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implemented music playlist system with 10 playlists, automatic track
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
114
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
128
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
152
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
154
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
905 "#ifdef USEGLOW\n"
906 "uniform sampler2D Texture_Glow;\n"
907 "#endif\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
912 "#ifdef USEGLOW\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
914 "#endif\n"
915 "#endif\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
919 "#endif\n"
920 "#ifdef USEFOG\n"
921 "uniform sampler2D Texture_FogMask;\n"
922 "#endif\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
925 "#endif\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
928 "#endif\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "#endif\n"
932 "\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
936 "#endif\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
940 "#endif\n"
941 "\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
945 "\n"
946 "#ifdef USEFOG\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
951 "{\n"
952 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
954 "       float fogfrac;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
957 "#else\n"
958 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
959 "#endif\n"
960 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
961 "}\n"
962 "#endif\n"
963 "\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
967 "{\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 "       // 14 sample relief mapping: linear search and then binary search\n"
970 "       // this basically steps forward a small amount repeatedly until it finds\n"
971 "       // itself inside solid, then jitters forward and back using decreasing\n"
972 "       // amounts to find the impact\n"
973 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 "       vec3 RT = vec3(TexCoord, 1);\n"
977 "       OffsetVector *= 0.1;\n"
978 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
988 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
989 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
990 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
992 "       return RT.xy;\n"
993 "#else\n"
994 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 "       // this basically moves forward the full distance, and then backs up based\n"
996 "       // on height of samples\n"
997 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 "       TexCoord += OffsetVector;\n"
1001 "       OffsetVector *= 0.333;\n"
1002 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 "       return TexCoord;\n"
1006 "#endif\n"
1007 "}\n"
1008 "#endif // USEOFFSETMAPPING\n"
1009 "\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1013 "\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1017 "# else\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1019 "# endif\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1025 "# else\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1027 "# endif\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1037 "# else\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1045 "#endif\n"
1046 "\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1050 "{\n"
1051 "       vec3 adir = abs(dir);\n"
1052 "       vec2 tc;\n"
1053 "       vec2 offset;\n"
1054 "       float ma;\n"
1055 "       if (adir.x > adir.y)\n"
1056 "       {\n"
1057 "               if (adir.x > adir.z) // X\n"
1058 "               {\n"
1059 "                       ma = adir.x;\n"
1060 "                       tc = dir.zy;\n"
1061 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1062 "               }\n"
1063 "               else // Z\n"
1064 "               {\n"
1065 "                       ma = adir.z;\n"
1066 "                       tc = dir.xy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1068 "               }\n"
1069 "       }\n"
1070 "       else\n"
1071 "       {\n"
1072 "               if (adir.y > adir.z) // Y\n"
1073 "               {\n"
1074 "                       ma = adir.y;\n"
1075 "                       tc = dir.xz;\n"
1076 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1077 "               }\n"
1078 "               else // Z\n"
1079 "               {\n"
1080 "                       ma = adir.z;\n"
1081 "                       tc = dir.xy;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1083 "               }\n"
1084 "       }\n"
1085 "\n"
1086 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 "       stc.z += ShadowMap_Parameters.z;\n"
1089 "       return stc;\n"
1090 "}\n"
1091 "# else\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1093 "{\n"
1094 "       vec3 adir = abs(dir);\n"
1095 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 "       stc.z += ShadowMap_Parameters.z;\n"
1100 "       return stc;\n"
1101 "}\n"
1102 "# endif\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1104 "\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1107 "{\n"
1108 "       vec3 adir = abs(dir);\n"
1109 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1110 "}\n"
1111 "#endif\n"
1112 "\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1115 "{\n"
1116 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1117 "       float f;\n"
1118 "#  ifdef USESHADOWSAMPLER\n"
1119 "\n"
1120 "#    ifdef USESHADOWMAPPCF\n"
1121 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1123 "#    else\n"
1124 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1125 "#    endif\n"
1126 "\n"
1127 "#  else\n"
1128 "\n"
1129 "#    ifdef USESHADOWMAPPCF\n"
1130 "#      if USESHADOWMAPPCF > 1\n"
1131 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1134 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1135 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1136 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1137 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1139 "#      else\n"
1140 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 "       vec2 offset = fract(shadowmaptc.xy);\n"
1142 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1144 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1145 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1147 "#      endif\n"
1148 "#    else\n"
1149 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1150 "#    endif\n"
1151 "\n"
1152 "#  endif\n"
1153 "       return f;\n"
1154 "}\n"
1155 "# endif\n"
1156 "\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1159 "{\n"
1160 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1161 "       float f;\n"
1162 "\n"
1163 "#  ifdef USESHADOWSAMPLER\n"
1164 "#    ifdef USESHADOWMAPPCF\n"
1165 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1166 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1168 "#    else\n"
1169 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1170 "#    endif\n"
1171 "#  else\n"
1172 "#    ifdef USESHADOWMAPPCF\n"
1173 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "#      ifdef GL_ARB_texture_gather\n"
1175 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1178 "#      endif\n"
1179 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 "       center *= ShadowMap_TextureScale;\n"
1181 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1184 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1185 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#     else\n"
1189 "#      ifdef GL_EXT_gpu_shader4\n"
1190 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1191 "#      else\n"
1192 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1193 "#      endif\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 "       center *= ShadowMap_TextureScale;\n"
1197 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1198 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1199 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1200 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1207 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1208 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1210 "#      endif\n"
1211 "#     endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1214 "#    endif\n"
1215 "#  endif\n"
1216 "       return f;\n"
1217 "}\n"
1218 "# endif\n"
1219 "\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1222 "{\n"
1223 "       // apply depth texture cubemap as light filter\n"
1224 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1225 "       float f;\n"
1226 "#  ifdef USESHADOWSAMPLER\n"
1227 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1228 "#  else\n"
1229 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1230 "#  endif\n"
1231 "       return f;\n"
1232 "}\n"
1233 "# endif\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1236 "\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1245 "#endif\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1247 "void main(void)\n"
1248 "{\n"
1249 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 "       gl_FrontColor = gl_Color;\n"
1252 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1253 "#endif\n"
1254 "\n"
1255 "       // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1261 "#endif\n"
1262 "\n"
1263 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1267 "}\n"
1268 "#endif // VERTEX_SHADER\n"
1269 "\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 "       // apply offsetmapping\n"
1275 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1277 "#endif\n"
1278 "\n"
1279 "#ifdef USEALPHAKILL\n"
1280 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1281 "               discard;\n"
1282 "#endif\n"
1283 "\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1289 "#endif\n"
1290 "\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1294 "#else\n"
1295 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1297 "#endif\n"
1298 "\n"
1299 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1300 "}\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1310 "void main(void)\n"
1311 "{\n"
1312 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1314 "}\n"
1315 "#endif // VERTEX_SHADER\n"
1316 "\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1326 "#endif\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1328 "void main(void)\n"
1329 "{\n"
1330 "       // calculate viewspace pixel position\n"
1331 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1332 "       vec3 position;\n"
1333 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 "       // decode viewspace pixel normal\n"
1336 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 "       // surfacenormal = pixel normal in viewspace\n"
1339 "       // LightVector = pixel to light in viewspace\n"
1340 "       // CubeVector = position in lightspace\n"
1341 "       // eyevector = pixel to view in viewspace\n"
1342 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 "       // calculate diffuse shading\n"
1346 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1348 "#endif\n"
1349 "#ifdef USESPECULAR\n"
1350 "       // calculate directional shading\n"
1351 "       vec3 eyevector = position * -1.0;\n"
1352 "#  ifdef USEEXACTSPECULARMATH\n"
1353 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1354 "#  else\n"
1355 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1357 "#  endif\n"
1358 "#endif\n"
1359 "\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 "       fade *= ShadowMapCompare(CubeVector);\n"
1362 "#endif\n"
1363 "\n"
1364 "#ifdef USEDIFFUSE\n"
1365 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1366 "#else\n"
1367 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1368 "#endif\n"
1369 "#ifdef USESPECULAR\n"
1370 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1371 "#else\n"
1372 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1373 "#endif\n"
1374 "\n"
1375 "# ifdef USECUBEFILTER\n"
1376 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 "       gl_FragData[0].rgb *= cubecolor;\n"
1378 "       gl_FragData[1].rgb *= cubecolor;\n"
1379 "# endif\n"
1380 "}\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1383 "\n"
1384 "\n"
1385 "\n"
1386 "\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1391 "#endif\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1394 "#endif\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 "       gl_FrontColor = gl_Color;\n"
1399 "#endif\n"
1400 "       // copy the surface texcoord\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1404 "#endif\n"
1405 "#ifdef USELIGHTMAP\n"
1406 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 "       // transform vertex position into light attenuation/cubemap space\n"
1411 "       // (-1 to +1 across the light box)\n"
1412 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1413 "\n"
1414 "# ifdef USEDIFFUSE\n"
1415 "       // transform unnormalized light direction into tangent space\n"
1416 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 "       //  normalize it per pixel)\n"
1418 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1422 "# endif\n"
1423 "#endif\n"
1424 "\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "       // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1437 "#endif\n"
1438 "\n"
1439 "#ifdef USEFOG\n"
1440 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1442 "#endif\n"
1443 "\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1448 "#endif\n"
1449 "\n"
1450 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "\n"
1453 "#ifdef USEREFLECTION\n"
1454 "       ModelViewProjectionPosition = gl_Position;\n"
1455 "#endif\n"
1456 "}\n"
1457 "#endif // VERTEX_SHADER\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1467 "#endif\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1472 "#ifdef USEGLOW\n"
1473 "uniform myhalf3 Color_Glow;\n"
1474 "#endif\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1481 "#endif\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1492 "#endif\n"
1493 "void main(void)\n"
1494 "{\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 "       // apply offsetmapping\n"
1497 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1499 "#endif\n"
1500 "\n"
1501 "       // combine the diffuse textures (base, pants, shirt)\n"
1502 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 "       if (color.a < 0.5)\n"
1505 "               discard;\n"
1506 "#endif\n"
1507 "       color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1510 "#endif\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1516 "       color.a = 1.0;\n"
1517 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1518 "#endif\n"
1519 "\n"
1520 "       // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1523 "#else\n"
1524 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#endif\n"
1526 "\n"
1527 "       // get the material colors\n"
1528 "       myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1532 "# else\n"
1533 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "# endif\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1542 "#endif\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "       // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1556 "#else\n"
1557 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1559 "#endif\n"
1560 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1561 "#endif\n"
1562 "#else\n"
1563 "       color.rgb = diffusetex * Color_Ambient;\n"
1564 "#endif\n"
1565 "       color.rgb *= LightColor;\n"
1566 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1569 "#endif\n"
1570 "# ifdef USECUBEFILTER\n"
1571 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1572 "# endif\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1579 "#define SHADING\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "#endif\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1586 "#define SHADING\n"
1587 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "       // convert modelspace light vector to tangentspace\n"
1591 "       myhalf3 lightnormal;\n"
1592 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1607 "#define SHADING\n"
1608 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 "       color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef SHADING\n"
1630 "# ifdef USEDIFFUSE\n"
1631 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "#  ifdef USESPECULAR\n"
1633 "#   ifdef USEEXACTSPECULARMATH\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   else\n"
1636 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 "#   endif\n"
1639 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1640 "#  else\n"
1641 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1642 "#  endif\n"
1643 "# else\n"
1644 "       color.rgb = diffusetex * Color_Ambient;\n"
1645 "# endif\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
1708
1709 =========================================================================================================================================================
1710
1711
1712
1713 =========================================================================================================================================================
1714
1715
1716
1717 =========================================================================================================================================================
1718
1719
1720
1721 =========================================================================================================================================================
1722
1723
1724
1725 =========================================================================================================================================================
1726
1727
1728
1729 =========================================================================================================================================================
1730 */
1731
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2185 "{\n"
2186 "       float3 adir = abs(dir);\n"
2187 "       float2 tc;\n"
2188 "       float2 offset;\n"
2189 "       float ma;\n"
2190 "       if (adir.x > adir.y)\n"
2191 "       {\n"
2192 "               if (adir.x > adir.z) // X\n"
2193 "               {\n"
2194 "                       ma = adir.x;\n"
2195 "                       tc = dir.zy;\n"
2196 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2197 "               }\n"
2198 "               else // Z\n"
2199 "               {\n"
2200 "                       ma = adir.z;\n"
2201 "                       tc = dir.xy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2203 "               }\n"
2204 "       }\n"
2205 "       else\n"
2206 "       {\n"
2207 "               if (adir.y > adir.z) // Y\n"
2208 "               {\n"
2209 "                       ma = adir.y;\n"
2210 "                       tc = dir.xz;\n"
2211 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2212 "               }\n"
2213 "               else // Z\n"
2214 "               {\n"
2215 "                       ma = adir.z;\n"
2216 "                       tc = dir.xy;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2218 "               }\n"
2219 "       }\n"
2220 "\n"
2221 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 "       stc.z += ShadowMap_Parameters.z;\n"
2224 "       return stc;\n"
2225 "}\n"
2226 "# else\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2228 "{\n"
2229 "       float3 adir = abs(dir);\n"
2230 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 "       stc.z += ShadowMap_Parameters.z;\n"
2235 "       return stc;\n"
2236 "}\n"
2237 "# endif\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2239 "\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2242 "{\n"
2243 "    float3 adir = abs(dir);\n"
2244 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2245 "}\n"
2246 "#endif\n"
2247 "\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2251 "#else\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2253 "#endif\n"
2254 "{\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2257 "#else\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2259 "#endif\n"
2260 "       float f;\n"
2261 "#  ifdef USESHADOWSAMPLER\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2266 "#    else\n"
2267 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  else\n"
2271 "\n"
2272 "#    ifdef USESHADOWMAPPCF\n"
2273 "#      if USESHADOWMAPPCF > 1\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2277 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2278 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2279 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2280 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2282 "#      else\n"
2283 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 "    float2 offset = frac(shadowmaptc.xy);\n"
2285 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2287 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2288 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2290 "#      endif\n"
2291 "#    else\n"
2292 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2293 "#    endif\n"
2294 "\n"
2295 "#  endif\n"
2296 "       return f;\n"
2297 "}\n"
2298 "# endif\n"
2299 "\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2303 "#else\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2305 "#endif\n"
2306 "{\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2309 "#else\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "#endif\n"
2312 "    float f;\n"
2313 "\n"
2314 "#  ifdef USESHADOWSAMPLER\n"
2315 "#    ifdef USESHADOWMAPPCF\n"
2316 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2317 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2319 "#    else\n"
2320 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2321 "#    endif\n"
2322 "#  else\n"
2323 "#    ifdef USESHADOWMAPPCF\n"
2324 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "#      ifdef GL_ARB_texture_gather\n"
2326 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2327 "#      else\n"
2328 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2329 "#      endif\n"
2330 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 "    center *= ShadowMap_TextureScale;\n"
2332 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2335 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2336 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2339 "#     else\n"
2340 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2341 "#      if USESHADOWMAPPCF > 1\n"
2342 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 "    center *= ShadowMap_TextureScale;\n"
2344 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2345 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2346 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2347 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2348 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2350 "#      else\n"
2351 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2354 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2355 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2357 "#      endif\n"
2358 "#     endif\n"
2359 "#    else\n"
2360 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2361 "#    endif\n"
2362 "#  endif\n"
2363 "    return f;\n"
2364 "}\n"
2365 "# endif\n"
2366 "\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2369 "{\n"
2370 "    // apply depth texture cubemap as light filter\n"
2371 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2372 "    float f;\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2375 "#  else\n"
2376 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2377 "#  endif\n"
2378 "    return f;\n"
2379 "}\n"
2380 "# endif\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2383 "\n"
2384 "\n"
2385 "\n"
2386 "\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2389 "void main\n"
2390 "(\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2395 "#endif\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2403 "#endif\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2407 "#endif\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2413 "#endif\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2417 ")\n"
2418 "{\n"
2419 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 "       gl_FrontColor = gl_Color;\n"
2422 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2423 "#endif\n"
2424 "\n"
2425 "       // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2431 "#endif\n"
2432 "\n"
2433 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2437 "}\n"
2438 "#endif // VERTEX_SHADER\n"
2439 "\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2441 "void main\n"
2442 "(\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2451 "#endif\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2486 "#else\n"
2487 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2489 "#endif\n"
2490 "\n"
2491 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2492 "}\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2495 "\n"
2496 "\n"
2497 "\n"
2498 "\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2501 "void main\n"
2502 "(\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 ")\n"
2509 "{\n"
2510 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2512 "}\n"
2513 "#endif // VERTEX_SHADER\n"
2514 "\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2516 "void main\n"
2517 "(\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2529 "#endif\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2533 "\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2537 "# else\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2539 "# endif\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2545 "# else\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2547 "# endif\n"
2548 "#endif\n"
2549 "\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#endif\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2557 "# else\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2565 "#endif\n"
2566 "\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2569 ")\n"
2570 "{\n"
2571 "       // calculate viewspace pixel position\n"
2572 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 "       float3 position;\n"
2575 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 "       // decode viewspace pixel normal\n"
2578 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 "       // surfacenormal = pixel normal in viewspace\n"
2581 "       // LightVector = pixel to light in viewspace\n"
2582 "       // CubeVector = position in lightspace\n"
2583 "       // eyevector = pixel to view in viewspace\n"
2584 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 "       // calculate diffuse shading\n"
2588 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2590 "#endif\n"
2591 "#ifdef USESPECULAR\n"
2592 "       // calculate directional shading\n"
2593 "       float3 eyevector = position * -1.0;\n"
2594 "#  ifdef USEEXACTSPECULARMATH\n"
2595 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2596 "#  else\n"
2597 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2599 "#  endif\n"
2600 "#endif\n"
2601 "\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 "       fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2606 "# endif\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2609 "# endif\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "# endif\n"
2613 "\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2616 "#endif\n"
2617 "       );\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEDIFFUSE\n"
2621 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2622 "#else\n"
2623 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2624 "#endif\n"
2625 "#ifdef USESPECULAR\n"
2626 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2627 "#else\n"
2628 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "#endif\n"
2630 "\n"
2631 "# ifdef USECUBEFILTER\n"
2632 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 "       gl_FragData0.rgb *= cubecolor;\n"
2634 "       gl_FragData1.rgb *= cubecolor;\n"
2635 "# endif\n"
2636 "}\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2639 "\n"
2640 "\n"
2641 "\n"
2642 "\n"
2643 "#ifdef VERTEX_SHADER\n"
2644 "void main\n"
2645 "(\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2650 "#endif\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2656 "\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2661 "#endif\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2664 "#endif\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2670 "#endif\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2674 "#endif\n"
2675 "\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2680 "#endif\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2683 "#endif\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "#endif\n"
2687 "#ifdef USEFOG\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2689 "#endif\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2692 "#endif\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2700 "#endif\n"
2701 "out float4 gl_Position : POSITION\n"
2702 ")\n"
2703 "{\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 "       gl_FrontColor = gl_Color;\n"
2706 "#endif\n"
2707 "       // copy the surface texcoord\n"
2708 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2711 "#endif\n"
2712 "#ifdef USELIGHTMAP\n"
2713 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "       // transform vertex position into light attenuation/cubemap space\n"
2718 "       // (-1 to +1 across the light box)\n"
2719 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2720 "\n"
2721 "# ifdef USEDIFFUSE\n"
2722 "       // transform unnormalized light direction into tangent space\n"
2723 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 "       //  normalize it per pixel)\n"
2725 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2729 "# endif\n"
2730 "#endif\n"
2731 "\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 "#endif\n"
2737 "\n"
2738 "       // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEFOG\n"
2747 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#endif\n"
2750 "\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2753 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2754 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2755 "#endif\n"
2756 "\n"
2757 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2759 "\n"
2760 "#ifdef USEREFLECTION\n"
2761 "       ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif\n"
2763 "}\n"
2764 "#endif // VERTEX_SHADER\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2774 "#endif\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2797 "#endif\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "#endif\n"
2803 "\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_Glow,\n"
2811 "#endif\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "#endif\n"
2818 "#ifdef USEGLOW\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#endif\n"
2821 "#endif\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2825 "#endif\n"
2826 "#ifdef USEFOG\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2828 "#endif\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2831 "#endif\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2834 "#endif\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2842 "#endif\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2851 "#endif\n"
