfacelist[j-1];
10315                         numvertices = endvertex - firstvertex;
10316                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10317                 }
10318         }
10319         else if (r_batchmode.integer == 1)
10320         {
10321 #if 0
10322                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10323                 for (i = 0;i < texturenumsurfaces;i = j)
10324                 {
10325                         surface = texturesurfacelist[i];
10326                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10327                                 if (texturesurfacelist[j] != surface2)
10328                                         break;
10329                         Con_Printf(" %i", j - i);
10330                 }
10331                 Con_Printf("\n");
10332                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10333 #endif
10334                 for (i = 0;i < texturenumsurfaces;i = j)
10335                 {
10336                         surface = texturesurfacelist[i];
10337                         RSurf_BindLightmapForSurface(surface);
10338                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10339                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10340                                         break;
10341 #if 0
10342                         Con_Printf(" %i", j - i);
10343 #endif
10344                         surface2 = texturesurfacelist[j-1];
10345                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10346                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10347                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10348                 }
10349 #if 0
10350                 Con_Printf("\n");
10351 #endif
10352         }
10353         else
10354         {
10355                 for (i = 0;i < texturenumsurfaces;i++)
10356                 {
10357                         surface = texturesurfacelist[i];
10358                         RSurf_BindLightmapForSurface(surface);
10359                         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);
10360                 }
10361         }
10362 }
10363
10364 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10365 {
10366         int j;
10367         int texturesurfaceindex;
10368         if (r_showsurfaces.integer == 2)
10369         {
10370                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10371                 {
10372                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10373                         for (j = 0;j < surface->num_triangles;j++)
10374                         {
10375                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10376                                 GL_Color(f, f, f, 1);
10377                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10378                         }
10379                 }
10380         }
10381         else
10382         {
10383                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10384                 {
10385                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10386                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10387                         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);
10388                         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);
10389                 }
10390         }
10391 }
10392
10393 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10394 {
10395         int texturesurfaceindex;
10396         int i;
10397         const float *v;
10398         float *c2;
10399         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10400         {
10401                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402                 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)
10403                 {
10404                         c2[0] = 0.5;
10405                         c2[1] = 0.5;
10406                         c2[2] = 0.5;
10407                         c2[3] = 1;
10408                 }
10409         }
10410         rsurface.lightmapcolor4f = rsurface.array_color4f;
10411         rsurface.lightmapcolor4f_bufferobject = 0;
10412         rsurface.lightmapcolor4f_bufferoffset = 0;
10413 }
10414
10415 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10416 {
10417         int texturesurfaceindex;
10418         int i;
10419         float f;
10420         const float *v;
10421         const float *c;
10422         float *c2;
10423         if (rsurface.lightmapcolor4f)
10424         {
10425                 // generate color arrays for the surfaces in this list
10426                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10427                 {
10428                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10429                         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)
10430                         {
10431                                 f = RSurf_FogVertex(v);
10432                                 c2[0] = c[0] * f;
10433                                 c2[1] = c[1] * f;
10434                                 c2[2] = c[2] * f;
10435                                 c2[3] = c[3];
10436                         }
10437                 }
10438         }
10439         else
10440         {
10441                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10442                 {
10443                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444                         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)
10445                         {
10446                                 f = RSurf_FogVertex(v);
10447                                 c2[0] = f;
10448                                 c2[1] = f;
10449                                 c2[2] = f;
10450                                 c2[3] = 1;
10451                         }
10452                 }
10453         }
10454         rsurface.lightmapcolor4f = rsurface.array_color4f;
10455         rsurface.lightmapcolor4f_bufferobject = 0;
10456         rsurface.lightmapcolor4f_bufferoffset = 0;
10457 }
10458
10459 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10460 {
10461         int texturesurfaceindex;
10462         int i;
10463         float f;
10464         const float *v;
10465         const float *c;
10466         float *c2;
10467         if (!rsurface.lightmapcolor4f)
10468                 return;
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                 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)
10474                 {
10475                         f = RSurf_FogVertex(v);
10476                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10477                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10478                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10479                         c2[3] = c[3];
10480                 }
10481         }
10482         rsurface.lightmapcolor4f = rsurface.array_color4f;
10483         rsurface.lightmapcolor4f_bufferobject = 0;
10484         rsurface.lightmapcolor4f_bufferoffset = 0;
10485 }
10486
10487 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10488 {
10489         int texturesurfaceindex;
10490         int i;
10491         const float *c;
10492         float *c2;
10493         if (!rsurface.lightmapcolor4f)
10494                 return;
10495         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10496         {
10497                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10498                 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)
10499                 {
10500                         c2[0] = c[0] * r;
10501                         c2[1] = c[1] * g;
10502                         c2[2] = c[2] * b;
10503                         c2[3] = c[3] * a;
10504                 }
10505         }
10506         rsurface.lightmapcolor4f = rsurface.array_color4f;
10507         rsurface.lightmapcolor4f_bufferobject = 0;
10508         rsurface.lightmapcolor4f_bufferoffset = 0;
10509 }
10510
10511 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10512 {
10513         int texturesurfaceindex;
10514         int i;
10515         const float *c;
10516         float *c2;
10517         if (!rsurface.lightmapcolor4f)
10518                 return;
10519         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10520         {
10521                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10522                 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)
10523                 {
10524                         c2[0] = c[0] + r_refdef.scene.ambient;
10525                         c2[1] = c[1] + r_refdef.scene.ambient;
10526                         c2[2] = c[2] + r_refdef.scene.ambient;
10527                         c2[3] = c[3];
10528                 }
10529         }
10530         rsurface.lightmapcolor4f = rsurface.array_color4f;
10531         rsurface.lightmapcolor4f_bufferobject = 0;
10532         rsurface.lightmapcolor4f_bufferoffset = 0;
10533 }
10534
10535 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10536 {
10537         // TODO: optimize
10538         rsurface.lightmapcolor4f = NULL;
10539         rsurface.lightmapcolor4f_bufferobject = 0;
10540         rsurface.lightmapcolor4f_bufferoffset = 0;
10541         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10542         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10543         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10544         GL_Color(r, g, b, a);
10545         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10546 }
10547
10548 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10549 {
10550         // TODO: optimize applyfog && applycolor case
10551         // just apply fog if necessary, and tint the fog color array if necessary
10552         rsurface.lightmapcolor4f = NULL;
10553         rsurface.lightmapcolor4f_bufferobject = 0;
10554         rsurface.lightmapcolor4f_bufferoffset = 0;
10555         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10556         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10557         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10558         GL_Color(r, g, b, a);
10559         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10560 }
10561
10562 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10563 {
10564         int texturesurfaceindex;
10565         int i;
10566         float *c;
10567         // TODO: optimize
10568         if (texturesurfacelist[0]->lightmapinfo)
10569         {
10570                 // generate color arrays for the surfaces in this list
10571                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10572                 {
10573                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10574                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10575                         {
10576                                 if (surface->lightmapinfo->samples)
10577                                 {
10578                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10579                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10580                                         VectorScale(lm, scale, c);
10581                                         if (surface->lightmapinfo->styles[1] != 255)
10582                                         {
10583                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10584                                                 lm += size3;
10585                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10586                                                 VectorMA(c, scale, lm, c);
10587                                                 if (surface->lightmapinfo->styles[2] != 255)
10588                                                 {
10589                                                         lm += size3;
10590                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10591                                                         VectorMA(c, scale, lm, c);
10592                                                         if (surface->lightmapinfo->styles[3] != 255)
10593                                                         {
10594                                                                 lm += size3;
10595                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10596                                                                 VectorMA(c, scale, lm, c);
10597                                                         }
10598                                                 }
10599                                         }
10600                                 }
10601                                 else
10602                                         VectorClear(c);
10603                                 c[3] = 1;
10604                         }
10605                 }
10606                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10607                 rsurface.lightmapcolor4f_bufferobject = 0;
10608                 rsurface.lightmapcolor4f_bufferoffset = 0;
10609         }
10610         else
10611         {
10612                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10613                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10614                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10615         }
10616         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10617         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10618         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10619         GL_Color(r, g, b, a);
10620         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10621 }
10622
10623 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10624 {
10625         int texturesurfaceindex;
10626         int i;
10627         float f;
10628         float alpha;
10629         const float *v;
10630         const float *n;
10631         float *c;
10632         vec3_t ambientcolor;
10633         vec3_t diffusecolor;
10634         vec3_t lightdir;
10635         // TODO: optimize