2852 "#ifdef USEFOG\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2867 "#endif\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2872 "#ifdef USEGLOW\n"
2873 "uniform half3 Color_Glow,\n"
2874 "#endif\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2886 "#endif\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2889 "#endif\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2892 "#endif\n"
2893 "\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2897 "\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2901 "# else\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2903 "# endif\n"
2904 "#endif\n"
2905 "\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2909 "# else\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2911 "# endif\n"
2912 "#endif\n"
2913 "\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2921 "# else\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2923 "# endif\n"
2924 "#endif\n"
2925 "\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2929 "#endif\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2931 "\n"
2932 "out float4 gl_FragColor : COLOR\n"
2933 ")\n"
2934 "{\n"
2935 "       float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2938 "#endif\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 "       // apply offsetmapping\n"
2941 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2943 "#endif\n"
2944 "\n"
2945 "       // combine the diffuse textures (base, pants, shirt)\n"
2946 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 "       if (color.a < 0.5)\n"
2949 "               discard;\n"
2950 "#endif\n"
2951 "       color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2960 "       color.a = 1.0;\n"
2961 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2967 "#else\n"
2968 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 "#endif\n"
2970 "\n"
2971 "       // get the material colors\n"
2972 "       half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2976 "# else\n"
2977 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2978 "# endif\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2986 "#endif\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 "       // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 "       half3 lightnormal = half3(normalize(LightVector));\n"
2995 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3000 "#else\n"
3001 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3003 "#endif\n"
3004 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3005 "#endif\n"
3006 "#else\n"
3007 "       color.rgb = diffusetex * Color_Ambient;\n"
3008 "#endif\n"
3009 "       color.rgb *= LightColor;\n"
3010 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3015 "# endif\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3018 "# endif\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "# endif\n"
3022 "\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3025 "#endif\n"
3026 "       );\n"
3027 "\n"
3028 "#endif\n"
3029 "# ifdef USECUBEFILTER\n"
3030 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3031 "# endif\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3038 "#define SHADING\n"
3039 "#ifdef USEDIFFUSE\n"
3040 "       half3 lightnormal = half3(normalize(LightVector));\n"
3041 "#endif\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3045 "#define SHADING\n"
3046 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 "       // convert modelspace light vector to tangentspace\n"
3050 "       half3 lightnormal;\n"
3051 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3066 "#define SHADING\n"
3067 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3070 "#endif\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 "       color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "\n"
3088 "#ifdef SHADING\n"
3089 "# ifdef USEDIFFUSE\n"
3090 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "#  ifdef USESPECULAR\n"
3092 "#   ifdef USEEXACTSPECULARMATH\n"
3093 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3094 "#   else\n"
3095 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3097 "#   endif\n"
3098 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3099 "#  else\n"
3100 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 "#  endif\n"
3102 "# else\n"
3103 "       color.rgb = diffusetex * Color_Ambient;\n"
3104 "# endif\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEGLOW\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3116 "#else\n"
3117 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3118 "#endif\n"
3119 "#endif\n"
3120 "\n"
3121 "#ifdef USEFOG\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#else\n"
3125 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3126 "#endif\n"
3127 "#endif\n"
3128 "\n"
3129 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3130 "#ifdef USEREFLECTION\n"
3131 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 "       // FIXME temporary hack to detect the case that the reflection\n"
3136 "       // gets blackened at edges due to leaving the area that contains actual\n"
3137 "       // content.\n"
3138 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3139 "       // 'appening.\n"
3140 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 "#endif\n"
3147 "\n"
3148 "       gl_FragColor = float4(color);\n"
3149 "}\n"
3150 "#endif // FRAGMENT_SHADER\n"
3151 "\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 ;
3162
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3165
3166 //=======================================================================================================================================================
3167
3168 typedef struct shaderpermutationinfo_s
3169 {
3170         const char *pretext;
3171         const char *name;
3172 }
3173 shaderpermutationinfo_t;
3174
3175 typedef struct shadermodeinfo_s
3176 {
3177         const char *vertexfilename;
3178         const char *geometryfilename;
3179         const char *fragmentfilename;
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shadermodeinfo_t;
3184
3185 typedef enum shaderpermutation_e
3186 {
3187         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3216 }
3217 shaderpermutation_t;
3218
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3221 {
3222         {"#define USEDIFFUSE\n", " diffuse"},
3223         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224         {"#define USEVIEWTINT\n", " viewtint"},
3225         {"#define USECOLORMAPPING\n", " colormapping"},
3226         {"#define USESATURATION\n", " saturation"},
3227         {"#define USEFOGINSIDE\n", " foginside"},
3228         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229         {"#define USEGAMMARAMPS\n", " gammaramps"},
3230         {"#define USECUBEFILTER\n", " cubefilter"},
3231         {"#define USEGLOW\n", " glow"},
3232         {"#define USEBLOOM\n", " bloom"},
3233         {"#define USESPECULAR\n", " specular"},
3234         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236         {"#define USEREFLECTION\n", " reflection"},
3237         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247         {"#define USEALPHAKILL\n", " alphakill"},
3248         {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 };
3250
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3253 {
3254         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3269         SHADERMODE_COUNT
3270 }
3271 shadermode_t;
3272
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3275 {
3276         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3291 };
3292
3293 #ifdef SUPPORTCG
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3295 {
3296         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3311 };
3312 #endif
3313
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3316 {
3317         /// hash lookup data
3318         struct r_glsl_permutation_s *hashnext;
3319         unsigned int mode;
3320         unsigned int permutation;
3321
3322         /// indicates if we have tried compiling this permutation already
3323         qboolean compiled;
3324         /// 0 if compilation failed
3325         int program;
3326         /// locations of detected uniforms in program object, or -1 if not found
3327         int loc_Texture_First;
3328         int loc_Texture_Second;
3329         int loc_Texture_GammaRamps;
3330         int loc_Texture_Normal;
3331         int loc_Texture_Color;
3332         int loc_Texture_Gloss;
3333         int loc_Texture_Glow;
3334         int loc_Texture_SecondaryNormal;
3335         int loc_Texture_SecondaryColor;
3336         int loc_Texture_SecondaryGloss;
3337         int loc_Texture_SecondaryGlow;
3338         int loc_Texture_Pants;
3339         int loc_Texture_Shirt;
3340         int loc_Texture_FogMask;
3341         int loc_Texture_Lightmap;
3342         int loc_Texture_Deluxemap;
3343         int loc_Texture_Attenuation;
3344         int loc_Texture_Cube;
3345         int loc_Texture_Refraction;
3346         int loc_Texture_Reflection;
3347         int loc_Texture_ShadowMapRect;
3348         int loc_Texture_ShadowMapCube;
3349         int loc_Texture_ShadowMap2D;
3350         int loc_Texture_CubeProjection;
3351         int loc_Texture_ScreenDepth;
3352         int loc_Texture_ScreenNormalMap;
3353         int loc_Texture_ScreenDiffuse;
3354         int loc_Texture_ScreenSpecular;
3355         int loc_Texture_ReflectMask;
3356         int loc_Texture_ReflectCube;
3357         int loc_Alpha;
3358         int loc_BloomBlur_Parameters;
3359         int loc_ClientTime;
3360         int loc_Color_Ambient;
3361         int loc_Color_Diffuse;
3362         int loc_Color_Specular;
3363         int loc_Color_Glow;
3364         int loc_Color_Pants;
3365         int loc_Color_Shirt;
3366         int loc_DeferredColor_Ambient;
3367         int loc_DeferredColor_Diffuse;
3368         int loc_DeferredColor_Specular;
3369         int loc_DeferredMod_Diffuse;
3370         int loc_DeferredMod_Specular;
3371         int loc_DistortScaleRefractReflect;
3372         int loc_EyePosition;
3373         int loc_FogColor;
3374         int loc_FogHeightFade;
3375         int loc_FogPlane;
3376         int loc_FogPlaneViewDist;
3377         int loc_FogRangeRecip;
3378         int loc_LightColor;
3379         int loc_LightDir;
3380         int loc_LightPosition;
3381         int loc_OffsetMapping_Scale;
3382         int loc_PixelSize;
3383         int loc_ReflectColor;
3384         int loc_ReflectFactor;
3385         int loc_ReflectOffset;
3386         int loc_RefractColor;
3387         int loc_Saturation;
3388         int loc_ScreenCenterRefractReflect;
3389         int loc_ScreenScaleRefractReflect;
3390         int loc_ScreenToDepth;
3391         int loc_ShadowMap_Parameters;
3392         int loc_ShadowMap_TextureScale;
3393         int loc_SpecularPower;
3394         int loc_UserVec1;
3395         int loc_UserVec2;
3396         int loc_UserVec3;
3397         int loc_UserVec4;
3398         int loc_ViewTintColor;
3399         int loc_ViewToLight;
3400         int loc_ModelToLight;
3401         int loc_TexMatrix;
3402         int loc_BackgroundTexMatrix;
3403         int loc_ModelViewProjectionMatrix;
3404         int loc_ModelViewMatrix;
3405         int loc_PixelToScreenTexCoord;
3406         int loc_ModelToReflectCube;
3407 }
3408 r_glsl_permutation_t;
3409
3410 #define SHADERPERMUTATION_HASHSIZE 256
3411
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3418
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3420 {
3421         //unsigned int hashdepth = 0;
3422         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423         r_glsl_permutation_t *p;
3424         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3425         {
3426                 if (p->mode == mode && p->permutation == permutation)
3427                 {
3428                         //if (hashdepth > 10)
3429                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3430                         return p;
3431                 }
3432                 //hashdepth++;
3433         }
3434         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3435         p->mode = mode;
3436         p->permutation = permutation;
3437         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438         r_glsl_permutationhash[mode][hashindex] = p;
3439         //if (hashdepth > 10)
3440         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3441         return p;
3442 }
3443
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 {
3446         char *shaderstring;
3447         if (!filename || !filename[0])
3448                 return NULL;
3449         if (!strcmp(filename, "glsl/default.glsl"))
3450         {
3451                 if (!glslshaderstring)
3452                 {
3453                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454                         if (glslshaderstring)
3455                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3456                         else
3457                                 glslshaderstring = (char *)builtinshaderstring;
3458                 }
3459                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461                 return shaderstring;
3462         }
3463         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464         if (shaderstring)
3465         {
3466                 if (printfromdisknotice)
3467                         Con_DPrintf("from disk %s... ", filename);
3468                 return shaderstring;
3469         }
3470         return shaderstring;
3471 }
3472
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 {
3475         int i;
3476         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477         int vertstrings_count = 0;
3478         int geomstrings_count = 0;
3479         int fragstrings_count = 0;
3480         char *vertexstring, *geometrystring, *fragmentstring;
3481         const char *vertstrings_list[32+3];
3482         const char *geomstrings_list[32+3];
3483         const char *fragstrings_list[32+3];
3484         char permutationname[256];
3485
3486         if (p->compiled)
3487                 return;
3488         p->compiled = true;
3489         p->program = 0;
3490
3491         permutationname[0] = 0;
3492         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3495
3496         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3497
3498         // the first pretext is which type of shader to compile as
3499         // (later these will all be bound together as a program object)
3500         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3503
3504         // the second pretext is the mode (for example a light source)
3505         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3509
3510         // now add all the permutation pretexts
3511         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3512         {
3513                 if (permutation & (1<<i))
3514                 {
3515                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3519                 }
3520                 else
3521                 {
3522                         // keep line numbers correct
3523                         vertstrings_list[vertstrings_count++] = "\n";
3524                         geomstrings_list[geomstrings_count++] = "\n";
3525                         fragstrings_list[fragstrings_count++] = "\n";
3526                 }
3527         }
3528
3529         // now append the shader text itself
3530         vertstrings_list[vertstrings_count++] = vertexstring;
3531         geomstrings_list[geomstrings_count++] = geometrystring;
3532         fragstrings_list[fragstrings_count++] = fragmentstring;
3533
3534         // if any sources were NULL, clear the respective list
3535         if (!vertexstring)
3536                 vertstrings_count = 0;
3537         if (!geometrystring)
3538                 geomstrings_count = 0;
3539         if (!fragmentstring)
3540                 fragstrings_count = 0;
3541
3542         // compile the shader program
3543         if (vertstrings_count + geomstrings_count + fragstrings_count)
3544                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3545         if (p->program)
3546         {
3547                 CHECKGLERROR
3548                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549                 // look up all the uniform variable names we care about, so we don't
3550                 // have to look them up every time we set them
3551
3552                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3553                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3554                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3557                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3583                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3585                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3588                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3589                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3590                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3598                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3599                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3601                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3604                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3605                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3606                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3608                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3609                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3612                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3613                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3619                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3620                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3621                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3622                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3623                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3625                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3626                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3627                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632                 // initialize the samplers to refer to the texture units we use
3633                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3634                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3635                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3636                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3637                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3638                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3639                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3640                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3644                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3645                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3646                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3647                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3648                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3649                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3650                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3651                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3652                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3653                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3654                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3655                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3656                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3658                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3660                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3662                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3663                 CHECKGLERROR
3664                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665         }
3666         else
3667                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3668
3669         // free the strings
3670         if (vertexstring)
3671                 Mem_Free(vertexstring);
3672         if (geometrystring)
3673                 Mem_Free(geometrystring);
3674         if (fragmentstring)
3675                 Mem_Free(fragmentstring);
3676 }
3677
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3679 {
3680         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681         if (r_glsl_permutation != perm)
3682         {
3683                 r_glsl_permutation = perm;
3684                 if (!r_glsl_permutation->program)
3685                 {
3686                         if (!r_glsl_permutation->compiled)
3687                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3688                         if (!r_glsl_permutation->program)
3689                         {
3690                                 // remove features until we find a valid permutation
3691                                 int i;
3692                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3693                                 {
3694                                         // reduce i more quickly whenever it would not remove any bits
3695                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696                                         if (!(permutation & j))
3697                                                 continue;
3698                                         permutation -= j;
3699                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700                                         if (!r_glsl_permutation->compiled)
3701                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                                         if (r_glsl_permutation->program)
3703                                                 break;
3704                                 }
3705                                 if (i >= SHADERPERMUTATION_COUNT)
3706                                 {
3707                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         qglUseProgramObjectARB(0);CHECKGLERROR
3710                                         return; // no bit left to clear, entire mode is broken
3711                                 }
3712                         }
3713                 }
3714                 CHECKGLERROR
3715                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3716         }
3717         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3719 }
3720
3721 #ifdef SUPPORTCG
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3725 {
3726         /// hash lookup data
3727         struct r_cg_permutation_s *hashnext;
3728         unsigned int mode;
3729         unsigned int permutation;
3730
3731         /// indicates if we have tried compiling this permutation already
3732         qboolean compiled;
3733         /// 0 if compilation failed
3734         CGprogram vprogram;
3735         CGprogram fprogram;
3736         /// locations of detected parameters in programs, or NULL if not found
3737         CGparameter vp_EyePosition;
3738         CGparameter vp_FogPlane;
3739         CGparameter vp_LightDir;
3740         CGparameter vp_LightPosition;
3741         CGparameter vp_ModelToLight;
3742         CGparameter vp_TexMatrix;
3743         CGparameter vp_BackgroundTexMatrix;
3744         CGparameter vp_ModelViewProjectionMatrix;
3745         CGparameter vp_ModelViewMatrix;
3746
3747         CGparameter fp_Texture_First;
3748         CGparameter fp_Texture_Second;
3749         CGparameter fp_Texture_GammaRamps;
3750         CGparameter fp_Texture_Normal;
3751         CGparameter fp_Texture_Color;
3752         CGparameter fp_Texture_Gloss;
3753         CGparameter fp_Texture_Glow;
3754         CGparameter fp_Texture_SecondaryNormal;
3755         CGparameter fp_Texture_SecondaryColor;
3756         CGparameter fp_Texture_SecondaryGloss;
3757         CGparameter fp_Texture_SecondaryGlow;
3758         CGparameter fp_Texture_Pants;
3759         CGparameter fp_Texture_Shirt;
3760         CGparameter fp_Texture_FogMask;
3761         CGparameter fp_Texture_Lightmap;
3762         CGparameter fp_Texture_Deluxemap;
3763         CGparameter fp_Texture_Attenuation;
3764         CGparameter fp_Texture_Cube;
3765         CGparameter fp_Texture_Refraction;
3766         CGparameter fp_Texture_Reflection;
3767         CGparameter fp_Texture_ShadowMapRect;
3768         CGparameter fp_Texture_ShadowMapCube;
3769         CGparameter fp_Texture_ShadowMap2D;
3770         CGparameter fp_Texture_CubeProjection;
3771         CGparameter fp_Texture_ScreenDepth;
3772         CGparameter fp_Texture_ScreenNormalMap;
3773         CGparameter fp_Texture_ScreenDiffuse;
3774         CGparameter fp_Texture_ScreenSpecular;
3775         CGparameter fp_Texture_ReflectMask;
3776         CGparameter fp_Texture_ReflectCube;
3777         CGparameter fp_Alpha;
3778         CGparameter fp_BloomBlur_Parameters;
3779         CGparameter fp_ClientTime;
3780         CGparameter fp_Color_Ambient;
3781         CGparameter fp_Color_Diffuse;
3782         CGparameter fp_Color_Specular;
3783         CGparameter fp_Color_Glow;
3784         CGparameter fp_Color_Pants;
3785         CGparameter fp_Color_Shirt;
3786         CGparameter fp_DeferredColor_Ambient;
3787         CGparameter fp_DeferredColor_Diffuse;
3788         CGparameter fp_DeferredColor_Specular;
3789         CGparameter fp_DeferredMod_Diffuse;
3790         CGparameter fp_DeferredMod_Specular;
3791         CGparameter fp_DistortScaleRefractReflect;
3792         CGparameter fp_EyePosition;
3793         CGparameter fp_FogColor;
3794         CGparameter fp_FogHeightFade;
3795         CGparameter fp_FogPlane;
3796         CGparameter fp_FogPlaneViewDist;
3797         CGparameter fp_FogRangeRecip;
3798         CGparameter fp_LightColor;
3799         CGparameter fp_LightDir;
3800         CGparameter fp_LightPosition;
3801         CGparameter fp_OffsetMapping_Scale;
3802         CGparameter fp_PixelSize;
3803         CGparameter fp_ReflectColor;
3804         CGparameter fp_ReflectFactor;
3805         CGparameter fp_ReflectOffset;
3806         CGparameter fp_RefractColor;
3807         CGparameter fp_Saturation;
3808         CGparameter fp_ScreenCenterRefractReflect;
3809         CGparameter fp_ScreenScaleRefractReflect;
3810         CGparameter fp_ScreenToDepth;
3811         CGparameter fp_ShadowMap_Parameters;
3812         CGparameter fp_ShadowMap_TextureScale;
3813         CGparameter fp_SpecularPower;
3814         CGparameter fp_UserVec1;
3815         CGparameter fp_UserVec2;
3816         CGparameter fp_UserVec3;
3817         CGparameter fp_UserVec4;
3818         CGparameter fp_ViewTintColor;
3819         CGparameter fp_ViewToLight;
3820         CGparameter fp_PixelToScreenTexCoord;
3821         CGparameter fp_ModelToReflectCube;
3822 }
3823 r_cg_permutation_t;
3824
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3831
3832 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3833
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3835 {
3836         //unsigned int hashdepth = 0;
3837         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838         r_cg_permutation_t *p;
3839         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3840         {
3841                 if (p->mode == mode && p->permutation == permutation)
3842                 {
3843                         //if (hashdepth > 10)
3844                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3845                         return p;
3846                 }
3847                 //hashdepth++;
3848         }
3849         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3850         p->mode = mode;
3851         p->permutation = permutation;
3852         p->hashnext = r_cg_permutationhash[mode][hashindex];
3853         r_cg_permutationhash[mode][hashindex] = p;
3854         //if (hashdepth > 10)
3855         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856         return p;
3857 }
3858
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 {
3861         char *shaderstring;
3862         if (!filename || !filename[0])
3863                 return NULL;
3864         if (!strcmp(filename, "cg/default.cg"))
3865         {
3866                 if (!cgshaderstring)
3867                 {
3868                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3869                         if (cgshaderstring)
3870                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3871                         else
3872                                 cgshaderstring = (char *)builtincgshaderstring;
3873                 }
3874                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876                 return shaderstring;
3877         }
3878         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879         if (shaderstring)
3880         {
3881                 if (printfromdisknotice)
3882                         Con_DPrintf("from disk %s... ", filename);
3883                 return shaderstring;
3884         }
3885         return shaderstring;
3886 }
3887
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3889 {
3890         // TODO: load or create .fp and .vp shader files
3891 }
3892
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 {
3895         int i;
3896         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897         int vertstrings_count = 0, vertstring_length = 0;
3898         int geomstrings_count = 0, geomstring_length = 0;
3899         int fragstrings_count = 0, fragstring_length = 0;
3900         char *t;
3901         char *vertexstring, *geometrystring, *fragmentstring;
3902         char *vertstring, *geomstring, *fragstring;
3903         const char *vertstrings_list[32+3];
3904         const char *geomstrings_list[32+3];
3905         const char *fragstrings_list[32+3];
3906         char permutationname[256];
3907         char cachename[256];
3908         CGprofile vertexProfile;
3909         CGprofile fragmentProfile;
3910
3911         if (p->compiled)
3912                 return;
3913         p->compiled = true;
3914         p->vprogram = NULL;
3915         p->fprogram = NULL;
3916
3917         permutationname[0] = 0;
3918         cachename[0] = 0;
3919         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3920         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3922
3923         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924         strlcat(cachename, "cg/", sizeof(cachename));
3925
3926         // the first pretext is which type of shader to compile as
3927         // (later these will all be bound together as a program object)
3928         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3931
3932         // the second pretext is the mode (for example a light source)
3933         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937         strlcat(cachename, modeinfo->name, sizeof(cachename));
3938
3939         // now add all the permutation pretexts
3940         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3941         {
3942                 if (permutation & (1<<i))
3943                 {
3944                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3949                 }
3950                 else
3951                 {
3952                         // keep line numbers correct
3953                         vertstrings_list[vertstrings_count++] = "\n";
3954                         geomstrings_list[geomstrings_count++] = "\n";
3955                         fragstrings_list[fragstrings_count++] = "\n";
3956                 }
3957         }
3958
3959         // replace spaces in the cachename with _ characters
3960         for (i = 0;cachename[i];i++)
3961                 if (cachename[i] == ' ')
3962                         cachename[i] = '_';
3963
3964         // now append the shader text itself
3965         vertstrings_list[vertstrings_count++] = vertexstring;
3966         geomstrings_list[geomstrings_count++] = geometrystring;
3967         fragstrings_list[fragstrings_count++] = fragmentstring;
3968
3969         // if any sources were NULL, clear the respective list
3970         if (!vertexstring)
3971                 vertstrings_count = 0;
3972         if (!geometrystring)
3973                 geomstrings_count = 0;
3974         if (!fragmentstring)
3975                 fragstrings_count = 0;
3976
3977         vertstring_length = 0;
3978         for (i = 0;i < vertstrings_count;i++)
3979                 vertstring_length += strlen(vertstrings_list[i]);
3980         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3983
3984         geomstring_length = 0;
3985         for (i = 0;i < geomstrings_count;i++)
3986                 geomstring_length += strlen(geomstrings_list[i]);
3987         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3990
3991         fragstring_length = 0;
3992         for (i = 0;i < fragstrings_count;i++)
3993                 fragstring_length += strlen(fragstrings_list[i]);
3994         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3997
3998         CHECKGLERROR
3999         CHECKCGERROR
4000         //vertexProfile = CG_PROFILE_ARBVP1;
4001         //fragmentProfile = CG_PROFILE_ARBFP1;
4002         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007         CHECKGLERROR
4008
4009         // try to load the cached shader, or generate one
4010         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4011
4012         // if caching failed, do a dynamic compile for now
4013         CHECKCGERROR
4014         if (vertstring[0] && !p->vprogram)
4015                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4016         CHECKCGERROR
4017         if (fragstring[0] && !p->fprogram)
4018                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019         CHECKCGERROR
4020
4021         // look up all the uniform variable names we care about, so we don't
4022         // have to look them up every time we set them
4023         if (p->vprogram)
4024         {
4025                 CHECKCGERROR
4026                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4029                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4030                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4031                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4032                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4037                 CHECKCGERROR
4038         }
4039         if (p->fprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4045                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4075                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4077                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4090                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4091                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4093                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4096                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4097                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4098                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4100                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4104                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4105                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4112                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4113                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4114                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4115                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4119                 CHECKCGERROR
4120         }
4121
4122         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4124         else
4125                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4126
4127         // free the strings
4128         if (vertstring)
4129                 Mem_Free(vertstring);
4130         if (geomstring)
4131                 Mem_Free(geomstring);
4132         if (fragstring)
4133                 Mem_Free(fragstring);
4134         if (vertexstring)
4135                 Mem_Free(vertexstring);
4136         if (geometrystring)
4137                 Mem_Free(geometrystring);
4138         if (fragmentstring)
4139                 Mem_Free(fragmentstring);
4140 }
4141
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4143 {
4144         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145         CHECKGLERROR
4146         CHECKCGERROR
4147         if (r_cg_permutation != perm)
4148         {
4149                 r_cg_permutation = perm;
4150                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4151                 {
4152                         if (!r_cg_permutation->compiled)
4153                                 R_CG_CompilePermutation(perm, mode, permutation);
4154                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4155                         {
4156                                 // remove features until we find a valid permutation
4157                                 int i;
4158                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4159                                 {
4160                                         // reduce i more quickly whenever it would not remove any bits
4161                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162                                         if (!(permutation & j))
4163                                                 continue;
4164                                         permutation -= j;
4165                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166                                         if (!r_cg_permutation->compiled)
4167                                                 R_CG_CompilePermutation(perm, mode, permutation);
4168                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169                                                 break;
4170                                 }
4171                                 if (i >= SHADERPERMUTATION_COUNT)
4172                                 {
4173                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175                                         return; // no bit left to clear, entire mode is broken
4176                                 }
4177                         }
4178                 }
4179                 CHECKGLERROR
4180                 CHECKCGERROR
4181                 if (r_cg_permutation->vprogram)
4182                 {
4183                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4186                 }
4187                 else
4188                 {
4189                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4191                 }
4192                 if (r_cg_permutation->fprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4202                 }
4203         }
4204         CHECKCGERROR
4205         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 }
4208
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4210 {
4211         cgGLSetTextureParameter(param, R_GetTexture(tex));
4212         cgGLEnableTextureParameter(param);
4213 }
4214 #endif
4215
4216 void R_GLSL_Restart_f(void)
4217 {
4218         unsigned int i, limit;
4219         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220                 Mem_Free(glslshaderstring);
4221         glslshaderstring = NULL;
4222         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223                 Mem_Free(cgshaderstring);
4224         cgshaderstring = NULL;
4225         switch(vid.renderpath)
4226         {
4227         case RENDERPATH_GL20:
4228                 {
4229                         r_glsl_permutation_t *p;
4230                         r_glsl_permutation = NULL;
4231                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232                         for (i = 0;i < limit;i++)
4233                         {
4234                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4235                                 {
4236                                         GL_Backend_FreeProgram(p->program);
4237                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238                                 }
4239                         }
4240                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241                 }
4242                 break;
4243         case RENDERPATH_CGGL:
4244 #ifdef SUPPORTCG
4245                 {
4246                         r_cg_permutation_t *p;
4247                         r_cg_permutation = NULL;
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253                         for (i = 0;i < limit;i++)
4254                         {
4255                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256                                 {
4257                                         if (p->vprogram)
4258                                                 cgDestroyProgram(p->vprogram);
4259                                         if (p->fprogram)
4260                                                 cgDestroyProgram(p->fprogram);
4261                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262                                 }
4263                         }
4264                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4265                 }
4266                 break;
4267 #endif
4268         case RENDERPATH_GL13:
4269         case RENDERPATH_GL11:
4270                 break;
4271         }
4272 }
4273
4274 void R_GLSL_DumpShader_f(void)
4275 {
4276         int i;
4277         qfile_t *file;
4278
4279         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280         if (file)
4281         {
4282                 FS_Print(file, "/* The engine may define the following macros:\n");
4283                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284                 for (i = 0;i < SHADERMODE_COUNT;i++)
4285                         FS_Print(file, glslshadermodeinfo[i].pretext);
4286                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287                         FS_Print(file, shaderpermutationinfo[i].pretext);
4288                 FS_Print(file, "*/\n");
4289                 FS_Print(file, builtinshaderstring);
4290                 FS_Close(file);
4291                 Con_Printf("glsl/default.glsl written\n");
4292         }
4293         else
4294                 Con_Printf("failed to write to glsl/default.glsl\n");
4295
4296 #ifdef SUPPORTCG
4297         file = FS_OpenRealFile("cg/default.cg", "w", false);
4298         if (file)
4299         {
4300                 FS_Print(file, "/* The engine may define the following macros:\n");
4301                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302                 for (i = 0;i < SHADERMODE_COUNT;i++)
4303                         FS_Print(file, cgshadermodeinfo[i].pretext);
4304                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                         FS_Print(file, shaderpermutationinfo[i].pretext);
4306                 FS_Print(file, "*/\n");
4307                 FS_Print(file, builtincgshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("cg/default.cg written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to cg/default.cg\n");
4313 #endif
4314 }
4315
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 {
4318         if (!second)
4319                 texturemode = GL_MODULATE;
4320         switch (vid.renderpath)
4321         {
4322         case RENDERPATH_GL20:
4323                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4324                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4326                 break;
4327         case RENDERPATH_CGGL:
4328 #ifdef SUPPORTCG
4329                 CHECKCGERROR
4330                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4331                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 #endif
4334                 break;
4335         case RENDERPATH_GL13:
4336                 R_Mesh_TexBind(0, first );
4337                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338                 R_Mesh_TexBind(1, second);
4339                 if (second)
4340                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4341                 break;
4342         case RENDERPATH_GL11:
4343                 R_Mesh_TexBind(0, first );
4344                 break;
4345         }
4346 }
4347
4348 void R_SetupShader_DepthOrShadow(void)
4349 {
4350         switch (vid.renderpath)
4351         {
4352         case RENDERPATH_GL20:
4353                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4354                 break;
4355         case RENDERPATH_CGGL:
4356 #ifdef SUPPORTCG
4357                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 #endif
4359                 break;
4360         case RENDERPATH_GL13:
4361                 R_Mesh_TexBind(0, 0);
4362                 R_Mesh_TexBind(1, 0);
4363                 break;
4364         case RENDERPATH_GL11:
4365                 R_Mesh_TexBind(0, 0);
4366                 break;
4367         }
4368 }
4369
4370 void R_SetupShader_ShowDepth(void)
4371 {
4372         switch (vid.renderpath)
4373         {
4374         case RENDERPATH_GL20:
4375                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4376                 break;
4377         case RENDERPATH_CGGL:
4378 #ifdef SUPPORTCG
4379                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 #endif
4381                 break;
4382         case RENDERPATH_GL13:
4383                 break;
4384         case RENDERPATH_GL11:
4385                 break;
4386         }
4387 }
4388
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4414 {
4415         // select a permutation of the lighting shader appropriate to this
4416         // combination of texture, entity, light source, and fogging, only use the
4417         // minimum features necessary to avoid wasting rendering time in the
4418         // fragment shader on features that are not being used
4419         unsigned int permutation = 0;
4420         unsigned int mode = 0;
4421         float m16f[16];
4422         if (rsurfacepass == RSURFPASS_BACKGROUND)
4423         {
4424                 // distorted background
4425                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426                         mode = SHADERMODE_WATER;
4427                 else
4428                         mode = SHADERMODE_REFRACTION;
4429                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 GL_AlphaTest(false);
4436                 GL_BlendFunc(GL_ONE, GL_ZERO);
4437         }
4438         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4439         {
4440                 if (r_glsl_offsetmapping.integer)
4441                 {
4442                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443                         if (r_glsl_offsetmapping_reliefmapping.integer)
4444                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4445                 }
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4450                 // normalmap (deferred prepass), may use alpha test on diffuse
4451                 mode = SHADERMODE_DEFERREDGEOMETRY;
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4461                 else
4462                         R_Mesh_ColorPointer(NULL, 0, 0);
4463                 GL_AlphaTest(false);
4464                 GL_BlendFunc(GL_ONE, GL_ZERO);
4465         }
4466         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4467         {
4468                 if (r_glsl_offsetmapping.integer)
4469                 {
4470                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471                         if (r_glsl_offsetmapping_reliefmapping.integer)
4472                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4473                 }
4474                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476                 // light source
4477                 mode = SHADERMODE_LIGHTSOURCE;
4478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4482                 if (diffusescale > 0)
4483                         permutation |= SHADERPERMUTATION_DIFFUSE;
4484                 if (specularscale > 0)
4485                 {
4486                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487                         if (r_shadow_glossexact.integer)
4488                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4489                 }
4490                 if (r_refdef.fogenabled)
4491                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492                 if (rsurface.texture->colormapping)
4493                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4494                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4495                 {
4496                         if (r_shadow_usingshadowmaprect)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498                         if (r_shadow_usingshadowmap2d)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500                         if (r_shadow_usingshadowmapcube)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502                         else if(r_shadow_shadowmapvsdct)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4504
4505                         if (r_shadow_shadowmapsampler)
4506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507                         if (r_shadow_shadowmappcf > 1)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509                         else if (r_shadow_shadowmappcf)
4510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4511                 }
4512                 if (rsurface.texture->reflectmasktexture)
4513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4516                 {
4517                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4520                 }
4521                 else
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4526                 }
4527                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4530                 else
4531                         R_Mesh_ColorPointer(NULL, 0, 0);
4532                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4534         }
4535         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536         {
4537                 if (r_glsl_offsetmapping.integer)
4538                 {
4539                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540                         if (r_glsl_offsetmapping_reliefmapping.integer)
4541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4542                 }
4543                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545                 // unshaded geometry (fullbright or ambient model lighting)
4546                 mode = SHADERMODE_FLATCOLOR;
4547                 ambientscale = diffusescale = specularscale = 0;
4548                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549                         permutation |= SHADERPERMUTATION_GLOW;
4550                 if (r_refdef.fogenabled)
4551                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552                 if (rsurface.texture->colormapping)
4553                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555                         permutation |= SHADERPERMUTATION_REFLECTION;
4556                 if (rsurface.texture->reflectmasktexture)
4557                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4560                 {
4561                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564                 }
4565                 else
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4570                 }
4571                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4574                 else
4575                         R_Mesh_ColorPointer(NULL, 0, 0);
4576                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4578         }
4579         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4580         {
4581                 if (r_glsl_offsetmapping.integer)
4582                 {
4583                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584                         if (r_glsl_offsetmapping_reliefmapping.integer)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4586                 }
4587                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589                 // directional model lighting
4590                 mode = SHADERMODE_LIGHTDIRECTION;
4591                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592                         permutation |= SHADERPERMUTATION_GLOW;
4593                 permutation |= SHADERPERMUTATION_DIFFUSE;
4594                 if (specularscale > 0)
4595                 {
4596                         permutation |= SHADERPERMUTATION_SPECULAR;
4597                         if (r_shadow_glossexact.integer)
4598                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4599                 }
4600                 if (r_refdef.fogenabled)
4601                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602                 if (rsurface.texture->colormapping)
4603                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605                         permutation |= SHADERPERMUTATION_REFLECTION;
4606                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608                 if (rsurface.texture->reflectmasktexture)
4609                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612                 {
4613                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616                 }
4617                 else
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622                 }
4623                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624                 R_Mesh_ColorPointer(NULL, 0, 0);
4625                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4627         }
4628         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4629         {
4630                 if (r_glsl_offsetmapping.integer)
4631                 {
4632                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633                         if (r_glsl_offsetmapping_reliefmapping.integer)
4634                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4635                 }
4636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638                 // ambient model lighting
4639                 mode = SHADERMODE_LIGHTDIRECTION;
4640                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641                         permutation |= SHADERPERMUTATION_GLOW;
4642                 if (r_refdef.fogenabled)
4643                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644                 if (rsurface.texture->colormapping)
4645                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647                         permutation |= SHADERPERMUTATION_REFLECTION;
4648                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650                 if (rsurface.texture->reflectmasktexture)
4651                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654                 {
4655                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4658                 }
4659                 else
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664                 }
4665                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4669         }
4670         else
4671         {
4672                 if (r_glsl_offsetmapping.integer)
4673                 {
4674                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675                         if (r_glsl_offsetmapping_reliefmapping.integer)
4676                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4677                 }
4678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4680                 // lightmapped wall
4681                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682                         permutation |= SHADERPERMUTATION_GLOW;
4683                 if (r_refdef.fogenabled)
4684                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685                 if (rsurface.texture->colormapping)
4686                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688                         permutation |= SHADERPERMUTATION_REFLECTION;
4689                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691                 if (rsurface.texture->reflectmasktexture)
4692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4694                 {
4695                         // deluxemapping (light direction texture)
4696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4698                         else
4699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                         if (specularscale > 0)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704                                 if (r_shadow_glossexact.integer)
4705                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4706                         }
4707                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4710                         else
4711                                 R_Mesh_ColorPointer(NULL, 0, 0);
4712                 }
4713                 else if (r_glsl_deluxemapping.integer >= 2)
4714                 {
4715                         // fake deluxemapping (uniform light direction in tangentspace)
4716                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717                         permutation |= SHADERPERMUTATION_DIFFUSE;
4718                         if (specularscale > 0)
4719                         {
4720                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721                                 if (r_shadow_glossexact.integer)
4722                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4723                         }
4724                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4727                         else
4728                                 R_Mesh_ColorPointer(NULL, 0, 0);
4729                 }
4730                 else if (rsurface.uselightmaptexture)
4731                 {
4732                         // ordinary lightmapping (q1bsp, q3bsp)
4733                         mode = SHADERMODE_LIGHTMAP;
4734                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4737                         else
4738                                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 }
4740                 else
4741                 {
4742                         // ordinary vertex coloring (q3bsp)
4743                         mode = SHADERMODE_VERTEXCOLOR;
4744                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4746                 }
4747                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4749                 {
4750                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4753                 }
4754                 else
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4759                 }
4760                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762         }
4763         switch(vid.renderpath)
4764         {
4765         case RENDERPATH_GL20:
4766                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768                 if (mode == SHADERMODE_LIGHTSOURCE)
4769                 {
4770                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4774                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4775                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4776         
4777                         // additive passes are only darkened by fog, not tinted
4778                         if (r_glsl_permutation->loc_FogColor >= 0)
4779                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4781                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4782                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4783                 }
4784                 else
4785                 {
4786                         if (mode == SHADERMODE_FLATCOLOR)
4787                         {
4788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4789                         }
4790                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4791                         {
4792                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4793                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4794                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4795                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4796                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4797                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4798                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4799                         }
4800                         else
4801                         {
4802                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4803                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4804                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4805                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4806                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4807                         }
4808                         // additive passes are only darkened by fog, not tinted
4809                         if (r_glsl_permutation->loc_FogColor >= 0)
4810                         {