10636         // model lighting
10637         VectorCopy(rsurface.modellight_lightdir, lightdir);
10638         f = 0.5f * r_refdef.lightmapintensity;
10639         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10640         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10641         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10642         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10643         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10644         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10645         alpha = *a;
10646         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10647         {
10648                 // generate color arrays for the surfaces in this list
10649                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10650                 {
10651                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10652                         int numverts = surface->num_vertices;
10653                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10654                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10655                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10656                         // q3-style directional shading
10657                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10658                         {
10659                                 if ((f = DotProduct(n, lightdir)) > 0)
10660                                         VectorMA(ambientcolor, f, diffusecolor, c);
10661                                 else
10662                                         VectorCopy(ambientcolor, c);
10663                                 c[3] = alpha;
10664                         }
10665                 }
10666                 *r = 1;
10667                 *g = 1;
10668                 *b = 1;
10669                 *a = 1;
10670                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10671                 rsurface.lightmapcolor4f_bufferobject = 0;
10672                 rsurface.lightmapcolor4f_bufferoffset = 0;
10673                 *applycolor = false;
10674         }
10675         else
10676         {
10677                 *r = ambientcolor[0];
10678                 *g = ambientcolor[1];
10679                 *b = ambientcolor[2];
10680                 rsurface.lightmapcolor4f = NULL;
10681                 rsurface.lightmapcolor4f_bufferobject = 0;
10682                 rsurface.lightmapcolor4f_bufferoffset = 0;
10683         }
10684 }
10685
10686 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10687 {
10688         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10689         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10690         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10691         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10692         GL_Color(r, g, b, a);
10693         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10694 }
10695
10696 void RSurf_SetupDepthAndCulling(void)
10697 {
10698         // submodels are biased to avoid z-fighting with world surfaces that they
10699         // may be exactly overlapping (avoids z-fighting artifacts on certain
10700         // doors and things in Quake maps)
10701         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10702         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10703         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10704         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10705 }
10706
10707 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10708 {
10709         // transparent sky would be ridiculous
10710         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10711                 return;
10712         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10713         skyrenderlater = true;
10714         RSurf_SetupDepthAndCulling();
10715         GL_DepthMask(true);
10716         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10717         // skymasking on them, and Quake3 never did sky masking (unlike
10718         // software Quake and software Quake2), so disable the sky masking
10719         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10720         // and skymasking also looks very bad when noclipping outside the
10721         // level, so don't use it then either.
10722         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10723         {
10724                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725                 R_Mesh_ColorPointer(NULL, 0, 0);
10726                 R_Mesh_ResetTextureState();
10727                 if (skyrendermasked)
10728                 {
10729                         R_SetupShader_DepthOrShadow();
10730                         // depth-only (masking)
10731                         GL_ColorMask(0,0,0,0);
10732                         // just to make sure that braindead drivers don't draw
10733                         // anything despite that colormask...
10734                         GL_BlendFunc(GL_ZERO, GL_ONE);
10735                 }
10736                 else
10737                 {
10738                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10739                         // fog sky
10740                         GL_BlendFunc(GL_ONE, GL_ZERO);
10741                 }
10742                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10743                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10744                 if (skyrendermasked)
10745                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10746         }
10747         R_Mesh_ResetTextureState();
10748         GL_Color(1, 1, 1, 1);
10749 }
10750
10751 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10752 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10753 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10754 {
10755         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10756                 return;
10757         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10758         if (prepass)
10759         {
10760                 // render screenspace normalmap to texture
10761                 GL_DepthMask(true);
10762                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10763                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10764         }
10765         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10766         {
10767                 // render water or distortion background, then blend surface on top
10768                 GL_DepthMask(true);
10769                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10770                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10771                 GL_DepthMask(false);
10772                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10773                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10774                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10775                 else
10776                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10777         }
10778         else
10779         {
10780                 // render surface normally
10781                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10782                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10783                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10784                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10785                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10786                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10787                 else
10788                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10789         }
10790 }
10791
10792 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10793 {
10794         // OpenGL 1.3 path - anything not completely ancient
10795         int texturesurfaceindex;
10796         qboolean applycolor;
10797         qboolean applyfog;
10798         int layerindex;
10799         const texturelayer_t *layer;
10800         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10801
10802         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10803         {
10804                 vec4_t layercolor;
10805                 int layertexrgbscale;
10806                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10807                 {
10808                         if (layerindex == 0)
10809                                 GL_AlphaTest(true);
10810                         else
10811                         {
10812                                 GL_AlphaTest(false);
10813                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10814                         }
10815                 }
10816                 GL_DepthMask(layer->depthmask && writedepth);
10817                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10818                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10819                 {
10820                         layertexrgbscale = 4;
10821                         VectorScale(layer->color, 0.25f, layercolor);
10822                 }
10823                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10824                 {
10825                         layertexrgbscale = 2;
10826                         VectorScale(layer->color, 0.5f, layercolor);
10827                 }
10828                 else
10829                 {
10830                         layertexrgbscale = 1;
10831                         VectorScale(layer->color, 1.0f, layercolor);
10832                 }
10833                 layercolor[3] = layer->color[3];
10834                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10835                 R_Mesh_ColorPointer(NULL, 0, 0);
10836                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10837                 switch (layer->type)
10838                 {
10839                 case TEXTURELAYERTYPE_LITTEXTURE:
10840                         // single-pass lightmapped texture with 2x rgbscale
10841                         R_Mesh_TexBind(0, r_texture_white);
10842                         R_Mesh_TexMatrix(0, NULL);
10843                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10844                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10845                         R_Mesh_TexBind(1, layer->texture);
10846                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10847                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10849                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10850                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851                         else if (rsurface.uselightmaptexture)
10852                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853                         else
10854                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10855                         break;
10856                 case TEXTURELAYERTYPE_TEXTURE:
10857                         // singletexture unlit texture with transparency support
10858                         R_Mesh_TexBind(0, layer->texture);
10859                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10860                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10861                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10862                         R_Mesh_TexBind(1, 0);
10863                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10864                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10865                         break;
10866                 case TEXTURELAYERTYPE_FOG:
10867                         // singletexture fogging
10868                         if (layer->texture)
10869                         {
10870                                 R_Mesh_TexBind(0, layer->texture);
10871                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10872                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10873                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10874                         }
10875                         else
10876                         {
10877                                 R_Mesh_TexBind(0, 0);
10878                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10879                         }
10880                         R_Mesh_TexBind(1, 0);
10881                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10882                         // generate a color array for the fog pass
10883                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10884                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10885                         {
10886                                 int i;
10887                                 float f;
10888                                 const float *v;
10889                                 float *c;
10890                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10891                                 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)
10892                                 {
10893                                         f = 1 - RSurf_FogVertex(v);
10894                                         c[0] = layercolor[0];
10895                                         c[1] = layercolor[1];
10896                                         c[2] = layercolor[2];
10897                                         c[3] = f * layercolor[3];
10898                                 }
10899                         }
10900                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10901                         break;
10902                 default:
10903                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10904                 }
10905         }
10906         CHECKGLERROR
10907         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10908         {
10909                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10910                 GL_AlphaTest(false);
10911         }
10912 }
10913
10914 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10915 {