4811                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4813                                 else
4814                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4815                         }
4816                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4817                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4818                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4819                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4824                 }
4825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4831                 {
4832                         if (rsurface.texture->pantstexture)
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4834                         else
4835                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4836                 }
4837                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4838                 {
4839                         if (rsurface.texture->shirttexture)
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4841                         else
4842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4843                 }
4844                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
4845                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4850                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4851
4852         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4853         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4854         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4855                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4856                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4857                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4858                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4861                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4862                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4863                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4865                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4866                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4868                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4869                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4870                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4871                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4872                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4874                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4875                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4876                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4877                 if (rsurface.rtlight)
4878                 {
4879                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4880                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4881                         if (r_shadow_usingshadowmapcube)
4882                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4884                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4885                 }
4886                 CHECKGLERROR
4887                 break;
4888         case RENDERPATH_CGGL:
4889 #ifdef SUPPORTCG
4890                 R_SetupShader_SetPermutationCG(mode, permutation);
4891                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892                 if (mode == SHADERMODE_LIGHTSOURCE)
4893                 {
4894                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4896                 }
4897                 else
4898                 {
4899                         if (mode == SHADERMODE_LIGHTDIRECTION)
4900                         {
4901                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4902                         }
4903                 }
4904                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4908                 CHECKGLERROR
4909
4910                 if (mode == SHADERMODE_LIGHTSOURCE)
4911                 {
4912                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
4915                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
4916                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
4917
4918                         // additive passes are only darkened by fog, not tinted
4919                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920                         if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
4921                         if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
4922                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4923                 }
4924                 else
4925                 {
4926                         if (mode == SHADERMODE_FLATCOLOR)
4927                         {
4928                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4929                         }
4930                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4931                         {
4932                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
4933                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4934                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4935                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4936                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4937                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
4938                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4939                         }
4940                         else
4941                         {
4942                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
4943                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
4944                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4945                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4946                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4947                         }
4948                         // additive passes are only darkened by fog, not tinted
4949                         if (r_cg_permutation->fp_FogColor)
4950                         {
4951                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4953                                 else
4954                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955                                 CHECKCGERROR
4956                         }
4957                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
4958                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
4959                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
4960                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4965                 }
4966                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969                 if (r_cg_permutation->fp_Color_Pants)
4970                 {
4971                         if (rsurface.texture->pantstexture)
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4973                         else
4974                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975                         CHECKCGERROR
4976                 }
4977                 if (r_cg_permutation->fp_Color_Shirt)
4978                 {
4979                         if (rsurface.texture->shirttexture)
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4981                         else
4982                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983                         CHECKCGERROR
4984                 }
4985                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4986                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
4991                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4992
4993         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4994         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4995         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5007                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5008                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5018                 if (rsurface.rtlight)
5019                 {
5020                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5021                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5022                         if (r_shadow_usingshadowmapcube)
5023                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5025                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5026                 }
5027
5028                 CHECKGLERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032         case RENDERPATH_GL11:
5033                 break;
5034         }
5035 }
5036
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5038 {
5039         // select a permutation of the lighting shader appropriate to this
5040         // combination of texture, entity, light source, and fogging, only use the
5041         // minimum features necessary to avoid wasting rendering time in the
5042         // fragment shader on features that are not being used
5043         unsigned int permutation = 0;
5044         unsigned int mode = 0;
5045         const float *lightcolorbase = rtlight->currentcolor;
5046         float ambientscale = rtlight->ambientscale;
5047         float diffusescale = rtlight->diffusescale;
5048         float specularscale = rtlight->specularscale;
5049         // this is the location of the light in view space
5050         vec3_t viewlightorigin;
5051         // this transforms from view space (camera) to light space (cubemap)
5052         matrix4x4_t viewtolight;
5053         matrix4x4_t lighttoview;
5054         float viewtolight16f[16];
5055         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5056         // light source
5057         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058         if (rtlight->currentcubemap != r_texture_whitecube)
5059                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060         if (diffusescale > 0)
5061                 permutation |= SHADERPERMUTATION_DIFFUSE;
5062         if (specularscale > 0)
5063         {
5064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065                 if (r_shadow_glossexact.integer)
5066                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5067         }
5068         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5069         {
5070                 if (r_shadow_usingshadowmaprect)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072                 if (r_shadow_usingshadowmap2d)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074                 if (r_shadow_usingshadowmapcube)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076                 else if(r_shadow_shadowmapvsdct)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5078
5079                 if (r_shadow_shadowmapsampler)
5080                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081                 if (r_shadow_shadowmappcf > 1)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083                 else if (r_shadow_shadowmappcf)
5084                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5085         }
5086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090         switch(vid.renderpath)
5091         {
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5096                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5097                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5098                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5099                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5100                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5101                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5102                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5103                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5104
5105                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5106                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5107                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5108                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5109                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5110                 if (r_shadow_usingshadowmapcube)
5111                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5113                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5114                 break;
5115         case RENDERPATH_CGGL:
5116 #ifdef SUPPORTCG
5117                 R_SetupShader_SetPermutationCG(mode, permutation);
5118                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5121                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5122                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5123                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5124                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5125                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5127                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5128
5129                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5132                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5133                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5134                 if (r_shadow_usingshadowmapcube)
5135                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5138 #endif
5139                 break;
5140         case RENDERPATH_GL13:
5141         case RENDERPATH_GL11:
5142                 break;
5143         }
5144 }
5145
5146 #define SKINFRAME_HASH 1024
5147
5148 typedef struct
5149 {
5150         int loadsequence; // incremented each level change
5151         memexpandablearray_t array;
5152         skinframe_t *hash[SKINFRAME_HASH];
5153 }
5154 r_skinframe_t;
5155 r_skinframe_t r_skinframe;
5156
5157 void R_SkinFrame_PrepareForPurge(void)
5158 {
5159         r_skinframe.loadsequence++;
5160         // wrap it without hitting zero
5161         if (r_skinframe.loadsequence >= 200)
5162                 r_skinframe.loadsequence = 1;
5163 }
5164
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5166 {
5167         if (!skinframe)
5168                 return;
5169         // mark the skinframe as used for the purging code
5170         skinframe->loadsequence = r_skinframe.loadsequence;
5171 }
5172
5173 void R_SkinFrame_Purge(void)
5174 {
5175         int i;
5176         skinframe_t *s;
5177         for (i = 0;i < SKINFRAME_HASH;i++)
5178         {
5179                 for (s = r_skinframe.hash[i];s;s = s->next)
5180                 {
5181                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5182                         {
5183                                 if (s->merged == s->base)
5184                                         s->merged = NULL;
5185                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5187                                 R_PurgeTexture(s->merged);s->merged = NULL;
5188                                 R_PurgeTexture(s->base  );s->base   = NULL;
5189                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5190                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5191                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5192                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5193                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5194                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5195                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196                                 s->loadsequence = 0;
5197                         }
5198                 }
5199         }
5200 }
5201
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5203         skinframe_t *item;
5204         char basename[MAX_QPATH];
5205
5206         Image_StripImageExtension(name, basename, sizeof(basename));
5207
5208         if( last == NULL ) {
5209                 int hashindex;
5210                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211                 item = r_skinframe.hash[hashindex];
5212         } else {
5213                 item = last->next;
5214         }
5215
5216         // linearly search through the hash bucket
5217         for( ; item ; item = item->next ) {
5218                 if( !strcmp( item->basename, basename ) ) {
5219                         return item;
5220                 }
5221         }
5222         return NULL;
5223 }
5224
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5226 {
5227         skinframe_t *item;
5228         int hashindex;
5229         char basename[MAX_QPATH];
5230
5231         Image_StripImageExtension(name, basename, sizeof(basename));
5232
5233         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5236                         break;
5237
5238         if (!item) {
5239                 rtexture_t *dyntexture;
5240                 // check whether its a dynamic texture
5241                 dyntexture = CL_GetDynTexture( basename );
5242                 if (!add && !dyntexture)
5243                         return NULL;
5244                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245                 memset(item, 0, sizeof(*item));
5246                 strlcpy(item->basename, basename, sizeof(item->basename));
5247                 item->base = dyntexture; // either NULL or dyntexture handle
5248                 item->textureflags = textureflags;
5249                 item->comparewidth = comparewidth;
5250                 item->compareheight = compareheight;
5251                 item->comparecrc = comparecrc;
5252                 item->next = r_skinframe.hash[hashindex];
5253                 r_skinframe.hash[hashindex] = item;
5254         }
5255         else if( item->base == NULL )
5256         {
5257                 rtexture_t *dyntexture;
5258                 // check whether its a dynamic texture
5259                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5260                 dyntexture = CL_GetDynTexture( basename );
5261                 item->base = dyntexture; // either NULL or dyntexture handle
5262         }
5263
5264         R_SkinFrame_MarkUsed(item);
5265         return item;
5266 }
5267
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5269         { \
5270                 unsigned long long avgcolor[5], wsum; \
5271                 int pix, comp, w; \
5272                 avgcolor[0] = 0; \
5273                 avgcolor[1] = 0; \
5274                 avgcolor[2] = 0; \
5275                 avgcolor[3] = 0; \
5276                 avgcolor[4] = 0; \
5277                 wsum = 0; \
5278                 for(pix = 0; pix < cnt; ++pix) \
5279                 { \
5280                         w = 0; \
5281                         for(comp = 0; comp < 3; ++comp) \
5282                                 w += getpixel; \
5283                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284                         { \
5285                                 ++wsum; \
5286                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5287                                 w = getpixel; \
5288                                 for(comp = 0; comp < 3; ++comp) \
5289                                         avgcolor[comp] += getpixel * w; \
5290                                 avgcolor[3] += w; \
5291                         } \
5292                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                         avgcolor[4] += getpixel; \
5294                 } \
5295                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5296                         avgcolor[3] = 1; \
5297                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301         }
5302
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 {
5305         int j;
5306         unsigned char *pixels;
5307         unsigned char *bumppixels;
5308         unsigned char *basepixels = NULL;
5309         int basepixels_width = 0;
5310         int basepixels_height = 0;
5311         skinframe_t *skinframe;
5312         rtexture_t *ddsbase = NULL;
5313         qboolean ddshasalpha = false;
5314         float ddsavgcolor[4];
5315         char basename[MAX_QPATH];
5316
5317         if (cls.state == ca_dedicated)
5318                 return NULL;
5319
5320         // return an existing skinframe if already loaded
5321         // if loading of the first image fails, don't make a new skinframe as it
5322         // would cause all future lookups of this to be missing
5323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324         if (skinframe && skinframe->base)
5325                 return skinframe;
5326
5327         Image_StripImageExtension(name, basename, sizeof(basename));
5328
5329         // check for DDS texture file first
5330         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5331         {
5332                 basepixels = loadimagepixelsbgra(name, complain, true);
5333                 if (basepixels == NULL)
5334                         return NULL;
5335         }
5336
5337         if (developer_loading.integer)
5338                 Con_Printf("loading skin \"%s\"\n", name);
5339
5340         // we've got some pixels to store, so really allocate this new texture now
5341         if (!skinframe)
5342                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343         skinframe->stain = NULL;
5344         skinframe->merged = NULL;
5345         skinframe->base = NULL;
5346         skinframe->pants = NULL;
5347         skinframe->shirt = NULL;
5348         skinframe->nmap = NULL;
5349         skinframe->gloss = NULL;
5350         skinframe->glow = NULL;
5351         skinframe->fog = NULL;
5352         skinframe->reflect = NULL;
5353         skinframe->hasalpha = false;
5354
5355         if (ddsbase)
5356         {
5357                 skinframe->base = ddsbase;
5358                 skinframe->hasalpha = ddshasalpha;
5359                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360                 if (r_loadfog && skinframe->hasalpha)
5361                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5363         }
5364         else
5365         {
5366                 basepixels_width = image_width;
5367                 basepixels_height = image_height;
5368                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5369                 if (textureflags & TEXF_ALPHA)
5370                 {
5371                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5372                         {
5373                                 if (basepixels[j] < 255)
5374                                 {
5375                                         skinframe->hasalpha = true;
5376                                         break;
5377                                 }
5378                         }
5379                         if (r_loadfog && skinframe->hasalpha)
5380                         {
5381                                 // has transparent pixels
5382                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5384                                 {
5385                                         pixels[j+0] = 255;
5386                                         pixels[j+1] = 255;
5387                                         pixels[j+2] = 255;
5388                                         pixels[j+3] = basepixels[j+3];
5389                                 }
5390                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5391                                 Mem_Free(pixels);
5392                         }
5393                 }
5394                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5400         }
5401
5402         if (r_loaddds)
5403         {
5404                 if (r_loadnormalmap)
5405                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 if (r_loadgloss)
5408                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412         }
5413
5414         // _norm is the name used by tenebrae and has been adopted as standard
5415         if (r_loadnormalmap && skinframe->nmap == NULL)
5416         {
5417                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5418                 {
5419                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5420                         Mem_Free(pixels);
5421                         pixels = NULL;
5422                 }
5423                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5424                 {
5425                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5428                         Mem_Free(pixels);
5429                         Mem_Free(bumppixels);
5430                 }
5431                 else if (r_shadow_bumpscale_basetexture.value > 0)
5432                 {
5433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5436                         Mem_Free(pixels);
5437                 }
5438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440         }
5441
5442         // _luma is supported only for tenebrae compatibility
5443         // _glow is the preferred name
5444         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5445         {
5446                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449                 Mem_Free(pixels);pixels = NULL;
5450         }
5451
5452         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5453         {
5454                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5455                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5457                 Mem_Free(pixels);
5458                 pixels = NULL;
5459         }
5460
5461         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5462         {
5463                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5464                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5466                 Mem_Free(pixels);
5467                 pixels = NULL;
5468         }
5469
5470         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5471         {
5472                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5475                 Mem_Free(pixels);
5476                 pixels = NULL;
5477         }
5478
5479         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5480         {
5481                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5484                 Mem_Free(pixels);
5485                 pixels = NULL;
5486         }
5487
5488         if (basepixels)
5489                 Mem_Free(basepixels);
5490
5491         return skinframe;
5492 }
5493
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 {
5497         int i;
5498         unsigned char *temp1, *temp2;
5499         skinframe_t *skinframe;
5500
5501         if (cls.state == ca_dedicated)
5502                 return NULL;
5503
5504         // if already loaded just return it, otherwise make a new skinframe
5505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506         if (skinframe && skinframe->base)
5507                 return skinframe;
5508
5509         skinframe->stain = NULL;
5510         skinframe->merged = NULL;
5511         skinframe->base = NULL;
5512         skinframe->pants = NULL;
5513         skinframe->shirt = NULL;
5514         skinframe->nmap = NULL;
5515         skinframe->gloss = NULL;
5516         skinframe->glow = NULL;
5517         skinframe->fog = NULL;
5518         skinframe->reflect = NULL;
5519         skinframe->hasalpha = false;
5520
5521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5522         if (!skindata)
5523                 return NULL;
5524
5525         if (developer_loading.integer)
5526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5527
5528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5529         {
5530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531                 temp2 = temp1 + width * height * 4;
5532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534                 Mem_Free(temp1);
5535         }
5536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537         if (textureflags & TEXF_ALPHA)
5538         {
5539                 for (i = 3;i < width * height * 4;i += 4)
5540                 {
5541                         if (skindata[i] < 255)
5542                         {
5543                                 skinframe->hasalpha = true;
5544                                 break;
5545                         }
5546                 }
5547                 if (r_loadfog && skinframe->hasalpha)
5548                 {
5549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550                         memcpy(fogpixels, skindata, width * height * 4);
5551                         for (i = 0;i < width * height * 4;i += 4)
5552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554                         Mem_Free(fogpixels);
5555                 }
5556         }
5557
5558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5560
5561         return skinframe;
5562 }
5563
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5565 {
5566         int i;
5567         int featuresmask;
5568         skinframe_t *skinframe;
5569
5570         if (cls.state == ca_dedicated)
5571                 return NULL;
5572
5573         // if already loaded just return it, otherwise make a new skinframe
5574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575         if (skinframe && skinframe->base)
5576                 return skinframe;
5577
5578         skinframe->stain = NULL;
5579         skinframe->merged = NULL;
5580         skinframe->base = NULL;
5581         skinframe->pants = NULL;
5582         skinframe->shirt = NULL;
5583         skinframe->nmap = NULL;
5584         skinframe->gloss = NULL;
5585         skinframe->glow = NULL;
5586         skinframe->fog = NULL;
5587         skinframe->reflect = NULL;
5588         skinframe->hasalpha = false;
5589
5590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5591         if (!skindata)
5592                 return NULL;
5593
5594         if (developer_loading.integer)
5595                 Con_Printf("loading quake skin \"%s\"\n", name);
5596
5597         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5598         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599         memcpy(skinframe->qpixels, skindata, width*height);
5600         skinframe->qwidth = width;
5601         skinframe->qheight = height;
5602
5603         featuresmask = 0;
5604         for (i = 0;i < width * height;i++)
5605                 featuresmask |= palette_featureflags[skindata[i]];
5606
5607         skinframe->hasalpha = false;
5608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610         skinframe->qgeneratemerged = true;
5611         skinframe->qgeneratebase = skinframe->qhascolormapping;
5612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5613
5614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5616
5617         return skinframe;
5618 }
5619
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5621 {
5622         int width;
5623         int height;
5624         unsigned char *skindata;
5625
5626         if (!skinframe->qpixels)
5627                 return;
5628
5629         if (!skinframe->qhascolormapping)
5630                 colormapped = false;
5631
5632         if (colormapped)
5633         {
5634                 if (!skinframe->qgeneratebase)
5635                         return;
5636         }
5637         else
5638         {
5639                 if (!skinframe->qgeneratemerged)
5640                         return;
5641         }
5642
5643         width = skinframe->qwidth;
5644         height = skinframe->qheight;
5645         skindata = skinframe->qpixels;
5646
5647         if (skinframe->qgeneratenmap)
5648         {
5649                 unsigned char *temp1, *temp2;
5650                 skinframe->qgeneratenmap = false;
5651                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652                 temp2 = temp1 + width * height * 4;
5653                 // use either a custom palette or the quake palette
5654                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5657                 Mem_Free(temp1);
5658         }
5659
5660         if (skinframe->qgenerateglow)
5661         {
5662                 skinframe->qgenerateglow = false;
5663                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5664         }
5665
5666         if (colormapped)
5667         {
5668                 skinframe->qgeneratebase = false;
5669                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5670                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5672         }
5673         else
5674         {
5675                 skinframe->qgeneratemerged = false;
5676                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677         }
5678
5679         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5680         {
5681                 Mem_Free(skinframe->qpixels);
5682                 skinframe->qpixels = NULL;
5683         }
5684 }
5685
5686 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5687 {
5688         int i;
5689         skinframe_t *skinframe;
5690
5691         if (cls.state == ca_dedicated)
5692                 return NULL;
5693
5694         // if already loaded just return it, otherwise make a new skinframe
5695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696         if (skinframe && skinframe->base)
5697                 return skinframe;
5698
5699         skinframe->stain = NULL;
5700         skinframe->merged = NULL;
5701         skinframe->base = NULL;
5702         skinframe->pants = NULL;
5703         skinframe->shirt = NULL;
5704         skinframe->nmap = NULL;
5705         skinframe->gloss = NULL;
5706         skinframe->glow = NULL;
5707         skinframe->fog = NULL;
5708         skinframe->reflect = NULL;
5709         skinframe->hasalpha = false;
5710
5711         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5712         if (!skindata)
5713                 return NULL;
5714
5715         if (developer_loading.integer)
5716                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5717
5718         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719         if (textureflags & TEXF_ALPHA)
5720         {
5721                 for (i = 0;i < width * height;i++)
5722                 {
5723                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5724                         {
5725                                 skinframe->hasalpha = true;
5726                                 break;
5727                         }
5728                 }
5729                 if (r_loadfog && skinframe->hasalpha)
5730                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731         }
5732
5733         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5735
5736         return skinframe;
5737 }
5738
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5740 {
5741         skinframe_t *skinframe;
5742
5743         if (cls.state == ca_dedicated)
5744                 return NULL;
5745
5746         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747         skinframe->stain = NULL;
5748         skinframe->merged = NULL;
5749         skinframe->base = NULL;
5750         skinframe->pants = NULL;
5751         skinframe->shirt = NULL;
5752         skinframe->nmap = NULL;
5753         skinframe->gloss = NULL;
5754         skinframe->glow = NULL;
5755         skinframe->fog = NULL;
5756         skinframe->reflect = NULL;
5757         skinframe->hasalpha = false;
5758
5759         skinframe->avgcolor[0] = rand() / RAND_MAX;
5760         skinframe->avgcolor[1] = rand() / RAND_MAX;
5761         skinframe->avgcolor[2] = rand() / RAND_MAX;
5762         skinframe->avgcolor[3] = 1;
5763
5764         return skinframe;
5765 }
5766
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5769 {
5770         char *suffix;
5771         qboolean flipx, flipy, flipdiagonal;
5772 }
5773 suffixinfo_t;
5774 static suffixinfo_t suffix[3][6] =
5775 {
5776         {
5777                 {"px",   false, false, false},
5778                 {"nx",   false, false, false},
5779                 {"py",   false, false, false},
5780                 {"ny",   false, false, false},
5781                 {"pz",   false, false, false},
5782                 {"nz",   false, false, false}
5783         },
5784         {
5785                 {"posx", false, false, false},
5786                 {"negx", false, false, false},
5787                 {"posy", false, false, false},
5788                 {"negy", false, false, false},
5789                 {"posz", false, false, false},
5790                 {"negz", false, false, false}
5791         },
5792         {
5793                 {"rt",    true, false,  true},
5794                 {"lf",   false,  true,  true},
5795                 {"ft",    true,  true, false},
5796                 {"bk",   false, false, false},
5797                 {"up",    true, false,  true},
5798                 {"dn",    true, false,  true}
5799         }
5800 };
5801
5802 static int componentorder[4] = {0, 1, 2, 3};
5803
5804 rtexture_t *R_LoadCubemap(const char *basename)
5805 {
5806         int i, j, cubemapsize;
5807         unsigned char *cubemappixels, *image_buffer;
5808         rtexture_t *cubemaptexture;
5809         char name[256];
5810         // must start 0 so the first loadimagepixels has no requested width/height
5811         cubemapsize = 0;
5812         cubemappixels = NULL;
5813         cubemaptexture = NULL;
5814         // keep trying different suffix groups (posx, px, rt) until one loads
5815         for (j = 0;j < 3 && !cubemappixels;j++)
5816         {
5817                 // load the 6 images in the suffix group
5818                 for (i = 0;i < 6;i++)
5819                 {
5820                         // generate an image name based on the base and and suffix
5821                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5822                         // load it
5823                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5824                         {
5825                                 // an image loaded, make sure width and height are equal
5826                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5827                                 {
5828                                         // if this is the first image to load successfully, allocate the cubemap memory
5829                                         if (!cubemappixels && image_width >= 1)
5830                                         {
5831                                                 cubemapsize = image_width;
5832                                                 // note this clears to black, so unavailable sides are black
5833                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5834                                         }
5835                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5836                                         if (cubemappixels)
5837                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5838                                 }
5839                                 else
5840                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5841                                 // free the image
5842                                 Mem_Free(image_buffer);
5843                         }
5844                 }
5845         }
5846         // if a cubemap loaded, upload it
5847         if (cubemappixels)
5848         {
5849                 if (developer_loading.integer)
5850                         Con_Printf("loading cubemap \"%s\"\n", basename);
5851
5852                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853                 Mem_Free(cubemappixels);
5854         }
5855         else
5856         {
5857                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858                 if (developer_loading.integer)
5859                 {
5860                         Con_Printf("(tried tried images ");
5861                         for (j = 0;j < 3;j++)
5862                                 for (i = 0;i < 6;i++)
5863                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864                         Con_Print(" and was unable to find any of them).\n");
5865                 }
5866         }
5867         return cubemaptexture;
5868 }
5869
5870 rtexture_t *R_GetCubemap(const char *basename)
5871 {
5872         int i;
5873         for (i = 0;i < r_texture_numcubemaps;i++)
5874                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876         if (i >= MAX_CUBEMAPS)
5877                 return r_texture_whitecube;
5878         r_texture_numcubemaps++;
5879         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881         return r_texture_cubemaps[i].texture;
5882 }
5883
5884 void R_FreeCubemaps(void)
5885 {
5886         int i;
5887         for (i = 0;i < r_texture_numcubemaps;i++)
5888         {
5889                 if (developer_loading.integer)
5890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891                 if (r_texture_cubemaps[i].texture)
5892                         R_FreeTexture(r_texture_cubemaps[i].texture);
5893         }
5894         r_texture_numcubemaps = 0;
5895 }
5896
5897 void R_Main_FreeViewCache(void)
5898 {
5899         if (r_refdef.viewcache.entityvisible)
5900                 Mem_Free(r_refdef.viewcache.entityvisible);
5901         if (r_refdef.viewcache.world_pvsbits)
5902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903         if (r_refdef.viewcache.world_leafvisible)
5904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905         if (r_refdef.viewcache.world_surfacevisible)
5906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 }
5909
5910 void R_Main_ResizeViewCache(void)
5911 {
5912         int numentities = r_refdef.scene.numentities;
5913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917         if (r_refdef.viewcache.maxentities < numentities)
5918         {
5919                 r_refdef.viewcache.maxentities = numentities;
5920                 if (r_refdef.viewcache.entityvisible)
5921                         Mem_Free(r_refdef.viewcache.entityvisible);
5922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5923         }
5924         if (r_refdef.viewcache.world_numclusters != numclusters)
5925         {
5926                 r_refdef.viewcache.world_numclusters = numclusters;
5927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928                 if (r_refdef.viewcache.world_pvsbits)
5929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5931         }
5932         if (r_refdef.viewcache.world_numleafs != numleafs)
5933         {
5934                 r_refdef.viewcache.world_numleafs = numleafs;
5935                 if (r_refdef.viewcache.world_leafvisible)
5936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5938         }
5939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5940         {
5941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942                 if (r_refdef.viewcache.world_surfacevisible)
5943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5945         }
5946 }
5947
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5950 {
5951         loadingscreentexture = NULL;
5952         r_texture_blanknormalmap = NULL;
5953         r_texture_white = NULL;
5954         r_texture_grey128 = NULL;
5955         r_texture_black = NULL;
5956         r_texture_whitecube = NULL;
5957         r_texture_normalizationcube = NULL;
5958         r_texture_fogattenuation = NULL;
5959         r_texture_gammaramps = NULL;
5960         r_texture_numcubemaps = 0;
5961
5962         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5964
5965         switch(vid.renderpath)
5966         {
5967         case RENDERPATH_GL20:
5968         case RENDERPATH_CGGL:
5969                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970                 Cvar_SetValueQuick(&gl_combine, 1);
5971                 Cvar_SetValueQuick(&r_glsl, 1);
5972                 r_loadnormalmap = true;
5973                 r_loadgloss = true;
5974                 r_loadfog = false;
5975                 break;
5976         case RENDERPATH_GL13:
5977                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978                 Cvar_SetValueQuick(&gl_combine, 1);
5979                 Cvar_SetValueQuick(&r_glsl, 0);
5980                 r_loadnormalmap = false;
5981                 r_loadgloss = false;
5982                 r_loadfog = true;
5983                 break;
5984         case RENDERPATH_GL11:
5985                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986                 Cvar_SetValueQuick(&gl_combine, 0);
5987                 Cvar_SetValueQuick(&r_glsl, 0);
5988                 r_loadnormalmap = false;
5989                 r_loadgloss = false;
5990                 r_loadfog = true;
5991                 break;
5992         }
5993
5994         R_AnimCache_Free();
5995         R_FrameData_Reset();
5996
5997         r_numqueries = 0;
5998         r_maxqueries = 0;
5999         memset(r_queries, 0, sizeof(r_queries));
6000
6001         r_qwskincache = NULL;
6002         r_qwskincache_size = 0;
6003
6004         // set up r_skinframe loading system for textures
6005         memset(&r_skinframe, 0, sizeof(r_skinframe));
6006         r_skinframe.loadsequence = 1;
6007         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6008
6009         r_main_texturepool = R_AllocTexturePool();
6010         R_BuildBlankTextures();
6011         R_BuildNoTexture();
6012         if (vid.support.arb_texture_cube_map)
6013         {
6014                 R_BuildWhiteCube();
6015                 R_BuildNormalizationCube();
6016         }
6017         r_texture_fogattenuation = NULL;
6018         r_texture_gammaramps = NULL;
6019         //r_texture_fogintensity = NULL;
6020         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021         memset(&r_waterstate, 0, sizeof(r_waterstate));
6022         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024         glslshaderstring = NULL;
6025 #ifdef SUPPORTCG
6026         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028         cgshaderstring = NULL;
6029 #endif
6030         memset(&r_svbsp, 0, sizeof (r_svbsp));
6031
6032         r_refdef.fogmasktable_density = 0;
6033 }
6034
6035 void gl_main_shutdown(void)
6036 {
6037         R_AnimCache_Free();
6038         R_FrameData_Reset();
6039
6040         R_Main_FreeViewCache();
6041
6042         if (r_maxqueries)
6043                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6044
6045         r_numqueries = 0;
6046         r_maxqueries = 0;
6047         memset(r_queries, 0, sizeof(r_queries));
6048
6049         r_qwskincache = NULL;
6050         r_qwskincache_size = 0;
6051
6052         // clear out the r_skinframe state
6053         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054         memset(&r_skinframe, 0, sizeof(r_skinframe));
6055
6056         if (r_svbsp.nodes)
6057                 Mem_Free(r_svbsp.nodes);
6058         memset(&r_svbsp, 0, sizeof (r_svbsp));
6059         R_FreeTexturePool(&r_main_texturepool);
6060         loadingscreentexture = NULL;
6061         r_texture_blanknormalmap = NULL;
6062         r_texture_white = NULL;
6063         r_texture_grey128 = NULL;
6064         r_texture_black = NULL;
6065         r_texture_whitecube = NULL;
6066         r_texture_normalizationcube = NULL;
6067         r_texture_fogattenuation = NULL;
6068         r_texture_gammaramps = NULL;
6069         r_texture_numcubemaps = 0;
6070         //r_texture_fogintensity = NULL;
6071         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072         memset(&r_waterstate, 0, sizeof(r_waterstate));
6073         R_GLSL_Restart_f();
6074 }
6075
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6078 {
6079         // FIXME: move this code to client
6080         int l;
6081         char *entities, entname[MAX_QPATH];
6082         if (r_qwskincache)
6083                 Mem_Free(r_qwskincache);
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086         if (cl.worldmodel)
6087         {
6088                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089                 l = (int)strlen(entname) - 4;
6090                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6091                 {
6092                         memcpy(entname + l, ".ent", 5);
6093                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6094                         {
6095                                 CL_ParseEntityLump(entities);
6096                                 Mem_Free(entities);
6097                                 return;
6098                         }
6099                 }
6100                 if (cl.worldmodel->brush.entities)
6101                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6102         }
6103         R_Main_FreeViewCache();
6104
6105         R_FrameData_Reset();
6106 }
6107
6108 void GL_Main_Init(void)
6109 {
6110         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6111
6112         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115         if (gamemode == GAME_NEHAHRA)
6116         {
6117                 Cvar_RegisterVariable (&gl_fogenable);
6118                 Cvar_RegisterVariable (&gl_fogdensity);
6119                 Cvar_RegisterVariable (&gl_fogred);
6120                 Cvar_RegisterVariable (&gl_foggreen);
6121                 Cvar_RegisterVariable (&gl_fogblue);
6122                 Cvar_RegisterVariable (&gl_fogstart);
6123                 Cvar_RegisterVariable (&gl_fogend);
6124                 Cvar_RegisterVariable (&gl_skyclip);
6125         }
6126         Cvar_RegisterVariable(&r_motionblur);
6127         Cvar_RegisterVariable(&r_motionblur_maxblur);
6128         Cvar_RegisterVariable(&r_motionblur_bmin);
6129         Cvar_RegisterVariable(&r_motionblur_vmin);
6130         Cvar_RegisterVariable(&r_motionblur_vmax);
6131         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132         Cvar_RegisterVariable(&r_motionblur_randomize);
6133         Cvar_RegisterVariable(&r_damageblur);
6134         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136         Cvar_RegisterVariable(&r_equalize_entities_by);
6137         Cvar_RegisterVariable(&r_equalize_entities_to);
6138         Cvar_RegisterVariable(&r_depthfirst);
6139         Cvar_RegisterVariable(&r_useinfinitefarclip);
6140         Cvar_RegisterVariable(&r_farclip_base);
6141         Cvar_RegisterVariable(&r_farclip_world);
6142         Cvar_RegisterVariable(&r_nearclip);
6143         Cvar_RegisterVariable(&r_showbboxes);
6144         Cvar_RegisterVariable(&r_showsurfaces);
6145         Cvar_RegisterVariable(&r_showtris);
6146         Cvar_RegisterVariable(&r_shownormals);
6147         Cvar_RegisterVariable(&r_showlighting);
6148         Cvar_RegisterVariable(&r_showshadowvolumes);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes);
6150         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152         Cvar_RegisterVariable(&r_showdisabledepthtest);
6153         Cvar_RegisterVariable(&r_drawportals);
6154         Cvar_RegisterVariable(&r_drawentities);
6155         Cvar_RegisterVariable(&r_cullentities_trace);
6156         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160         Cvar_RegisterVariable(&r_drawviewmodel);
6161         Cvar_RegisterVariable(&r_speeds);
6162         Cvar_RegisterVariable(&r_fullbrights);
6163         Cvar_RegisterVariable(&r_wateralpha);
6164         Cvar_RegisterVariable(&r_dynamic);
6165         Cvar_RegisterVariable(&r_fullbright);
6166         Cvar_RegisterVariable(&r_shadows);
6167         Cvar_RegisterVariable(&r_shadows_darken);
6168         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170         Cvar_RegisterVariable(&r_shadows_throwdistance);
6171         Cvar_RegisterVariable(&r_shadows_throwdirection);
6172         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177         Cvar_RegisterVariable(&r_fog_exp2);
6178         Cvar_RegisterVariable(&r_drawfog);
6179         Cvar_RegisterVariable(&r_transparentdepthmasking);
6180         Cvar_RegisterVariable(&r_texture_dds_load);
6181         Cvar_RegisterVariable(&r_texture_dds_save);
6182         Cvar_RegisterVariable(&r_textureunits);
6183         Cvar_RegisterVariable(&gl_combine);
6184         Cvar_RegisterVariable(&r_glsl);
6185         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189         Cvar_RegisterVariable(&r_glsl_postprocess);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194         Cvar_RegisterVariable(&r_water);
6195         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196         Cvar_RegisterVariable(&r_water_clippingplanebias);
6197         Cvar_RegisterVariable(&r_water_refractdistort);
6198         Cvar_RegisterVariable(&r_water_reflectdistort);
6199         Cvar_RegisterVariable(&r_lerpsprites);
6200         Cvar_RegisterVariable(&r_lerpmodels);
6201         Cvar_RegisterVariable(&r_lerplightstyles);
6202         Cvar_RegisterVariable(&r_waterscroll);
6203         Cvar_RegisterVariable(&r_bloom);
6204         Cvar_RegisterVariable(&r_bloom_colorscale);
6205         Cvar_RegisterVariable(&r_bloom_brighten);
6206         Cvar_RegisterVariable(&r_bloom_blur);
6207         Cvar_RegisterVariable(&r_bloom_resolution);
6208         Cvar_RegisterVariable(&r_bloom_colorexponent);
6209         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210         Cvar_RegisterVariable(&r_hdr);
6211         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212         Cvar_RegisterVariable(&r_hdr_glowintensity);
6213         Cvar_RegisterVariable(&r_hdr_range);
6214         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215         Cvar_RegisterVariable(&developer_texturelogging);
6216         Cvar_RegisterVariable(&gl_lightmaps);
6217         Cvar_RegisterVariable(&r_test);
6218         Cvar_RegisterVariable(&r_batchmode);
6219         Cvar_RegisterVariable(&r_glsl_saturation);
6220         Cvar_RegisterVariable(&r_framedatasize);
6221         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222                 Cvar_SetValue("r_fullbrights", 0);
6223         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6224
6225         Cvar_RegisterVariable(&r_track_sprites);
6226         Cvar_RegisterVariable(&r_track_sprites_flags);
6227         Cvar_RegisterVariable(&r_track_sprites_scalew);
6228         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 }
6232
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6246
6247 void Render_Init(void)
6248 {
6249         gl_backend_init();
6250         R_Textures_Init();
6251         GL_Main_Init();
6252         Font_Init();
6253         GL_Draw_Init();
6254         R_Shadow_Init();
6255         R_Sky_Init();
6256         GL_Surf_Init();
6257         Sbar_Init();
6258         R_Particles_Init();
6259         R_Explosion_Init();
6260         R_LightningBeams_Init();
6261         Mod_RenderInit();
6262 }
6263
6264 /*
6265 ===============
6266 GL_Init
6267 ===============
6268 */
6269 extern char *ENGINE_EXTENSIONS;
6270 void GL_Init (void)
6271 {
6272         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274         gl_version = (const char *)qglGetString(GL_VERSION);
6275         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6276
6277         if (!gl_extensions)
6278                 gl_extensions = "";
6279         if (!gl_platformextensions)
6280                 gl_platformextensions = "";
6281
6282         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284         Con_Printf("GL_VERSION: %s\n", gl_version);
6285         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6287
6288         VID_CheckExtensions();
6289
6290         // LordHavoc: report supported extensions
6291         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6292
6293         // clear to black (loading plaque will be seen over this)
6294         CHECKGLERROR
6295         qglClearColor(0,0,0,1);CHECKGLERROR
6296         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 }
6298
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6300 {
6301         int i;
6302         mplane_t *p;
6303         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6304         {
6305                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306                 if (i == 4)
6307                         continue;
6308                 p = r_refdef.view.frustum + i;
6309                 switch(p->signbits)
6310                 {
6311                 default:
6312                 case 0:
6313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6314                                 return true;
6315                         break;
6316                 case 1:
6317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6318                                 return true;
6319                         break;
6320                 case 2:
6321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6322                                 return true;
6323                         break;
6324                 case 3:
6325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6326                                 return true;
6327                         break;
6328                 case 4:
6329                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6330                                 return true;
6331                         break;
6332                 case 5:
6333                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6334                                 return true;
6335                         break;
6336                 case 6:
6337                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6338                                 return true;
6339                         break;
6340                 case 7:
6341                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6342                                 return true;
6343                         break;
6344                 }
6345         }
6346         return false;
6347 }
6348
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6350 {
6351         int i;
6352         const mplane_t *p;
6353         for (i = 0;i < numplanes;i++)
6354         {
6355                 p = planes + i;
6356                 switch(p->signbits)
6357                 {
6358                 default:
6359                 case 0:
6360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6361                                 return true;
6362                         break;
6363                 case 1:
6364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6365                                 return true;
6366                         break;
6367                 case 2:
6368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6369                                 return true;
6370                         break;
6371                 case 3:
6372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6373                                 return true;
6374                         break;
6375                 case 4:
6376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6377                                 return true;
6378                         break;
6379                 case 5:
6380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6381                                 return true;
6382                         break;
6383                 case 6:
6384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6385                                 return true;
6386                         break;
6387                 case 7:
6388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6389                                 return true;
6390                         break;
6391                 }
6392         }
6393         return false;
6394 }
6395
6396 //==================================================================================
6397
6398 // LordHavoc: this stores temporary data used within the same frame
6399
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6404
6405 void R_FrameData_Reset(void)
6406 {
6407         if (r_framedata_base)
6408                 Mem_Free(r_framedata_base);
6409         r_framedata_base = NULL;
6410         r_framedata_size = 0;
6411         r_framedata_current = 0;
6412         r_framedata_failed = false;
6413 }
6414
6415 void R_FrameData_NewFrame(void)
6416 {
6417         size_t wantedsize;
6418         if (r_framedata_failed)
6419                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422         if (r_framedata_size != wantedsize)
6423         {
6424                 r_framedata_size = wantedsize;
6425                 if (r_framedata_base)
6426                         Mem_Free(r_framedata_base);
6427                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6428         }
6429         r_framedata_current = 0;
6430         r_framedata_failed = false;
6431 }
6432
6433 void *R_FrameData_Alloc(size_t size)
6434 {
6435         void *data;
6436
6437         // align to 16 byte boundary
6438         size = (size + 15) & ~15;
6439         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440         r_framedata_current += size;
6441
6442         // check overflow
6443         if (r_framedata_current > r_framedata_size)
6444                 r_framedata_failed = true;
6445
6446         // return NULL on everything after a failure
6447         if (r_framedata_failed)
6448                 return NULL;
6449
6450         return data;
6451 }
6452
6453 void *R_FrameData_Store(size_t size, void *data)
6454 {
6455         void *d = R_FrameData_Alloc(size);
6456         if (d)
6457                 memcpy(d, data, size);
6458         return d;
6459 }
6460
6461 //==================================================================================
6462
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6464
6465 /**
6466  * Animation cache prevents re-generating mesh data for an animated model
6467  * multiple times in one frame for lighting, shadowing, reflections, etc.