10916         // OpenGL 1.1 - crusty old voodoo path
10917         int texturesurfaceindex;
10918         qboolean applyfog;
10919         int layerindex;
10920         const texturelayer_t *layer;
10921         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10922
10923         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10924         {
10925                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10926                 {
10927                         if (layerindex == 0)
10928                                 GL_AlphaTest(true);
10929                         else
10930                         {
10931                                 GL_AlphaTest(false);
10932                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10933                         }
10934                 }
10935                 GL_DepthMask(layer->depthmask && writedepth);
10936                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10937                 R_Mesh_ColorPointer(NULL, 0, 0);
10938                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10939                 switch (layer->type)
10940                 {
10941                 case TEXTURELAYERTYPE_LITTEXTURE:
10942                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10943                         {
10944                                 // two-pass lit texture with 2x rgbscale
10945                                 // first the lightmap pass
10946                                 R_Mesh_TexBind(0, r_texture_white);
10947                                 R_Mesh_TexMatrix(0, NULL);
10948                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10949                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10950                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10951                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10952                                 else if (rsurface.uselightmaptexture)
10953                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10954                                 else
10955                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10956                                 // then apply the texture to it
10957                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10958                                 R_Mesh_TexBind(0, layer->texture);
10959                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10960                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10961                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10962                                 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);
10963                         }
10964                         else
10965                         {
10966                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10967                                 R_Mesh_TexBind(0, layer->texture);
10968                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10969                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10970                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10971                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10972                                         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);
10973                                 else
10974                                         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);
10975                         }
10976                         break;
10977                 case TEXTURELAYERTYPE_TEXTURE:
10978                         // singletexture unlit texture with transparency support
10979                         R_Mesh_TexBind(0, layer->texture);
10980                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10981                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10982                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10983                         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);
10984                         break;
10985                 case TEXTURELAYERTYPE_FOG:
10986                         // singletexture fogging
10987                         if (layer->texture)
10988                         {
10989                                 R_Mesh_TexBind(0, layer->texture);
10990                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10993                         }
10994                         else
10995                         {
10996                                 R_Mesh_TexBind(0, 0);
10997                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10998                         }
10999                         // generate a color array for the fog pass
11000                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11001                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11002                         {
11003                                 int i;
11004                                 float f;
11005                                 const float *v;
11006                                 float *c;
11007                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11008                                 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)
11009                                 {
11010                                         f = 1 - RSurf_FogVertex(v);
11011                                         c[0] = layer->color[0];
11012                                         c[1] = layer->color[1];
11013                                         c[2] = layer->color[2];
11014                                         c[3] = f * layer->color[3];
11015                                 }
11016                         }
11017                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11018                         break;
11019                 default:
11020                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11021                 }
11022         }
11023         CHECKGLERROR
11024         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11025         {
11026                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11027                 GL_AlphaTest(false);
11028         }
11029 }
11030
11031 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11032 {
11033         float c[4];
11034
11035         GL_AlphaTest(false);
11036         R_Mesh_ColorPointer(NULL, 0, 0);
11037         R_Mesh_ResetTextureState();
11038         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11039
11040         if(rsurface.texture && rsurface.texture->currentskinframe)
11041         {
11042                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11043                 c[3] *= rsurface.texture->currentalpha;
11044         }
11045         else
11046         {
11047                 c[0] = 1;
11048                 c[1] = 0;
11049                 c[2] = 1;
11050                 c[3] = 1;
11051         }
11052
11053         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11054         {
11055                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11056                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11057                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11058         }
11059
11060         // brighten it up (as texture value 127 means "unlit")
11061         c[0] *= 2 * r_refdef.view.colorscale;
11062         c[1] *= 2 * r_refdef.view.colorscale;
11063         c[2] *= 2 * r_refdef.view.colorscale;
11064
11065         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11066                 c[3] *= r_wateralpha.value;
11067
11068         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11069         {
11070                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11071                 GL_DepthMask(false);
11072         }
11073         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11074         {
11075                 GL_BlendFunc(GL_ONE, GL_ONE);
11076                 GL_DepthMask(false);
11077         }
11078         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11079         {
11080                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11081                 GL_DepthMask(false);
11082         }
11083         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11084         {
11085                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11086                 GL_DepthMask(false);
11087         }
11088         else
11089         {
11090                 GL_BlendFunc(GL_ONE, GL_ZERO);
11091                 GL_DepthMask(writedepth);
11092         }
11093
11094         rsurface.lightmapcolor4f = NULL;
11095
11096         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11097         {
11098                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11099
11100                 rsurface.lightmapcolor4f = NULL;
11101                 rsurface.lightmapcolor4f_bufferobject = 0;
11102                 rsurface.lightmapcolor4f_bufferoffset = 0;
11103         }
11104         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11105         {
11106                 qboolean applycolor = true;
11107                 float one = 1.0;
11108
11109                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11110
11111                 r_refdef.lightmapintensity = 1;
11112                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11113                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11114         }
11115         else
11116         {
11117                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11118
11119                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11120                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11121                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11122         }
11123
11124         if(!rsurface.lightmapcolor4f)
11125                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11126
11127         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11128         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11129         if(r_refdef.fogenabled)
11130                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11131
11132         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11133         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11134 }
11135
11136 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11137 {
11138         CHECKGLERROR
11139         RSurf_SetupDepthAndCulling();
11140         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11141         {
11142                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11143                 return;
11144         }
11145         switch (vid.renderpath)
11146         {
11147         case RENDERPATH_GL20:
11148         case RENDERPATH_CGGL:
11149                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11150                 break;
11151         case RENDERPATH_GL13:
11152                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11153                 break;
11154         case RENDERPATH_GL11:
11155                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11156                 break;
11157         }
11158         CHECKGLERROR
11159 }
11160
11161 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11162 {
11163         CHECKGLERROR
11164         RSurf_SetupDepthAndCulling();
11165         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11166         {
11167                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11168                 return;
11169         }
11170         switch (vid.renderpath)
11171         {
11172         case RENDERPATH_GL20:
11173         case RENDERPATH_CGGL:
11174                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11175                 break;
11176         case RENDERPATH_GL13:
11177                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11178                 break;
11179         case RENDERPATH_GL11:
11180                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11181                 break;
11182         }
11183         CHECKGLERROR
11184 }
11185
11186 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11187 {
11188         int i, j;
11189         int texturenumsurfaces, endsurface;
11190         texture_t *texture;
11191         const msurface_t *surface;
11192         const msurface_t *texturesurfacelist[256];
11193
11194         // if the model is static it doesn't matter what value we give for
11195         // wantnormals and wanttangents, so this logic uses only rules applicable
11196         // to a model, knowing that they are meaningless otherwise
11197         if (ent == r_refdef.scene.worldentity)
11198                 RSurf_ActiveWorldEntity();
11199         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11200                 RSurf_ActiveModelEntity(ent, false, false, false);
11201         else
11202         {
11203                 switch (vid.renderpath)
11204                 {
11205                 case RENDERPATH_GL20:
11206                 case RENDERPATH_CGGL:
11207                         RSurf_ActiveModelEntity(ent, true, true, false);
11208                         break;
11209                 case RENDERPATH_GL13:
11210                 case RENDERPATH_GL11:
11211                         RSurf_ActiveModelEntity(ent, true, false, false);
11212                         break;
11213                 }
11214         }
11215
11216         if (r_transparentdepthmasking.integer)
11217         {
11218                 qboolean setup = false;
11219                 for (i = 0;i < numsurfaces;i = j)
11220                 {
11221                         j = i + 1;
11222                         surface = rsurface.modelsurfaces + surfacelist[i];
11223                         texture = surface->texture;
11224                         rsurface.texture = R_GetCurrentTexture(texture);
11225                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11226                         // scan ahead until we find a different texture