6468  */
6469
6470 void R_AnimCache_Free(void)
6471 {
6472 }
6473
6474 void R_AnimCache_ClearCache(void)
6475 {
6476         int i;
6477         entity_render_t *ent;
6478
6479         for (i = 0;i < r_refdef.scene.numentities;i++)
6480         {
6481                 ent = r_refdef.scene.entities[i];
6482                 ent->animcache_vertex3f = NULL;
6483                 ent->animcache_normal3f = NULL;
6484                 ent->animcache_svector3f = NULL;
6485                 ent->animcache_tvector3f = NULL;
6486         }
6487 }
6488
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6490 {
6491         dp_model_t *model = ent->model;
6492         int numvertices;
6493         // see if it's already cached this frame
6494         if (ent->animcache_vertex3f)
6495         {
6496                 // add normals/tangents if needed
6497                 if (wantnormals || wanttangents)
6498                 {
6499                         if (ent->animcache_normal3f)
6500                                 wantnormals = false;
6501                         if (ent->animcache_svector3f)
6502                                 wanttangents = false;
6503                         if (wantnormals || wanttangents)
6504                         {
6505                                 numvertices = model->surfmesh.num_vertices;
6506                                 if (wantnormals)
6507                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508                                 if (wanttangents)
6509                                 {
6510                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6512                                 }
6513                                 if (!r_framedata_failed)
6514                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6515                         }
6516                 }
6517         }
6518         else
6519         {
6520                 // see if this ent is worth caching
6521                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6522                         return false;
6523                 // get some memory for this entity and generate mesh data
6524                 numvertices = model->surfmesh.num_vertices;
6525                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wantnormals)
6527                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528                 if (wanttangents)
6529                 {
6530                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6532                 }
6533                 if (!r_framedata_failed)
6534                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6535         }
6536         return !r_framedata_failed;
6537 }
6538
6539 void R_AnimCache_CacheVisibleEntities(void)
6540 {
6541         int i;
6542         qboolean wantnormals = !r_showsurfaces.integer;
6543         qboolean wanttangents = !r_showsurfaces.integer;
6544
6545         switch(vid.renderpath)
6546         {
6547         case RENDERPATH_GL20:
6548         case RENDERPATH_CGGL:
6549                 break;
6550         case RENDERPATH_GL13:
6551         case RENDERPATH_GL11:
6552                 wanttangents = false;
6553                 break;
6554         }
6555
6556         // TODO: thread this
6557         // NOTE: R_PrepareRTLights() also caches entities
6558
6559         for (i = 0;i < r_refdef.scene.numentities;i++)
6560                 if (r_refdef.viewcache.entityvisible[i])
6561                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6562
6563         if (r_shadows.integer)
6564                 for (i = 0;i < r_refdef.scene.numentities;i++)
6565                         if (!r_refdef.viewcache.entityvisible[i])
6566                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 }
6568
6569 //==================================================================================
6570
6571 static void R_View_UpdateEntityLighting (void)
6572 {
6573         int i;
6574         entity_render_t *ent;
6575         vec3_t tempdiffusenormal, avg;
6576         vec_t f, fa, fd, fdd;
6577
6578         for (i = 0;i < r_refdef.scene.numentities;i++)
6579         {
6580                 ent = r_refdef.scene.entities[i];
6581
6582                 // skip unseen models
6583                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6584                         continue;
6585
6586                 // skip bsp models
6587                 if (ent->model && ent->model->brush.num_leafs)
6588                 {
6589                         // TODO: use modellight for r_ambient settings on world?
6590                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6591                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6593                         continue;
6594                 }
6595
6596                 // fetch the lighting from the worldmodel data
6597                 VectorClear(ent->modellight_ambient);
6598                 VectorClear(ent->modellight_diffuse);
6599                 VectorClear(tempdiffusenormal);
6600                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601                 {
6602                         vec3_t org;
6603                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605                         if(ent->flags & RENDER_EQUALIZE)
6606                         {
6607                                 // first fix up ambient lighting...
6608                                 if(r_equalize_entities_minambient.value > 0)
6609                                 {
6610                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611                                         if(fd > 0)
6612                                         {
6613                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614                                                 if(fa < r_equalize_entities_minambient.value * fd)
6615                                                 {
6616                                                         // solve:
6617                                                         //   fa'/fd' = minambient
6618                                                         //   fa'+0.25*fd' = fa+0.25*fd
6619                                                         //   ...
6620                                                         //   fa' = fd' * minambient
6621                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6622                                                         //   ...
6623                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6625                                                         //   ...
6626                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6628                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6630                                                 }
6631                                         }
6632                                 }
6633
6634                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6635                                 {
6636                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638                                         if(f > 0)
6639                                         {
6640                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6643                                         }
6644                                 }
6645                         }
6646                 }
6647                 else // highly rare
6648                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6649
6650                 // move the light direction into modelspace coordinates for lighting code
6651                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652                 if(VectorLength2(ent->modellight_lightdir) == 0)
6653                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654                 VectorNormalize(ent->modellight_lightdir);
6655         }
6656 }
6657
6658 #define MAX_LINEOFSIGHTTRACES 64
6659
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 {
6662         int i;
6663         vec3_t boxmins, boxmaxs;
6664         vec3_t start;
6665         vec3_t end;
6666         dp_model_t *model = r_refdef.scene.worldmodel;
6667
6668         if (!model || !model->brush.TraceLineOfSight)
6669                 return true;
6670
6671         // expand the box a little
6672         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678
6679         // try center
6680         VectorCopy(eye, start);
6681         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682         if (model->brush.TraceLineOfSight(model, start, end))
6683                 return true;
6684
6685         // try various random positions
6686         for (i = 0;i < numsamples;i++)
6687         {
6688                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689                 if (model->brush.TraceLineOfSight(model, start, end))
6690                         return true;
6691         }
6692
6693         return false;
6694 }
6695
6696
6697 static void R_View_UpdateEntityVisible (void)
6698 {
6699         int i;
6700         int renderimask;
6701         int samples;
6702         entity_render_t *ent;
6703
6704         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6706         {
6707                 // worldmodel can check visibility
6708                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6709                 for (i = 0;i < r_refdef.scene.numentities;i++)
6710                 {
6711                         ent = r_refdef.scene.entities[i];
6712                         if (!(ent->flags & renderimask))
6713                         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)))
6714                         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))
6715                                 r_refdef.viewcache.entityvisible[i] = true;
6716                 }
6717                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6718                 {
6719                         for (i = 0;i < r_refdef.scene.numentities;i++)
6720                         {
6721                                 ent = r_refdef.scene.entities[i];
6722                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6723                                 {
6724                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6725                                         if (samples < 0)
6726                                                 continue; // temp entities do pvs only
6727                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6728                                                 ent->last_trace_visibility = realtime;
6729                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6730                                                 r_refdef.viewcache.entityvisible[i] = 0;
6731                                 }
6732                         }
6733                 }
6734         }
6735         else
6736         {
6737                 // no worldmodel or it can't check visibility
6738                 for (i = 0;i < r_refdef.scene.numentities;i++)
6739                 {
6740                         ent = r_refdef.scene.entities[i];
6741                         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));
6742                 }
6743         }
6744 }
6745
6746 /// only used if skyrendermasked, and normally returns false
6747 int R_DrawBrushModelsSky (void)
6748 {
6749         int i, sky;
6750         entity_render_t *ent;
6751
6752         sky = false;
6753         for (i = 0;i < r_refdef.scene.numentities;i++)
6754         {
6755                 if (!r_refdef.viewcache.entityvisible[i])
6756                         continue;
6757                 ent = r_refdef.scene.entities[i];
6758                 if (!ent->model || !ent->model->DrawSky)
6759                         continue;
6760                 ent->model->DrawSky(ent);
6761                 sky = true;
6762         }
6763         return sky;
6764 }
6765
6766 static void R_DrawNoModel(entity_render_t *ent);
6767 static void R_DrawModels(void)
6768 {
6769         int i;
6770         entity_render_t *ent;
6771
6772         for (i = 0;i < r_refdef.scene.numentities;i++)
6773         {
6774                 if (!r_refdef.viewcache.entityvisible[i])
6775                         continue;
6776                 ent = r_refdef.scene.entities[i];
6777                 r_refdef.stats.entities++;
6778                 if (ent->model && ent->model->Draw != NULL)
6779                         ent->model->Draw(ent);
6780                 else
6781                         R_DrawNoModel(ent);
6782         }
6783 }
6784
6785 static void R_DrawModelsDepth(void)
6786 {
6787         int i;
6788         entity_render_t *ent;
6789
6790         for (i = 0;i < r_refdef.scene.numentities;i++)
6791         {
6792                 if (!r_refdef.viewcache.entityvisible[i])
6793                         continue;
6794                 ent = r_refdef.scene.entities[i];
6795                 if (ent->model && ent->model->DrawDepth != NULL)
6796                         ent->model->DrawDepth(ent);
6797         }
6798 }
6799
6800 static void R_DrawModelsDebug(void)
6801 {
6802         int i;
6803         entity_render_t *ent;
6804
6805         for (i = 0;i < r_refdef.scene.numentities;i++)
6806         {
6807                 if (!r_refdef.viewcache.entityvisible[i])
6808                         continue;
6809                 ent = r_refdef.scene.entities[i];
6810                 if (ent->model && ent->model->DrawDebug != NULL)
6811                         ent->model->DrawDebug(ent);
6812         }
6813 }
6814
6815 static void R_DrawModelsAddWaterPlanes(void)
6816 {
6817         int i;
6818         entity_render_t *ent;
6819
6820         for (i = 0;i < r_refdef.scene.numentities;i++)
6821         {
6822                 if (!r_refdef.viewcache.entityvisible[i])
6823                         continue;
6824                 ent = r_refdef.scene.entities[i];
6825                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6826                         ent->model->DrawAddWaterPlanes(ent);
6827         }
6828 }
6829
6830 static void R_View_SetFrustum(void)
6831 {
6832         int i;
6833         double slopex, slopey;
6834         vec3_t forward, left, up, origin;
6835
6836         // we can't trust r_refdef.view.forward and friends in reflected scenes
6837         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6838
6839 #if 0
6840         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6841         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6842         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6843         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6844         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6845         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6846         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6847         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6848         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6849         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6850         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6851         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6852 #endif
6853
6854 #if 0
6855         zNear = r_refdef.nearclip;
6856         nudge = 1.0 - 1.0 / (1<<23);
6857         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6858         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6859         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6860         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6861         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6862         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6863         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6864         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6865 #endif
6866
6867
6868
6869 #if 0
6870         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6871         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6872         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6873         r_refdef.view.frustum[0].dist = m[15] - m[12];
6874
6875         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6876         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6877         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6878         r_refdef.view.frustum[1].dist = m[15] + m[12];
6879
6880         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6881         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6882         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6883         r_refdef.view.frustum[2].dist = m[15] - m[13];
6884
6885         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6886         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6887         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6888         r_refdef.view.frustum[3].dist = m[15] + m[13];
6889
6890         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6891         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6892         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6893         r_refdef.view.frustum[4].dist = m[15] - m[14];
6894
6895         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6896         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6897         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6898         r_refdef.view.frustum[5].dist = m[15] + m[14];
6899 #endif
6900
6901         if (r_refdef.view.useperspective)
6902         {
6903                 slopex = 1.0 / r_refdef.view.frustum_x;
6904                 slopey = 1.0 / r_refdef.view.frustum_y;
6905                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6906                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6907                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6908                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6909                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6910
6911                 // Leaving those out was a mistake, those were in the old code, and they
6912                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6913                 // I couldn't reproduce it after adding those normalizations. --blub
6914                 VectorNormalize(r_refdef.view.frustum[0].normal);
6915                 VectorNormalize(r_refdef.view.frustum[1].normal);
6916                 VectorNormalize(r_refdef.view.frustum[2].normal);
6917                 VectorNormalize(r_refdef.view.frustum[3].normal);
6918
6919                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6920                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6921                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6922                 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]);
6923                 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]);
6924
6925                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6926                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6927                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6928                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6929                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6930         }
6931         else
6932         {
6933                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6934                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6935                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6936                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6937                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6938                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6939                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6940                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6941                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6942                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6943         }
6944         r_refdef.view.numfrustumplanes = 5;
6945
6946         if (r_refdef.view.useclipplane)
6947         {
6948                 r_refdef.view.numfrustumplanes = 6;
6949                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6950         }
6951
6952         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6953                 PlaneClassify(r_refdef.view.frustum + i);
6954
6955         // LordHavoc: note to all quake engine coders, Quake had a special case
6956         // for 90 degrees which assumed a square view (wrong), so I removed it,
6957         // Quake2 has it disabled as well.