11227                         endsurface = min(i + 1024, numsurfaces);
11228                         texturenumsurfaces = 0;
11229                         texturesurfacelist[texturenumsurfaces++] = surface;
11230                         for (;j < endsurface;j++)
11231                         {
11232                                 surface = rsurface.modelsurfaces + surfacelist[j];
11233                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11234                                         break;
11235                                 texturesurfacelist[texturenumsurfaces++] = surface;
11236                         }
11237                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11238                                 continue;
11239                         // render the range of surfaces as depth
11240                         if (!setup)
11241                         {
11242                                 setup = true;
11243                                 GL_ColorMask(0,0,0,0);
11244                                 GL_Color(1,1,1,1);
11245                                 GL_DepthTest(true);
11246                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11247                                 GL_DepthMask(true);
11248                                 GL_AlphaTest(false);
11249                                 R_Mesh_ColorPointer(NULL, 0, 0);
11250                                 R_Mesh_ResetTextureState();
11251                                 R_SetupShader_DepthOrShadow();
11252                         }
11253                         RSurf_SetupDepthAndCulling();
11254                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11256                 }
11257                 if (setup)
11258                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11259         }
11260
11261         for (i = 0;i < numsurfaces;i = j)
11262         {
11263                 j = i + 1;
11264                 surface = rsurface.modelsurfaces + surfacelist[i];
11265                 texture = surface->texture;
11266                 rsurface.texture = R_GetCurrentTexture(texture);
11267                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11268                 // scan ahead until we find a different texture
11269                 endsurface = min(i + 1024, numsurfaces);
11270                 texturenumsurfaces = 0;
11271                 texturesurfacelist[texturenumsurfaces++] = surface;
11272                 for (;j < endsurface;j++)
11273                 {
11274                         surface = rsurface.modelsurfaces + surfacelist[j];
11275                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11276                                 break;
11277                         texturesurfacelist[texturenumsurfaces++] = surface;
11278                 }
11279                 // render the range of surfaces
11280                 if (ent == r_refdef.scene.worldentity)
11281                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11282                 else
11283                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11284         }
11285         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11286         GL_AlphaTest(false);
11287 }
11288
11289 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11290 {
11291         // transparent surfaces get pushed off into the transparent queue
11292         int surfacelistindex;
11293         const msurface_t *surface;
11294         vec3_t tempcenter, center;
11295         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11296         {
11297                 surface = texturesurfacelist[surfacelistindex];
11298                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11299                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11300                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11301                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11302                 if (queueentity->transparent_offset) // transparent offset
11303                 {
11304                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11305                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11306                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11307                 }
11308                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11309         }
11310 }
11311
11312 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11313 {
11314         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11315         CHECKGLERROR
11316         if (depthonly)
11317         {
11318                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11319                         return;
11320                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11321                         return;
11322                 RSurf_SetupDepthAndCulling();
11323                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11324                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11325         }
11326         else if (prepass)
11327         {
11328                 if (!rsurface.texture->currentnumlayers)
11329                         return;
11330                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11331                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11332                 else
11333                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11334         }
11335         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11336         {
11337                 RSurf_SetupDepthAndCulling();
11338                 GL_AlphaTest(false);
11339                 R_Mesh_ColorPointer(NULL, 0, 0);
11340                 R_Mesh_ResetTextureState();
11341                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11342                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11343                 GL_DepthMask(true);
11344                 GL_BlendFunc(GL_ONE, GL_ZERO);
11345                 GL_Color(0, 0, 0, 1);
11346                 GL_DepthTest(writedepth);
11347                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11348         }
11349         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11350         {
11351                 RSurf_SetupDepthAndCulling();
11352                 GL_AlphaTest(false);
11353                 R_Mesh_ColorPointer(NULL, 0, 0);
11354                 R_Mesh_ResetTextureState();
11355                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11356                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11357                 GL_DepthMask(true);
11358                 GL_BlendFunc(GL_ONE, GL_ZERO);
11359                 GL_DepthTest(true);
11360                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11361         }
11362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11363                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11364         else if (!rsurface.texture->currentnumlayers)
11365                 return;
11366         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11367         {
11368                 // in the deferred case, transparent surfaces were queued during prepass
11369                 if (!r_shadow_usingdeferredprepass)
11370                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11371         }
11372         else
11373         {
11374                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11375                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11376         }
11377         CHECKGLERROR
11378 }
11379
11380 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11381 {
11382         int i, j;
11383         texture_t *texture;
11384         // break the surface list down into batches by texture and use of lightmapping
11385         for (i = 0;i < numsurfaces;i = j)
11386         {
11387                 j = i + 1;
11388                 // texture is the base texture pointer, rsurface.texture is the
11389                 // current frame/skin the texture is directing us to use (for example
11390                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11391                 // use skin 1 instead)
11392                 texture = surfacelist[i]->texture;
11393                 rsurface.texture = R_GetCurrentTexture(texture);
11394                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11395                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11396                 {
11397                         // if this texture is not the kind we want, skip ahead to the next one
11398                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11399                                 ;
11400                         continue;
11401                 }
11402                 // simply scan ahead until we find a different texture or lightmap state
11403                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11404                         ;
11405                 // render the range of surfaces
11406                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11407         }
11408 }
11409
11410 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11411 {
11412         CHECKGLERROR
11413         if (depthonly)
11414         {
11415                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11416                         return;
11417                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11418                         return;
11419                 RSurf_SetupDepthAndCulling();
11420                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11421                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11422         }
11423         else if (prepass)
11424         {
11425                 if (!rsurface.texture->currentnumlayers)
11426                         return;
11427                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11428                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11429                 else
11430                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11431         }
11432         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11433         {
11434                 RSurf_SetupDepthAndCulling();
11435                 GL_AlphaTest(false);
11436                 R_Mesh_ColorPointer(NULL, 0, 0);
11437                 R_Mesh_ResetTextureState();
11438                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11439                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11440                 GL_DepthMask(true);
11441                 GL_BlendFunc(GL_ONE, GL_ZERO);
11442                 GL_Color(0, 0, 0, 1);
11443                 GL_DepthTest(writedepth);
11444                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11445         }
11446         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11447         {
11448                 RSurf_SetupDepthAndCulling();
11449                 GL_AlphaTest(false);
11450                 R_Mesh_ColorPointer(NULL, 0, 0);
11451                 R_Mesh_ResetTextureState();
11452                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11453                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11454                 GL_DepthMask(true);
11455                 GL_BlendFunc(GL_ONE, GL_ZERO);
11456                 GL_DepthTest(true);
11457                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11458         }
11459         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11460                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11461         else if (!rsurface.texture->currentnumlayers)
11462                 return;
11463         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11464         {
11465                 // in the deferred case, transparent surfaces were queued during prepass
11466                 if (!r_shadow_usingdeferredprepass)
11467                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11468         }
11469         else
11470         {
11471                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11472                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11473         }
11474         CHECKGLERROR
11475 }
11476
11477 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11478 {
11479         int i, j;
11480         texture_t *texture;
11481         // break the surface list down into batches by texture and use of lightmapping
11482         for (i = 0;i < numsurfaces;i = j)
11483         {
11484                 j = i + 1;
11485                 // texture is the base texture pointer, rsurface.texture is the
11486                 // current frame/skin the texture is directing us to use (for example
11487                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11488                 // use skin 1 instead)
11489                 texture = surfacelist[i]->texture;
11490                 rsurface.texture = R_GetCurrentTexture(texture);
11491                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11492                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11493                 {
11494                         // if this texture is not the kind we want, skip ahead to the next one
11495                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11496                                 ;
11497                         continue;
11498                 }
11499                 // simply scan ahead until we find a different texture or lightmap state
11500                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11501                         ;
11502                 // render the range of surfaces
11503                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11504         }
11505 }
11506
11507 float locboxvertex3f[6*4*3] =
11508 {
11509         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11510         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11511         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11512         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11513         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11514         1,0,0, 0,0,0, 0,1,0, 1,1,0
11515 };
11516
11517 unsigned short locboxelements[6*2*3] =
11518 {
11519          0, 1, 2, 0, 2, 3,
11520          4, 5, 6, 4, 6, 7,
11521          8, 9,10, 8,10,11,
11522         12,13,14, 12,14,15,
11523         16,17,18, 16,18,19,
11524         20,21,22, 20,22,23
11525 };
11526
11527 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11528 {
11529         int i, j;
11530         cl_locnode_t *loc = (cl_locnode_t *)ent;
11531         vec3_t mins, size;
11532         float vertex3f[6*4*3];
11533         CHECKGLERROR
11534         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11535         GL_DepthMask(false);
11536         GL_DepthRange(0, 1);
11537         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11538         GL_DepthTest(true);
11539         GL_CullFace(GL_NONE);
11540         R_EntityMatrix(&identitymatrix);
11541
11542         R_Mesh_VertexPointer(vertex3f, 0, 0);
11543         R_Mesh_ColorPointer(NULL, 0, 0);
11544         R_Mesh_ResetTextureState();
11545         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11546
11547         i = surfacelist[0];
11548         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11551                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11552
11553         if (VectorCompare(loc->mins, loc->maxs))
11554         {
11555                 VectorSet(size, 2, 2, 2);
11556                 VectorMA(loc->mins, -0.5f, size, mins);
11557         }
11558         else
11559         {
11560                 VectorCopy(loc->mins, mins);
11561                 VectorSubtract(loc->maxs, loc->mins, size);
11562         }
11563
11564         for (i = 0;i < 6*4*3;)
11565                 for (j = 0;j < 3;j++, i++)
11566                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11567
11568         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11569 }
11570
11571 void R_DrawLocs(void)
11572 {
11573         int index;
11574         cl_locnode_t *loc, *nearestloc;
11575         vec3_t center;
11576         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11577         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11578         {
11579                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11580                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11581         }
11582 }
11583
11584 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11585 {
11586         if (decalsystem->decals)
11587                 Mem_Free(decalsystem->decals);
11588         memset(decalsystem, 0, sizeof(*decalsystem));
11589 }
11590
11591 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)
11592 {
11593         tridecal_t *decal;
11594         tridecal_t *decals;
11595         int i;
11596
11597         // expand or initialize the system
11598         if (decalsystem->maxdecals <= decalsystem->numdecals)
11599         {
11600                 decalsystem_t old = *decalsystem;
11601                 qboolean useshortelements;
11602                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11603                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11604                 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)));
11605                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11606                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11607                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11608                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11609                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11610                 if (decalsystem->numdecals)
11611                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11612                 if (old.decals)
11613                         Mem_Free(old.decals);
11614                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11615                         decalsystem->element3i[i] = i;
11616                 if (useshortelements)
11617                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11618                                 decalsystem->element3s[i] = i;
11619         }
11620
11621         // grab a decal and search for another free slot for the next one
11622         decals = decalsystem->decals;
11623         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11624         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11625                 ;
11626         decalsystem->freedecal = i;
11627         if (decalsystem->numdecals <= i)
11628                 decalsystem->numdecals = i + 1;
11629
11630         // initialize the decal
11631         decal->lived = 0;
11632         decal->triangleindex = triangleindex;
11633         decal->surfaceindex = surfaceindex;
11634         decal->decalsequence = decalsequence;
11635         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11636         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11637         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11638         decal->color4ub[0][3] = 255;
11639         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11640         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11641         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11642         decal->color4ub[1][3] = 255;
11643         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11644         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11645         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11646         decal->color4ub[2][3] = 255;
11647         decal->vertex3f[0][0] = v0[0];
11648         decal->vertex3f[0][1] = v0[1];
11649         decal->vertex3f[0][2] = v0[2];
11650         decal->vertex3f[1][0] = v1[0];
11651         decal->vertex3f[1][1] = v1[1];
11652         decal->vertex3f[1][2] = v1[2];
11653         decal->vertex3f[2][0] = v2[0];
11654         decal->vertex3f[2][1] = v2[1];
11655         decal->vertex3f[2][2] = v2[2];
11656         decal->texcoord2f[0][0] = t0[0];
11657         decal->texcoord2f[0][1] = t0[1];
11658         decal->texcoord2f[1][0] = t1[0];
11659         decal->texcoord2f[1][1] = t1[1];
11660         decal->texcoord2f[2][0] = t2[0];
11661         decal->texcoord2f[2][1] = t2[1];
11662 }
11663
11664 extern cvar_t cl_decals_bias;
11665 extern cvar_t cl_decals_models;
11666 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11667 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)
11668 {
11669         matrix4x4_t projection;
11670         decalsystem_t *decalsystem;
11671         qboolean dynamic;
11672         dp_model_t *model;
11673         const float *vertex3f;
11674         const msurface_t *surface;
11675         const msurface_t *surfaces;
11676         const int *surfacelist;
11677         const texture_t *texture;
11678         int numtriangles;
11679         int numsurfacelist;
11680         int surfacelistindex;
11681         int surfaceindex;
11682         int triangleindex;
11683         int cornerindex;
11684         int index;
11685         int numpoints;
11686         const int *e;
11687         float localorigin[3];
11688         float localnormal[3];
11689         float localmins[3];
11690         float localmaxs[3];
11691         float localsize;
11692         float v[9][3];
11693         float tc[9][2];
11694         float c[9][4];
11695         //float normal[3];
11696         float planes[6][4];
11697         float f;
11698         float points[2][9][3];
11699         float angles[3];
11700         float temp[3];
11701
11702         decalsystem = &ent->decalsystem;
11703         model = ent->model;
11704         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11705         {
11706                 R_DecalSystem_Reset(&ent->decalsystem);
11707                 return;
11708         }
11709
11710         if (!model->brush.data_nodes && !cl_decals_models.integer)
11711         {
11712                 if (decalsystem->model)
11713                         R_DecalSystem_Reset(decalsystem);
11714                 return;
11715         }
11716
11717         if (decalsystem->model != model)
11718                 R_DecalSystem_Reset(decalsystem);
11719         decalsystem->model = model;
11720
11721         RSurf_ActiveModelEntity(ent, false, false, false);
11722
11723         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11724         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11725         VectorNormalize(localnormal);
11726         localsize = worldsize*rsurface.inversematrixscale;
11727         localmins[0] = localorigin[0] - localsize;
11728         localmins[1] = localorigin[1] - localsize;
11729         localmins[2] = localorigin[2] - localsize;
11730         localmaxs[0] = localorigin[0] + localsize;
11731         localmaxs[1] = localorigin[1] + localsize;
11732         localmaxs[2] = localorigin[2] + localsize;
11733
11734         //VectorCopy(localnormal, planes[4]);
11735         //VectorVectors(planes[4], planes[2], planes[0]);
11736         AnglesFromVectors(angles, localnormal, NULL, false);
11737         AngleVectors(angles, planes[0], planes[2], planes[4]);
11738         VectorNegate(planes[0], planes[1]);
11739         VectorNegate(planes[2], planes[3]);
11740         VectorNegate(planes[4], planes[5]);
11741         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11742         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11743         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11744         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11745         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11746         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11747
11748 #if 1
11749 // works
11750 {
11751         matrix4x4_t forwardprojection;
11752         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11753         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11754 }
11755 #else
11756 // broken
11757 {
11758         float projectionvector[4][3];
11759         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11760         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11761         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11762         projectionvector[0][0] = planes[0][0] * ilocalsize;
11763         projectionvector[0][1] = planes[1][0] * ilocalsize;
11764         projectionvector[0][2] = planes[2][0] * ilocalsize;
11765         projectionvector[1][0] = planes[0][1] * ilocalsize;
11766         projectionvector[1][1] = planes[1][1] * ilocalsize;
11767         projectionvector[1][2] = planes[2][1] * ilocalsize;
11768         projectionvector[2][0] = planes[0][2] * ilocalsize;
11769         projectionvector[2][1] = planes[1][2] * ilocalsize;
11770         projectionvector[2][2] = planes[2][2] * ilocalsize;
11771         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11772         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11773         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11774         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11775 }
11776 #endif
11777
11778         dynamic = model->surfmesh.isanimated;
11779         vertex3f = rsurface.modelvertex3f;
11780         numsurfacelist = model->nummodelsurfaces;
11781         surfacelist = model->sortedmodelsurfaces;
11782         surfaces = model->data_surfaces;
11783         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11784         {
11785                 surfaceindex = surfacelist[surfacelistindex];
11786                 surface = surfaces + surfaceindex;
11787                 // check cull box first because it rejects more than any other check
11788                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11789                         continue;
11790                 // skip transparent surfaces
11791                 texture = surface->texture;
11792                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11793                         continue;
11794                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11795                         continue;
11796                 numtriangles = surface->num_triangles;
11797                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11798                 {
11799                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11800                         {
11801                                 index = 3*e[cornerindex];
11802                                 VectorCopy(vertex3f + index, v[cornerindex]);
11803                         }
11804                         // cull backfaces
11805                         //TriangleNormal(v[0], v[1], v[2], normal);
11806                         //if (DotProduct(normal, localnormal) < 0.0f)
11807                         //      continue;
11808                         // clip by each of the box planes formed from the projection matrix
11809                         // if anything survives, we emit the decal
11810                         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]);
11811                         if (numpoints < 3)
11812                                 continue;
11813                         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]);
11814                         if (numpoints < 3)
11815                                 continue;
11816                         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]);
11817                         if (numpoints < 3)
11818                                 continue;
11819                         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]);
11820                         if (numpoints < 3)
11821                                 continue;
11822                         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]);
11823                         if (numpoints < 3)
11824                                 continue;
11825                         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]);
11826                         if (numpoints < 3)
11827                                 continue;
11828                         // some part of the triangle survived, so we have to accept it...