6958
6959         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6960         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6961         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6962         //PlaneClassify(&frustum[0]);
6963
6964         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6965         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6966         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6967         //PlaneClassify(&frustum[1]);
6968
6969         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6970         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6971         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6972         //PlaneClassify(&frustum[2]);
6973
6974         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6975         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6976         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6977         //PlaneClassify(&frustum[3]);
6978
6979         // nearclip plane
6980         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6981         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6982         //PlaneClassify(&frustum[4]);
6983 }
6984
6985 void R_View_Update(void)
6986 {
6987         R_Main_ResizeViewCache();
6988         R_View_SetFrustum();
6989         R_View_WorldVisibility(r_refdef.view.useclipplane);
6990         R_View_UpdateEntityVisible();
6991         R_View_UpdateEntityLighting();
6992 }
6993
6994 void R_SetupView(qboolean allowwaterclippingplane)
6995 {
6996         const float *customclipplane = NULL;
6997         float plane[4];
6998         if (r_refdef.view.useclipplane && allowwaterclippingplane)
6999         {
7000                 // LordHavoc: couldn't figure out how to make this approach the
7001                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7002                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7003                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7004                         dist = r_refdef.view.clipplane.dist;
7005                 plane[0] = r_refdef.view.clipplane.normal[0];
7006                 plane[1] = r_refdef.view.clipplane.normal[1];
7007                 plane[2] = r_refdef.view.clipplane.normal[2];
7008                 plane[3] = dist;
7009                 customclipplane = plane;
7010         }
7011
7012         if (!r_refdef.view.useperspective)
7013                 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);
7014         else if (vid.stencil && r_useinfinitefarclip.integer)
7015                 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);
7016         else
7017                 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);
7018         R_SetViewport(&r_refdef.view.viewport);
7019 }
7020
7021 void R_EntityMatrix(const matrix4x4_t *matrix)
7022 {
7023         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7024         {
7025                 gl_modelmatrixchanged = false;
7026                 gl_modelmatrix = *matrix;
7027                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7028                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7029                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7030                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7031                 CHECKGLERROR
7032                 switch(vid.renderpath)
7033                 {
7034                 case RENDERPATH_GL20:
7035                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7036                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7037                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7038                         break;
7039                 case RENDERPATH_CGGL:
7040 #ifdef SUPPORTCG
7041                         CHECKCGERROR
7042                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7043                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7044                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7045 #endif
7046                         break;
7047                 case RENDERPATH_GL13:
7048                 case RENDERPATH_GL11:
7049                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7050                         break;
7051                 }
7052         }
7053 }
7054
7055 void R_ResetViewRendering2D(void)
7056 {
7057         r_viewport_t viewport;
7058         DrawQ_Finish();
7059
7060         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7061         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);
7062         R_SetViewport(&viewport);
7063         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7064         GL_Color(1, 1, 1, 1);
7065         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7066         GL_BlendFunc(GL_ONE, GL_ZERO);
7067         GL_AlphaTest(false);
7068         GL_ScissorTest(false);
7069         GL_DepthMask(false);
7070         GL_DepthRange(0, 1);
7071         GL_DepthTest(false);
7072         R_EntityMatrix(&identitymatrix);
7073         R_Mesh_ResetTextureState();
7074         GL_PolygonOffset(0, 0);
7075         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7076         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7077         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7078         qglStencilMask(~0);CHECKGLERROR
7079         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7080         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7081         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7082 }
7083
7084 void R_ResetViewRendering3D(void)
7085 {
7086         DrawQ_Finish();
7087
7088         R_SetupView(true);
7089         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7090         GL_Color(1, 1, 1, 1);
7091         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7092         GL_BlendFunc(GL_ONE, GL_ZERO);
7093         GL_AlphaTest(false);
7094         GL_ScissorTest(true);
7095         GL_DepthMask(true);
7096         GL_DepthRange(0, 1);
7097         GL_DepthTest(true);
7098         R_EntityMatrix(&identitymatrix);
7099         R_Mesh_ResetTextureState();
7100         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7101         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7102         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7103         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7104         qglStencilMask(~0);CHECKGLERROR
7105         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7106         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7107         GL_CullFace(r_refdef.view.cullface_back);
7108 }
7109
7110 void R_RenderScene(void);
7111 void R_RenderWaterPlanes(void);
7112
7113 static void R_Water_StartFrame(void)
7114 {
7115         int i;
7116         int waterwidth, waterheight, texturewidth, textureheight;
7117         r_waterstate_waterplane_t *p;
7118
7119         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7120                 return;
7121
7122         switch(vid.renderpath)
7123         {
7124         case RENDERPATH_GL20:
7125         case RENDERPATH_CGGL:
7126                 break;
7127         case RENDERPATH_GL13:
7128         case RENDERPATH_GL11:
7129                 return;
7130         }
7131
7132         // set waterwidth and waterheight to the water resolution that will be
7133         // used (often less than the screen resolution for faster rendering)
7134         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7135         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7136
7137         // calculate desired texture sizes
7138         // can't use water if the card does not support the texture size
7139         if (!r_water.integer || r_showsurfaces.integer)
7140                 texturewidth = textureheight = waterwidth = waterheight = 0;
7141         else if (vid.support.arb_texture_non_power_of_two)
7142         {
7143                 texturewidth = waterwidth;
7144                 textureheight = waterheight;
7145         }
7146         else
7147         {
7148                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7149                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7150         }
7151
7152         // allocate textures as needed
7153         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7154         {
7155                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7156                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7157                 {
7158                         if (p->texture_refraction)
7159                                 R_FreeTexture(p->texture_refraction);
7160                         p->texture_refraction = NULL;
7161                         if (p->texture_reflection)
7162                                 R_FreeTexture(p->texture_reflection);
7163                         p->texture_reflection = NULL;
7164                 }
7165                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7166                 r_waterstate.texturewidth = texturewidth;
7167                 r_waterstate.textureheight = textureheight;
7168         }
7169
7170         if (r_waterstate.texturewidth)
7171         {
7172                 r_waterstate.enabled = true;
7173
7174                 // when doing a reduced render (HDR) we want to use a smaller area
7175                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7176                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7177
7178                 // set up variables that will be used in shader setup
7179                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7180                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7181                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7182                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7183         }
7184
7185         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7186         r_waterstate.numwaterplanes = 0;
7187 }
7188
7189 void R_Water_AddWaterPlane(msurface_t *surface)
7190 {
7191         int triangleindex, planeindex;
7192         const int *e;
7193         vec3_t vert[3];
7194         vec3_t normal;
7195         vec3_t center;
7196         mplane_t plane;
7197         r_waterstate_waterplane_t *p;
7198         texture_t *t = R_GetCurrentTexture(surface->texture);
7199         // just use the first triangle with a valid normal for any decisions
7200         VectorClear(normal);
7201         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7202         {
7203                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7204                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7205                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7206                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7207                 if (VectorLength2(normal) >= 0.001)
7208                         break;
7209         }
7210
7211         VectorCopy(normal, plane.normal);
7212         VectorNormalize(plane.normal);
7213         plane.dist = DotProduct(vert[0], plane.normal);
7214         PlaneClassify(&plane);
7215         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7216         {
7217                 // skip backfaces (except if nocullface is set)
7218                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7219                         return;
7220                 VectorNegate(plane.normal, plane.normal);
7221                 plane.dist *= -1;
7222                 PlaneClassify(&plane);
7223         }
7224
7225
7226         // find a matching plane if there is one
7227         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7228                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7229                         break;
7230         if (planeindex >= r_waterstate.maxwaterplanes)
7231                 return; // nothing we can do, out of planes
7232
7233         // if this triangle does not fit any known plane rendered this frame, add one
7234         if (planeindex >= r_waterstate.numwaterplanes)
7235         {
7236                 // store the new plane
7237                 r_waterstate.numwaterplanes++;
7238                 p->plane = plane;
7239                 // clear materialflags and pvs
7240                 p->materialflags = 0;
7241                 p->pvsvalid = false;
7242         }
7243         // merge this surface's materialflags into the waterplane
7244         p->materialflags |= t->currentmaterialflags;
7245         // merge this surface's PVS into the waterplane
7246         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7247         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7248          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7249         {
7250                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7251                 p->pvsvalid = true;
7252         }
7253 }
7254
7255 static void R_Water_ProcessPlanes(void)
7256 {
7257         r_refdef_view_t originalview;
7258         r_refdef_view_t myview;
7259         int planeindex;
7260         r_waterstate_waterplane_t *p;
7261
7262         originalview = r_refdef.view;
7263
7264         // make sure enough textures are allocated
7265         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7266         {
7267                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7268                 {
7269                         if (!p->texture_refraction)
7270                                 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);
7271                         if (!p->texture_refraction)
7272                                 goto error;
7273                 }
7274
7275                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7276                 {
7277                         if (!p->texture_reflection)
7278                                 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);
7279                         if (!p->texture_reflection)
7280                                 goto error;
7281                 }
7282         }
7283
7284         // render views
7285         r_refdef.view = originalview;
7286         r_refdef.view.showdebug = false;
7287         r_refdef.view.width = r_waterstate.waterwidth;
7288         r_refdef.view.height = r_waterstate.waterheight;
7289         r_refdef.view.useclipplane = true;
7290         myview = r_refdef.view;
7291         r_waterstate.renderingscene = true;
7292         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7293         {
7294                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7295                 {
7296                         r_refdef.view = myview;
7297                         // render reflected scene and copy into texture
7298                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7299                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7300                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7301                         r_refdef.view.clipplane = p->plane;
7302                         // reverse the cullface settings for this render
7303                         r_refdef.view.cullface_front = GL_FRONT;
7304                         r_refdef.view.cullface_back = GL_BACK;
7305                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7306                         {
7307                                 r_refdef.view.usecustompvs = true;
7308                                 if (p->pvsvalid)
7309                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7310                                 else
7311                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7312                         }
7313
7314                         R_ResetViewRendering3D();
7315                         R_ClearScreen(r_refdef.fogenabled);
7316                         R_View_Update();
7317                         R_RenderScene();
7318
7319                         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);
7320                 }
7321
7322                 // render the normal view scene and copy into texture
7323                 // (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)
7324                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7325                 {
7326                         r_refdef.view = myview;
7327                         r_refdef.view.clipplane = p->plane;
7328                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7329                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7330                         PlaneClassify(&r_refdef.view.clipplane);
7331
7332                         R_ResetViewRendering3D();
7333                         R_ClearScreen(r_refdef.fogenabled);
7334                         R_View_Update();
7335                         R_RenderScene();
7336
7337                         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);
7338                 }
7339
7340         }
7341         r_waterstate.renderingscene = false;
7342         r_refdef.view = originalview;
7343         R_ResetViewRendering3D();
7344         R_ClearScreen(r_refdef.fogenabled);
7345         R_View_Update();
7346         return;
7347 error:
7348         r_refdef.view = originalview;
7349         r_waterstate.renderingscene = false;
7350         Cvar_SetValueQuick(&r_water, 0);
7351         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7352         return;
7353 }
7354
7355 void R_Bloom_StartFrame(void)
7356 {
7357         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7358
7359         switch(vid.renderpath)
7360         {
7361         case RENDERPATH_GL20:
7362         case RENDERPATH_CGGL:
7363                 break;
7364         case RENDERPATH_GL13:
7365         case RENDERPATH_GL11:
7366                 return;
7367         }
7368
7369         // set bloomwidth and bloomheight to the bloom resolution that will be
7370         // used (often less than the screen resolution for faster rendering)
7371         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7372         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7373         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7374         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7375         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7376
7377         // calculate desired texture sizes
7378         if (vid.support.arb_texture_non_power_of_two)
7379         {
7380                 screentexturewidth = r_refdef.view.width;
7381                 screentextureheight = r_refdef.view.height;
7382                 bloomtexturewidth = r_bloomstate.bloomwidth;
7383                 bloomtextureheight = r_bloomstate.bloomheight;
7384         }
7385         else
7386         {
7387                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7388                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7389                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7390                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7391         }
7392
7393         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))
7394         {
7395                 Cvar_SetValueQuick(&r_hdr, 0);
7396                 Cvar_SetValueQuick(&r_bloom, 0);
7397                 Cvar_SetValueQuick(&r_motionblur, 0);
7398                 Cvar_SetValueQuick(&r_damageblur, 0);
7399         }
7400
7401         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)))
7402                 screentexturewidth = screentextureheight = 0;
7403         if (!r_hdr.integer && !r_bloom.integer)
7404                 bloomtexturewidth = bloomtextureheight = 0;
7405
7406         // allocate textures as needed
7407         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7408         {
7409                 if (r_bloomstate.texture_screen)
7410                         R_FreeTexture(r_bloomstate.texture_screen);
7411                 r_bloomstate.texture_screen = NULL;
7412                 r_bloomstate.screentexturewidth = screentexturewidth;
7413                 r_bloomstate.screentextureheight = screentextureheight;
7414                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7415                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7416         }
7417         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7418         {
7419                 if (r_bloomstate.texture_bloom)
7420                         R_FreeTexture(r_bloomstate.texture_bloom);
7421                 r_bloomstate.texture_bloom = NULL;
7422                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7423                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7424                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7425                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7426         }
7427
7428         // when doing a reduced render (HDR) we want to use a smaller area
7429         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7430         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7431         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7432         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7433         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7434
7435         // set up a texcoord array for the full resolution screen image
7436         // (we have to keep this around to copy back during final render)
7437         r_bloomstate.screentexcoord2f[0] = 0;
7438         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7439         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7440         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7441         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7442         r_bloomstate.screentexcoord2f[5] = 0;
7443         r_bloomstate.screentexcoord2f[6] = 0;
7444         r_bloomstate.screentexcoord2f[7] = 0;
7445
7446         // set up a texcoord array for the reduced resolution bloom image
7447         // (which will be additive blended over the screen image)
7448         r_bloomstate.bloomtexcoord2f[0] = 0;
7449         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7450         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7451         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7452         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7453         r_bloomstate.bloomtexcoord2f[5] = 0;
7454         r_bloomstate.bloomtexcoord2f[6] = 0;
7455         r_bloomstate.bloomtexcoord2f[7] = 0;
7456
7457         if (r_hdr.integer || r_bloom.integer)
7458         {
7459                 r_bloomstate.enabled = true;
7460                 r_bloomstate.hdr = r_hdr.integer != 0;
7461         }
7462
7463         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);
7464 }
7465
7466 void R_Bloom_CopyBloomTexture(float colorscale)
7467 {
7468         r_refdef.stats.bloom++;
7469
7470         // scale down screen texture to the bloom texture size
7471         CHECKGLERROR
7472         R_SetViewport(&r_bloomstate.viewport);
7473         GL_BlendFunc(GL_ONE, GL_ZERO);
7474         GL_Color(colorscale, colorscale, colorscale, 1);
7475         // TODO: optimize with multitexture or GLSL
7476         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7477         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7478         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7479         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7480
7481         // we now have a bloom image in the framebuffer
7482         // copy it into the bloom image texture for later processing
7483         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);
7484         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7485 }
7486
7487 void R_Bloom_CopyHDRTexture(void)
7488 {
7489         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);
7490         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7491 }
7492
7493 void R_Bloom_MakeTexture(void)
7494 {
7495         int x, range, dir;
7496         float xoffset, yoffset, r, brighten;
7497
7498         r_refdef.stats.bloom++;
7499
7500         R_ResetViewRendering2D();
7501         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7502         R_Mesh_ColorPointer(NULL, 0, 0);
7503
7504         // we have a bloom image in the framebuffer
7505         CHECKGLERROR
7506         R_SetViewport(&r_bloomstate.viewport);
7507
7508         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7509         {
7510                 x *= 2;
7511                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7512                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7513                 GL_Color(r, r, r, 1);
7514                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7515                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7516                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7517                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7518
7519                 // copy the vertically blurred bloom view to a texture
7520                 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);
7521                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7522         }
7523
7524         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7525         brighten = r_bloom_brighten.value;
7526         if (r_hdr.integer)
7527                 brighten *= r_hdr_range.value;
7528         brighten = sqrt(brighten);
7529         if(range >= 1)
7530                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7531         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7532         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7533
7534         for (dir = 0;dir < 2;dir++)
7535         {
7536                 // blend on at multiple vertical offsets to achieve a vertical blur
7537                 // TODO: do offset blends using GLSL
7538                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7539                 GL_BlendFunc(GL_ONE, GL_ZERO);
7540                 for (x = -range;x <= range;x++)
7541                 {
7542                         if (!dir){xoffset = 0;yoffset = x;}
7543                         else {xoffset = x;yoffset = 0;}
7544                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7545                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7546                         // compute a texcoord array with the specified x and y offset
7547                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7548                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7550                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7551                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7552                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7553                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7554                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7555                         // this r value looks like a 'dot' particle, fading sharply to
7556                         // black at the edges
7557                         // (probably not realistic but looks good enough)
7558                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7559                         //r = brighten/(range*2+1);
7560                         r = brighten / (range * 2 + 1);
7561                         if(range >= 1)
7562                                 r *= (1 - x*x/(float)(range*range));
7563                         GL_Color(r, r, r, 1);
7564                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7565                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7566                         GL_BlendFunc(GL_ONE, GL_ONE);
7567                 }
7568
7569                 // copy the vertically blurred bloom view to a texture
7570                 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);
7571                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7572         }
7573
7574         // apply subtract last
7575         // (just like it would be in a GLSL shader)
7576         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7577         {
7578                 GL_BlendFunc(GL_ONE, GL_ZERO);
7579                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7580                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7581                 GL_Color(1, 1, 1, 1);
7582                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7583                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7584
7585                 GL_BlendFunc(GL_ONE, GL_ONE);
7586                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7587                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7588                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7589                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7590                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7591                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7592                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7593
7594                 // copy the darkened bloom view to a texture
7595                 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);
7596                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7597         }
7598 }
7599
7600 void R_HDR_RenderBloomTexture(void)
7601 {
7602         int oldwidth, oldheight;
7603         float oldcolorscale;
7604
7605         oldcolorscale = r_refdef.view.colorscale;
7606         oldwidth = r_refdef.view.width;
7607         oldheight = r_refdef.view.height;
7608         r_refdef.view.width = r_bloomstate.bloomwidth;
7609         r_refdef.view.height = r_bloomstate.bloomheight;
7610
7611         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7612         // TODO: add exposure compensation features
7613         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7614
7615         r_refdef.view.showdebug = false;
7616         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7617
7618         R_ResetViewRendering3D();
7619
7620         R_ClearScreen(r_refdef.fogenabled);
7621         if (r_timereport_active)
7622                 R_TimeReport("HDRclear");
7623
7624         R_View_Update();
7625         if (r_timereport_active)
7626                 R_TimeReport("visibility");
7627
7628         // only do secondary renders with HDR if r_hdr is 2 or higher
7629         r_waterstate.numwaterplanes = 0;
7630         if (r_waterstate.enabled && r_hdr.integer >= 2)
7631                 R_RenderWaterPlanes();
7632
7633         r_refdef.view.showdebug = true;
7634         R_RenderScene();
7635         r_waterstate.numwaterplanes = 0;
7636
7637         R_ResetViewRendering2D();
7638
7639         R_Bloom_CopyHDRTexture();
7640         R_Bloom_MakeTexture();
7641
7642         // restore the view settings
7643         r_refdef.view.width = oldwidth;
7644         r_refdef.view.height = oldheight;
7645         r_refdef.view.colorscale = oldcolorscale;
7646
7647         R_ResetViewRendering3D();
7648
7649         R_ClearScreen(r_refdef.fogenabled);
7650         if (r_timereport_active)
7651                 R_TimeReport("viewclear");
7652 }
7653
7654 static void R_BlendView(void)
7655 {
7656         unsigned int permutation;
7657         float uservecs[4][4];
7658
7659         switch (vid.renderpath)
7660         {
7661         case RENDERPATH_GL20:
7662         case RENDERPATH_CGGL:
7663                 permutation =
7664                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7665                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7666                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7667                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7668                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7669
7670                 if (r_bloomstate.texture_screen)
7671                 {
7672                         // make sure the buffer is available
7673                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7674
7675                         R_ResetViewRendering2D();
7676                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7677                         R_Mesh_ColorPointer(NULL, 0, 0);
7678
7679                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7680                         {
7681                                 // declare variables
7682                                 float speed;
7683                                 static float avgspeed;
7684
7685                                 speed = VectorLength(cl.movement_velocity);
7686
7687                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7688                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7689
7690                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7691                                 speed = bound(0, speed, 1);
7692                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7693
7694                                 // calculate values into a standard alpha
7695                                 cl.motionbluralpha = 1 - exp(-
7696                                                 (
7697                                                  (r_motionblur.value * speed / 80)
7698                                                  +
7699                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7700                                                 )
7701                                                 /
7702                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7703                                            );
7704
7705                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7706                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7707                                 // apply the blur
7708                                 if (cl.motionbluralpha > 0)
7709                                 {
7710                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7711                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7712                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7713                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7714                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7715                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7716                                 }
7717                         }
7718
7719                         // copy view into the screen texture
7720                         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);
7721                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7722                 }
7723                 else if (!r_bloomstate.texture_bloom)
7724                 {
7725                         // we may still have to do view tint...