11829                         if (dynamic)
11830                         {
11831                                 // dynamic always uses the original triangle
11832                                 numpoints = 3;
11833                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11834                                 {
11835                                         index = 3*e[cornerindex];
11836                                         VectorCopy(vertex3f + index, v[cornerindex]);
11837                                 }
11838                         }
11839                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11840                         {
11841                                 // convert vertex positions to texcoords
11842                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11843                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11844                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11845                                 // calculate distance fade from the projection origin
11846                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11847                                 f = bound(0.0f, f, 1.0f);
11848                                 c[cornerindex][0] = r * f;
11849                                 c[cornerindex][1] = g * f;
11850                                 c[cornerindex][2] = b * f;
11851                                 c[cornerindex][3] = 1.0f;
11852                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11853                         }
11854                         if (dynamic)
11855                                 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);
11856                         else
11857                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11858                                         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);
11859                 }
11860         }
11861 }
11862
11863 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11864 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)
11865 {
11866         int renderentityindex;
11867         float worldmins[3];
11868         float worldmaxs[3];
11869         entity_render_t *ent;
11870
11871         if (!cl_decals_newsystem.integer)
11872                 return;
11873
11874         worldmins[0] = worldorigin[0] - worldsize;
11875         worldmins[1] = worldorigin[1] - worldsize;
11876         worldmins[2] = worldorigin[2] - worldsize;
11877         worldmaxs[0] = worldorigin[0] + worldsize;
11878         worldmaxs[1] = worldorigin[1] + worldsize;
11879         worldmaxs[2] = worldorigin[2] + worldsize;
11880
11881         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11882
11883         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11884         {
11885                 ent = r_refdef.scene.entities[renderentityindex];
11886                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11887                         continue;
11888
11889                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11890         }
11891 }
11892
11893 typedef struct r_decalsystem_splatqueue_s
11894 {
11895         vec3_t worldorigin;
11896         vec3_t worldnormal;
11897         float color[4];
11898         float tcrange[4];
11899         float worldsize;
11900         int decalsequence;
11901 }
11902 r_decalsystem_splatqueue_t;
11903
11904 int r_decalsystem_numqueued = 0;
11905 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11906
11907 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)
11908 {
11909         r_decalsystem_splatqueue_t *queue;
11910
11911         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11912                 return;
11913
11914         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11915         VectorCopy(worldorigin, queue->worldorigin);
11916         VectorCopy(worldnormal, queue->worldnormal);
11917         Vector4Set(queue->color, r, g, b, a);
11918         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11919         queue->worldsize = worldsize;
11920         queue->decalsequence = cl.decalsequence++;
11921 }
11922
11923 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11924 {
11925         int i;
11926         r_decalsystem_splatqueue_t *queue;
11927
11928         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11929                 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);
11930         r_decalsystem_numqueued = 0;
11931 }
11932
11933 extern cvar_t cl_decals_max;
11934 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11935 {
11936         int i;
11937         decalsystem_t *decalsystem = &ent->decalsystem;
11938         int numdecals;
11939         int killsequence;
11940         tridecal_t *decal;
11941         float frametime;
11942         float lifetime;
11943
11944         if (!decalsystem->numdecals)
11945                 return;
11946
11947         if (r_showsurfaces.integer)
11948                 return;
11949
11950         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11951         {
11952                 R_DecalSystem_Reset(decalsystem);
11953                 return;
11954         }
11955
11956         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11957         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11958
11959         if (decalsystem->lastupdatetime)
11960                 frametime = (cl.time - decalsystem->lastupdatetime);
11961         else
11962                 frametime = 0;
11963         decalsystem->lastupdatetime = cl.time;
11964         decal = decalsystem->decals;
11965         numdecals = decalsystem->numdecals;
11966
11967         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11968         {
11969                 if (decal->color4ub[0][3])
11970                 {
11971                         decal->lived += frametime;
11972                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11973                         {
11974                                 memset(decal, 0, sizeof(*decal));
11975                                 if (decalsystem->freedecal > i)
11976                                         decalsystem->freedecal = i;
11977                         }
11978                 }
11979         }
11980         decal = decalsystem->decals;
11981         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11982                 numdecals--;
11983
11984         // collapse the array by shuffling the tail decals into the gaps
11985         for (;;)
11986         {
11987                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11988                         decalsystem->freedecal++;
11989                 if (decalsystem->freedecal == numdecals)
11990                         break;
11991                 decal[decalsystem->freedecal] = decal[--numdecals];
11992         }
11993
11994         decalsystem->numdecals = numdecals;
11995
11996         if (numdecals <= 0)
11997         {
11998                 // if there are no decals left, reset decalsystem
11999                 R_DecalSystem_Reset(decalsystem);
12000         }
12001 }
12002
12003 extern skinframe_t *decalskinframe;
12004 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12005 {
12006         int i;
12007         decalsystem_t *decalsystem = &ent->decalsystem;
12008         int numdecals;
12009         tridecal_t *decal;
12010         float faderate;
12011         float alpha;
12012         float *v3f;
12013         float *c4f;
12014         float *t2f;
12015         const int *e;
12016         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12017         int numtris = 0;
12018
12019         numdecals = decalsystem->numdecals;
12020         if (!numdecals)
12021                 return;
12022
12023         if (r_showsurfaces.integer)
12024                 return;
12025
12026         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12027         {
12028                 R_DecalSystem_Reset(decalsystem);
12029                 return;
12030         }
12031
12032         // if the model is static it doesn't matter what value we give for
12033         // wantnormals and wanttangents, so this logic uses only rules applicable
12034         // to a model, knowing that they are meaningless otherwise
12035         if (ent == r_refdef.scene.worldentity)
12036                 RSurf_ActiveWorldEntity();
12037         else
12038                 RSurf_ActiveModelEntity(ent, false, false, false);
12039
12040         decalsystem->lastupdatetime = cl.time;
12041         decal = decalsystem->decals;
12042
12043         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12044
12045         // update vertex positions for animated models
12046         v3f = decalsystem->vertex3f;
12047         c4f = decalsystem->color4f;
12048         t2f = decalsystem->texcoord2f;
12049         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12050         {
12051                 if (!decal->color4ub[0][3])
12052                         continue;
12053
12054                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12055                         continue;
12056
12057                 // update color values for fading decals
12058                 if (decal->lived >= cl_decals_time.value)
12059                 {
12060                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12061                         alpha *= (1.0f/255.0f);
12062                 }
12063                 else
12064                         alpha = 1.0f/255.0f;
12065
12066                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12067                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12068                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12069                 c4f[ 3] = 1;
12070                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12071                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12072                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12073                 c4f[ 7] = 1;
12074                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12075                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12076                 c4f[10] = decal->color4ub[2][2] * alpha;
12077                 c4f[11] = 1;
12078
12079                 t2f[0] = decal->texcoord2f[0][0];
12080                 t2f[1] = decal->texcoord2f[0][1];
12081                 t2f[2] = decal->texcoord2f[1][0];
12082                 t2f[3] = decal->texcoord2f[1][1];
12083                 t2f[4] = decal->texcoord2f[2][0];
12084                 t2f[5] = decal->texcoord2f[2][1];
12085
12086                 // update vertex positions for animated models
12087                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12088                 {
12089                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12090                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12091                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12092                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12093                 }
12094                 else
12095                 {
12096                         VectorCopy(decal->vertex3f[0], v3f);
12097                         VectorCopy(decal->vertex3f[1], v3f + 3);
12098                         VectorCopy(decal->vertex3f[2], v3f + 6);
12099                 }
12100
12101                 v3f += 9;
12102                 c4f += 12;
12103                 t2f += 6;
12104                 numtris++;
12105         }
12106
12107         if (numtris > 0)
12108         {
12109                 r_refdef.stats.drawndecals += numtris;
12110
12111                 if (r_refdef.fogenabled)
12112                 {
12113                         switch(vid.renderpath)
12114                         {
12115                         case RENDERPATH_GL20:
12116                         case RENDERPATH_CGGL:
12117                         case RENDERPATH_GL13:
12118                         case RENDERPATH_GL11:
12119                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12120                                 {
12121                                         alpha = RSurf_FogVertex(v3f);
12122                                         c4f[0] *= alpha;
12123                                         c4f[1] *= alpha;
12124                                         c4f[2] *= alpha;
12125                                 }
12126                                 break;
12127                         }
12128                 }
12129
12130                 // now render the decals all at once
12131                 // (this assumes they all use one particle font texture!)
12132                 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);
12133                 R_Mesh_ResetTextureState();
12134                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12135                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12136                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12137                 GL_DepthMask(false);
12138                 GL_DepthRange(0, 1);
12139                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12140                 GL_DepthTest(true);
12141                 GL_CullFace(GL_NONE);
12142                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12143                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12144                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12145         }
12146 }
12147
12148 static void R_DrawModelDecals(void)
12149 {
12150         int i, numdecals;
12151
12152         // fade faster when there are too many decals
12153         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12154         for (i = 0;i < r_refdef.scene.numentities;i++)
12155                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12156
12157         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12158         for (i = 0;i < r_refdef.scene.numentities;i++)
12159                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12161
12162         R_DecalSystem_ApplySplatEntitiesQueue();
12163
12164         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12165         for (i = 0;i < r_refdef.scene.numentities;i++)
12166                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12167
12168         r_refdef.stats.totaldecals += numdecals;
12169
12170         if (r_showsurfaces.integer)
12171                 return;
12172
12173         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12174
12175         for (i = 0;i < r_refdef.scene.numentities;i++)
12176         {
12177                 if (!r_refdef.viewcache.entityvisible[i])
12178                         continue;
12179                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12180                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12181         }
12182 }
12183
12184 void R_DrawDebugModel(void)
12185 {
12186         entity_render_t *ent = rsurface.entity;
12187         int i, j, k, l, flagsmask;
12188         q3mbrush_t *brush;
12189         const msurface_t *surface;
12190         dp_model_t *model = ent->model;
12191         vec3_t v;
12192
12193         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12194
12195         R_Mesh_ColorPointer(NULL, 0, 0);
12196         R_Mesh_ResetTextureState();
12197         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12198         GL_DepthRange(0, 1);
12199         GL_DepthTest(!r_showdisabledepthtest.integer);
12200         GL_DepthMask(false);
12201         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12202
12203         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12204         {
12205                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12206                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12207                 {
12208                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12209                         {
12210                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12211                                 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);
12212                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12213                         }
12214                 }
12215                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12216                 {
12217                         if (surface->num_collisiontriangles)
12218                         {
12219                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12220                                 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);
12221                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12222                         }
12223                 }
12224         }
12225
12226         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12227
12228         if (r_showtris.integer || r_shownormals.integer)
12229         {
12230                 if (r_showdisabledepthtest.integer)
12231                 {
12232                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12233                         GL_DepthMask(false);
12234                 }
12235                 else
12236                 {
12237                         GL_BlendFunc(GL_ONE, GL_ZERO);
12238                         GL_DepthMask(true);
12239                 }
12240                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12241                 {
12242                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12243                                 continue;
12244                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12245                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12246                         {
12247                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12248                                 if (r_showtris.value > 0)
12249                                 {
12250                                         if (!rsurface.texture->currentlayers->depthmask)
12251                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12252                                         else if (ent == r_refdef.scene.worldentity)
12253                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12254                                         else
12255                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12256                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12257                                         R_Mesh_ColorPointer(NULL, 0, 0);
12258                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12259                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12260                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12261                                         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);
12262                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12263                                         CHECKGLERROR
12264                                 }
12265                                 if (r_shownormals.value < 0)
12266                                 {
12267                                         qglBegin(GL_LINES);
12268                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12269                                         {
12270                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12271                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12272                                                 qglVertex3f(v[0], v[1], v[2]);
12273                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12274                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12275                                                 qglVertex3f(v[0], v[1], v[2]);
12276                                         }
12277                                         qglEnd();
12278                                         CHECKGLERROR
12279                                 }
12280                                 if (r_shownormals.value > 0)
12281                                 {
12282                                         qglBegin(GL_LINES);
12283                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12284                                         {
12285                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12286                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12287                                                 qglVertex3f(v[0], v[1], v[2]);
12288                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12289                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12290                                                 qglVertex3f(v[0], v[1], v[2]);
12291                                         }
12292                                         qglEnd();
12293                                         CHECKGLERROR
12294                                         qglBegin(GL_LINES);
12295                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12296                                         {
12297                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12298                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12299                                                 qglVertex3f(v[0], v[1], v[2]);
12300                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12301                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12302                                                 qglVertex3f(v[0], v[1], v[2]);
12303                                         }
12304                                         qglEnd();
12305                                         CHECKGLERROR
12306                                         qglBegin(GL_LINES);
12307                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12308                                         {
12309                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12310                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12311                                                 qglVertex3f(v[0], v[1], v[2]);
12312                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12313                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12314                                                 qglVertex3f(v[0], v[1], v[2]);
12315                                         }
12316                                         qglEnd();
12317                                         CHECKGLERROR
12318                                 }
12319                         }
12320                 }
12321                 rsurface.texture = NULL;
12322         }
12323 }
12324
12325 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12326 int r_maxsurfacelist = 0;
12327 const msurface_t **r_surfacelist = NULL;
12328 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12329 {
12330         int i, j, endj, flagsmask;
12331         dp_model_t *model = r_refdef.scene.worldmodel;
12332         msurface_t *surfaces;
12333         unsigned char *update;
12334         int numsurfacelist = 0;
12335         if (model == NULL)
12336                 return;
12337
12338         if (r_maxsurfacelist < model->num_surfaces)
12339         {
12340                 r_maxsurfacelist = model->num_surfaces;
12341                 if (r_surfacelist)
12342                         Mem_Free((msurface_t**)r_surfacelist);
12343                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12344         }
12345
12346         RSurf_ActiveWorldEntity();
12347
12348         surfaces = model->data_surfaces;
12349         update = model->brushq1.lightmapupdateflags;
12350
12351         // update light styles on this submodel
12352         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12353         {
12354                 model_brush_lightstyleinfo_t *style;
12355                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12356                 {
12357                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12358                         {
12359                                 int *list = style->surfacelist;
12360                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12361                                 for (j = 0;j < style->numsurfaces;j++)
12362                                         update[list[j]] = true;
12363                         }
12364                 }
12365         }
12366
12367         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12368
12369         if (debug)
12370         {
12371                 R_DrawDebugModel();
12372                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12373                 return;
12374         }
12375
12376         rsurface.uselightmaptexture = false;
12377         rsurface.texture = NULL;
12378         rsurface.rtlight = NULL;
12379         numsurfacelist = 0;
12380         // add visible surfaces to draw list
12381         for (i = 0;i < model->nummodelsurfaces;i++)
12382         {
12383                 j = model->sortedmodelsurfaces[i];
12384                 if (r_refdef.viewcache.world_surfacevisible[j])
12385                         r_surfacelist[numsurfacelist++] = surfaces + j;
12386         }
12387         // update lightmaps if needed
12388         if (model->brushq1.firstrender)
12389         {
12390                 model->brushq1.firstrender = false;
12391                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12392                         if (update[j])
12393                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12394         }
12395         else if (update)
12396         {
12397                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12398                         if (r_refdef.viewcache.world_surfacevisible[j])
12399                                 if (update[j])
12400                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12401         }
12402         // don't do anything if there were no surfaces
12403         if (!numsurfacelist)
12404         {
12405                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12406                 return;
12407         }
12408         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12409         GL_AlphaTest(false);
12410
12411         // add to stats if desired
12412         if (r_speeds.integer && !skysurfaces && !depthonly)
12413         {
12414                 r_refdef.stats.world_surfaces += numsurfacelist;
12415                 for (j = 0;j < numsurfacelist;j++)
12416                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12417         }
12418
12419         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12420 }
12421
12422 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12423 {
12424         int i, j, endj, flagsmask;
12425         dp_model_t *model = ent->model;
12426         msurface_t *surfaces;
12427         unsigned char *update;
12428         int numsurfacelist = 0;
12429         if (model == NULL)
12430                 return;
12431
12432         if (r_maxsurfacelist < model->num_surfaces)
12433         {
12434                 r_maxsurfacelist = model->num_surfaces;
12435                 if (r_surfacelist)
12436                         Mem_Free((msurface_t **)r_surfacelist);
12437                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12438         }
12439
12440         // if the model is static it doesn't matter what value we give for
12441         // wantnormals and wanttangents, so this logic uses only rules applicable
12442         // to a model, knowing that they are meaningless otherwise
12443         if (ent == r_refdef.scene.worldentity)
12444                 RSurf_ActiveWorldEntity();
12445         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12446                 RSurf_ActiveModelEntity(ent, false, false, false);
12447         else if (prepass)
12448                 RSurf_ActiveModelEntity(ent, true, true, true);
12449         else if (depthonly)
12450         {
12451                 switch (vid.renderpath)
12452                 {
12453                 case RENDERPATH_GL20:
12454                 case RENDERPATH_CGGL:
12455                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12456                         break;
12457                 case RENDERPATH_GL13:
12458                 case RENDERPATH_GL11:
12459                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12460                         break;
12461                 }
12462         }
12463         else
12464         {
12465                 switch (vid.renderpath)
12466                 {
12467                 case RENDERPATH_GL20:
12468                 case RENDERPATH_CGGL:
12469                         RSurf_ActiveModelEntity(ent, true, true, false);
12470                         break;
12471                 case RENDERPATH_GL13:
12472                 case RENDERPATH_GL11:
12473                         RSurf_ActiveModelEntity(ent, true, false, false);
12474                         break;
12475                 }
12476         }
12477
12478         surfaces = model->data_surfaces;
12479         update = model->brushq1.lightmapupdateflags;
12480
12481         // update light styles
12482         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12483         {
12484                 model_brush_lightstyleinfo_t *style;
12485                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12486                 {
12487                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12488                         {
12489                                 int *list = style->surfacelist;
12490                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12491                                 for (j = 0;j < style->numsurfaces;j++)
12492                                         update[list[j]] = true;
12493                         }
12494                 }
12495         }
12496
12497         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12498
12499         if (debug)
12500         {
12501                 R_DrawDebugModel();
12502                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12503                 return;
12504         }
12505
12506         rsurface.uselightmaptexture = false;
12507         rsurface.texture = NULL;
12508         rsurface.rtlight = NULL;
12509         numsurfacelist = 0;
12510         // add visible surfaces to draw list
12511         for (i = 0;i < model->nummodelsurfaces;i++)
12512                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12513         // don't do anything if there were no surfaces
12514         if (!numsurfacelist)
12515         {
12516                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12517                 return;
12518         }
12519         // update lightmaps if needed
12520         if (update)
12521         {
12522                 int updated = 0;
12523                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12524                 {
12525                         if (update[j])
12526                         {
12527                                 updated++;
12528                                 R_BuildLightMap(ent, surfaces + j);
12529                         }
12530                 }
12531         }
12532         if (update)
12533                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12534                         if (update[j])
12535                                 R_BuildLightMap(ent, surfaces + j);
12536         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12537         GL_AlphaTest(false);
12538
12539         // add to stats if desired
12540         if (r_speeds.integer && !skysurfaces && !depthonly)
12541         {
12542                 r_refdef.stats.entities_surfaces += numsurfacelist;
12543                 for (j = 0;j < numsurfacelist;j++)
12544                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12545         }
12546
12547         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12548 }
12549
12550 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12551 {
12552         static texture_t texture;
12553         static msurface_t surface;
12554         const msurface_t *surfacelist = &surface;
12555
12556         // fake enough texture and surface state to render this geometry
12557
12558         texture.update_lastrenderframe = -1; // regenerate this texture
12559         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12560         texture.currentskinframe = skinframe;
12561         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12562         texture.specularscalemod = 1;
12563         texture.specularpowermod = 1;
12564
12565         surface.texture = &texture;
12566         surface.num_triangles = numtriangles;
12567         surface.num_firsttriangle = firsttriangle;
12568         surface.num_vertices = numvertices;
12569         surface.num_firstvertex = firstvertex;
12570
12571         // now render it
12572         rsurface.texture = R_GetCurrentTexture(surface.texture);
12573         rsurface.uselightmaptexture = false;
12574         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12575 }
12576
12577 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)
12578 {
12579         static msurface_t surface;
12580         const msurface_t *surfacelist = &surface;
12581
12582         // fake enough texture and surface state to render this geometry
12583
12584         surface.texture = texture;
12585         surface.num_triangles = numtriangles;
12586         surface.num_firsttriangle = firsttriangle;
12587         surface.num_vertices = numvertices;
12588         surface.num_firstvertex = firstvertex;
12589
12590         // now render it
12591         rsurface.texture = R_GetCurrentTexture(surface.texture);
12592         rsurface.uselightmaptexture = false;
12593         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12594 }