7726                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7727                         {
7728                                 // apply a color tint to the whole view
7729                                 R_ResetViewRendering2D();
7730                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7731                                 R_Mesh_ColorPointer(NULL, 0, 0);
7732                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7733                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7734                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7735                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7736                         }
7737                         break; // no screen processing, no bloom, skip it
7738                 }
7739
7740                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7741                 {
7742                         // render simple bloom effect
7743                         // copy the screen and shrink it and darken it for the bloom process
7744                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7745                         // make the bloom texture
7746                         R_Bloom_MakeTexture();
7747                 }
7748
7749 #if _MSC_VER >= 1400
7750 #define sscanf sscanf_s
7751 #endif
7752                 memset(uservecs, 0, sizeof(uservecs));
7753                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7754                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7755                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7756                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7757
7758                 R_ResetViewRendering2D();
7759                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7760                 R_Mesh_ColorPointer(NULL, 0, 0);
7761                 GL_Color(1, 1, 1, 1);
7762                 GL_BlendFunc(GL_ONE, GL_ZERO);
7763                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7764                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7765
7766                 switch(vid.renderpath)
7767                 {
7768                 case RENDERPATH_GL20:
7769                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7770                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7771                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7772                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7773                         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]);
7774                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7775                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7776                         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]);
7777                         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]);
7778                         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]);
7779                         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]);
7780                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7781                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7782                         break;
7783                 case RENDERPATH_CGGL:
7784 #ifdef SUPPORTCG
7785                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7786                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7787                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7788                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7789                         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
7790                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7791                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7792                         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
7793                         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
7794                         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
7795                         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
7796                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7797                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7798 #endif
7799                         break;
7800                 default:
7801                         break;
7802                 }
7803                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7804                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7805                 break;
7806         case RENDERPATH_GL13:
7807         case RENDERPATH_GL11:
7808                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7809                 {
7810                         // apply a color tint to the whole view
7811                         R_ResetViewRendering2D();
7812                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7813                         R_Mesh_ColorPointer(NULL, 0, 0);
7814                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7815                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7816                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7817                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7818                 }
7819                 break;
7820         }
7821 }
7822
7823 matrix4x4_t r_waterscrollmatrix;
7824
7825 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7826 {
7827         if (r_refdef.fog_density)
7828         {
7829                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7830                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7831                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7832
7833                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7834                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7835                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7836                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7837
7838                 {
7839                         vec3_t fogvec;
7840                         VectorCopy(r_refdef.fogcolor, fogvec);
7841                         //   color.rgb *= ContrastBoost * SceneBrightness;
7842                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7843                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7844                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7845                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7846                 }
7847         }
7848 }
7849
7850 void R_UpdateVariables(void)
7851 {
7852         R_Textures_Frame();
7853
7854         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7855
7856         r_refdef.farclip = r_farclip_base.value;
7857         if (r_refdef.scene.worldmodel)
7858                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7859         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7860
7861         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7862                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7863         r_refdef.polygonfactor = 0;
7864         r_refdef.polygonoffset = 0;
7865         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7866         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7867
7868         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7869         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7870         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7871         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7872         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7873         if (r_showsurfaces.integer)
7874         {
7875                 r_refdef.scene.rtworld = false;
7876                 r_refdef.scene.rtworldshadows = false;
7877                 r_refdef.scene.rtdlight = false;
7878                 r_refdef.scene.rtdlightshadows = false;
7879                 r_refdef.lightmapintensity = 0;
7880         }
7881
7882         if (gamemode == GAME_NEHAHRA)
7883         {
7884                 if (gl_fogenable.integer)
7885                 {
7886                         r_refdef.oldgl_fogenable = true;
7887                         r_refdef.fog_density = gl_fogdensity.value;
7888                         r_refdef.fog_red = gl_fogred.value;
7889                         r_refdef.fog_green = gl_foggreen.value;
7890                         r_refdef.fog_blue = gl_fogblue.value;
7891                         r_refdef.fog_alpha = 1;
7892                         r_refdef.fog_start = 0;
7893                         r_refdef.fog_end = gl_skyclip.value;
7894                         r_refdef.fog_height = 1<<30;
7895                         r_refdef.fog_fadedepth = 128;
7896                 }
7897                 else if (r_refdef.oldgl_fogenable)
7898                 {
7899                         r_refdef.oldgl_fogenable = false;
7900                         r_refdef.fog_density = 0;
7901                         r_refdef.fog_red = 0;
7902                         r_refdef.fog_green = 0;
7903                         r_refdef.fog_blue = 0;
7904                         r_refdef.fog_alpha = 0;
7905                         r_refdef.fog_start = 0;
7906                         r_refdef.fog_end = 0;
7907                         r_refdef.fog_height = 1<<30;
7908                         r_refdef.fog_fadedepth = 128;
7909                 }
7910         }
7911
7912         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7913         r_refdef.fog_start = max(0, r_refdef.fog_start);
7914         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7915
7916         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7917
7918         if (r_refdef.fog_density && r_drawfog.integer)
7919         {
7920                 r_refdef.fogenabled = true;
7921                 // this is the point where the fog reaches 0.9986 alpha, which we
7922                 // consider a good enough cutoff point for the texture
7923                 // (0.9986 * 256 == 255.6)
7924                 if (r_fog_exp2.integer)
7925                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7926                 else
7927                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7928                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7929                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7930                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7931                 // fog color was already set
7932                 // update the fog texture
7933                 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)
7934                         R_BuildFogTexture();
7935         }
7936         else
7937                 r_refdef.fogenabled = false;
7938
7939         switch(vid.renderpath)
7940         {
7941         case RENDERPATH_GL20:
7942         case RENDERPATH_CGGL:
7943                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7944                 {
7945                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7946                         {
7947                                 // build GLSL gamma texture
7948 #define RAMPWIDTH 256
7949                                 unsigned short ramp[RAMPWIDTH * 3];
7950                                 unsigned char rampbgr[RAMPWIDTH][4];
7951                                 int i;
7952
7953                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7954
7955                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7956                                 for(i = 0; i < RAMPWIDTH; ++i)
7957                                 {
7958                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7959                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7960                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7961                                         rampbgr[i][3] = 0;
7962                                 }
7963                                 if (r_texture_gammaramps)
7964                                 {
7965                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7966                                 }
7967                                 else
7968                                 {
7969                                         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);
7970                                 }
7971                         }
7972                 }
7973                 else
7974                 {
7975                         // remove GLSL gamma texture
7976                 }
7977                 break;
7978         case RENDERPATH_GL13:
7979         case RENDERPATH_GL11:
7980                 break;
7981         }
7982 }
7983
7984 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7985 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7986 /*
7987 ================
7988 R_SelectScene
7989 ================
7990 */
7991 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7992         if( scenetype != r_currentscenetype ) {
7993                 // store the old scenetype
7994                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7995                 r_currentscenetype = scenetype;
7996                 // move in the new scene
7997                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7998         }
7999 }
8000
8001 /*
8002 ================
8003 R_GetScenePointer
8004 ================
8005 */
8006 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8007 {
8008         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8009         if( scenetype == r_currentscenetype ) {
8010                 return &r_refdef.scene;
8011         } else {
8012                 return &r_scenes_store[ scenetype ];
8013         }
8014 }
8015
8016 /*
8017 ================
8018 R_RenderView
8019 ================
8020 */
8021 void R_RenderView(void)
8022 {
8023         if (r_timereport_active)
8024                 R_TimeReport("start");
8025         r_textureframe++; // used only by R_GetCurrentTexture
8026         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8027
8028         if (!r_drawentities.integer)
8029                 r_refdef.scene.numentities = 0;
8030
8031         R_AnimCache_ClearCache();
8032         R_FrameData_NewFrame();
8033
8034         if (r_refdef.view.isoverlay)
8035         {
8036                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8037                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8038                 R_TimeReport("depthclear");
8039
8040                 r_refdef.view.showdebug = false;
8041
8042                 r_waterstate.enabled = false;
8043                 r_waterstate.numwaterplanes = 0;
8044
8045                 R_RenderScene();
8046
8047                 CHECKGLERROR
8048                 return;
8049         }
8050
8051         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8052                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8053
8054         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8055
8056         // break apart the view matrix into vectors for various purposes
8057         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8058         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8059         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8060         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8061         // make an inverted copy of the view matrix for tracking sprites
8062         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8063
8064         R_Shadow_UpdateWorldLightSelection();
8065
8066         R_Bloom_StartFrame();
8067         R_Water_StartFrame();
8068
8069         CHECKGLERROR
8070         if (r_timereport_active)
8071                 R_TimeReport("viewsetup");
8072
8073         R_ResetViewRendering3D();
8074
8075         if (r_refdef.view.clear || r_refdef.fogenabled)
8076         {
8077                 R_ClearScreen(r_refdef.fogenabled);
8078                 if (r_timereport_active)
8079                         R_TimeReport("viewclear");
8080         }
8081         r_refdef.view.clear = true;
8082
8083         // this produces a bloom texture to be used in R_BlendView() later
8084         if (r_hdr.integer && r_bloomstate.bloomwidth)
8085         {
8086                 R_HDR_RenderBloomTexture();
8087                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8088                 r_textureframe++; // used only by R_GetCurrentTexture
8089         }
8090
8091         r_refdef.view.showdebug = true;
8092
8093         R_View_Update();
8094         if (r_timereport_active)
8095                 R_TimeReport("visibility");
8096
8097         r_waterstate.numwaterplanes = 0;
8098         if (r_waterstate.enabled)
8099                 R_RenderWaterPlanes();
8100
8101         R_RenderScene();
8102         r_waterstate.numwaterplanes = 0;
8103
8104         R_BlendView();
8105         if (r_timereport_active)
8106                 R_TimeReport("blendview");
8107
8108         GL_Scissor(0, 0, vid.width, vid.height);
8109         GL_ScissorTest(false);
8110         CHECKGLERROR
8111 }
8112
8113 void R_RenderWaterPlanes(void)
8114 {
8115         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8116         {
8117                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8118                 if (r_timereport_active)
8119                         R_TimeReport("waterworld");
8120         }
8121
8122         // don't let sound skip if going slow
8123         if (r_refdef.scene.extraupdate)
8124                 S_ExtraUpdate ();
8125
8126         R_DrawModelsAddWaterPlanes();
8127         if (r_timereport_active)
8128                 R_TimeReport("watermodels");
8129
8130         if (r_waterstate.numwaterplanes)
8131         {
8132                 R_Water_ProcessPlanes();
8133                 if (r_timereport_active)
8134                         R_TimeReport("waterscenes");
8135         }
8136 }
8137
8138 extern void R_DrawLightningBeams (void);
8139 extern void VM_CL_AddPolygonsToMeshQueue (void);
8140 extern void R_DrawPortals (void);
8141 extern cvar_t cl_locs_show;
8142 static void R_DrawLocs(void);
8143 static void R_DrawEntityBBoxes(void);
8144 static void R_DrawModelDecals(void);
8145 extern cvar_t cl_decals_newsystem;
8146 extern qboolean r_shadow_usingdeferredprepass;
8147 void R_RenderScene(void)
8148 {
8149         r_refdef.stats.renders++;
8150
8151         R_UpdateFogColor();
8152
8153         // don't let sound skip if going slow
8154         if (r_refdef.scene.extraupdate)
8155                 S_ExtraUpdate ();
8156
8157         R_MeshQueue_BeginScene();
8158
8159         R_SkyStartFrame();
8160
8161         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);
8162
8163         if (cl.csqc_vidvars.drawworld)
8164         {
8165                 // don't let sound skip if going slow
8166                 if (r_refdef.scene.extraupdate)
8167                         S_ExtraUpdate ();
8168
8169                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8170                 {
8171                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8172                         if (r_timereport_active)
8173                                 R_TimeReport("worldsky");
8174                 }
8175
8176                 if (R_DrawBrushModelsSky() && r_timereport_active)
8177                         R_TimeReport("bmodelsky");
8178
8179                 if (skyrendermasked && skyrenderlater)
8180                 {
8181                         // we have to force off the water clipping plane while rendering sky
8182                         qboolean save = r_refdef.view.showdebug;
8183                         R_SetupView(false);
8184                         r_refdef.view.showdebug = false;
8185                         R_Sky();
8186                         r_refdef.view.showdebug = save;
8187                         R_SetupView(true);
8188                         if (r_timereport_active)
8189                                 R_TimeReport("sky");
8190                 }
8191         }
8192
8193         R_AnimCache_CacheVisibleEntities();
8194         if (r_timereport_active)
8195                 R_TimeReport("animation");
8196
8197         R_Shadow_PrepareLights();
8198         if (r_timereport_active)
8199                 R_TimeReport("preparelights");
8200
8201         if (r_shadow_usingdeferredprepass)
8202                 R_Shadow_DrawPrepass();
8203
8204         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8205         {
8206                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8207                 if (r_timereport_active)
8208                         R_TimeReport("worlddepth");
8209         }
8210         if (r_depthfirst.integer >= 2)
8211         {
8212                 R_DrawModelsDepth();
8213                 if (r_timereport_active)
8214                         R_TimeReport("modeldepth");
8215         }
8216
8217         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8218         {
8219                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8220                 if (r_timereport_active)
8221                         R_TimeReport("world");
8222         }
8223
8224         // don't let sound skip if going slow
8225         if (r_refdef.scene.extraupdate)
8226                 S_ExtraUpdate ();
8227
8228         R_DrawModels();
8229         if (r_timereport_active)
8230                 R_TimeReport("models");
8231
8232         // don't let sound skip if going slow
8233         if (r_refdef.scene.extraupdate)
8234                 S_ExtraUpdate ();
8235
8236         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8237         {
8238                 R_DrawModelShadows();
8239                 R_ResetViewRendering3D();
8240                 // don't let sound skip if going slow
8241                 if (r_refdef.scene.extraupdate)
8242                         S_ExtraUpdate ();
8243         }
8244
8245         if (!r_shadow_usingdeferredprepass)
8246         {
8247                 R_Shadow_DrawLights();
8248                 if (r_timereport_active)
8249                         R_TimeReport("rtlights");
8250         }
8251
8252         // don't let sound skip if going slow
8253         if (r_refdef.scene.extraupdate)
8254                 S_ExtraUpdate ();
8255
8256         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8257         {
8258                 R_DrawModelShadows();
8259                 R_ResetViewRendering3D();
8260                 // don't let sound skip if going slow
8261                 if (r_refdef.scene.extraupdate)
8262                         S_ExtraUpdate ();
8263         }
8264
8265         if (cl.csqc_vidvars.drawworld)
8266         {
8267                 if (cl_decals_newsystem.integer)
8268                 {
8269                         R_DrawModelDecals();
8270                         if (r_timereport_active)
8271                                 R_TimeReport("modeldecals");
8272                 }
8273                 else
8274                 {
8275                         R_DrawDecals();
8276                         if (r_timereport_active)
8277                                 R_TimeReport("decals");
8278                 }
8279
8280                 R_DrawParticles();
8281                 if (r_timereport_active)
8282                         R_TimeReport("particles");
8283
8284                 R_DrawExplosions();
8285                 if (r_timereport_active)
8286                         R_TimeReport("explosions");
8287
8288                 R_DrawLightningBeams();
8289                 if (r_timereport_active)
8290                         R_TimeReport("lightning");
8291         }
8292
8293         VM_CL_AddPolygonsToMeshQueue();
8294
8295         if (r_refdef.view.showdebug)
8296         {
8297                 if (cl_locs_show.integer)
8298                 {
8299                         R_DrawLocs();
8300                         if (r_timereport_active)
8301                                 R_TimeReport("showlocs");
8302                 }
8303
8304                 if (r_drawportals.integer)
8305                 {
8306                         R_DrawPortals();
8307                         if (r_timereport_active)
8308                                 R_TimeReport("portals");
8309                 }
8310
8311                 if (r_showbboxes.value > 0)
8312                 {
8313                         R_DrawEntityBBoxes();
8314                         if (r_timereport_active)
8315                                 R_TimeReport("bboxes");
8316                 }
8317         }
8318
8319         R_MeshQueue_RenderTransparent();
8320         if (r_timereport_active)
8321                 R_TimeReport("drawtrans");
8322
8323         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))
8324         {
8325                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8326                 if (r_timereport_active)
8327                         R_TimeReport("worlddebug");
8328                 R_DrawModelsDebug();
8329                 if (r_timereport_active)
8330                         R_TimeReport("modeldebug");
8331         }
8332
8333         if (cl.csqc_vidvars.drawworld)
8334         {
8335                 R_Shadow_DrawCoronas();
8336                 if (r_timereport_active)
8337                         R_TimeReport("coronas");
8338         }
8339
8340         // don't let sound skip if going slow
8341         if (r_refdef.scene.extraupdate)
8342                 S_ExtraUpdate ();
8343
8344         R_ResetViewRendering2D();
8345 }
8346
8347 static const unsigned short bboxelements[36] =
8348 {
8349         5, 1, 3, 5, 3, 7,
8350         6, 2, 0, 6, 0, 4,
8351         7, 3, 2, 7, 2, 6,
8352         4, 0, 1, 4, 1, 5,
8353         4, 5, 7, 4, 7, 6,
8354         1, 0, 2, 1, 2, 3,
8355 };
8356
8357 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8358 {
8359         int i;
8360         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8361
8362         RSurf_ActiveWorldEntity();
8363
8364         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8365         GL_DepthMask(false);
8366         GL_DepthRange(0, 1);
8367         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8368         R_Mesh_ResetTextureState();
8369
8370         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8371         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8372         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8373         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8374         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8375         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8376         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8377         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8378         R_FillColors(color4f, 8, cr, cg, cb, ca);
8379         if (r_refdef.fogenabled)
8380         {
8381                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8382                 {
8383                         f1 = RSurf_FogVertex(v);
8384                         f2 = 1 - f1;
8385                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8386                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8387                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8388                 }
8389         }
8390         R_Mesh_VertexPointer(vertex3f, 0, 0);
8391         R_Mesh_ColorPointer(color4f, 0, 0);
8392         R_Mesh_ResetTextureState();
8393         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8394         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8395 }
8396
8397 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8398 {
8399         int i;
8400         float color[4];
8401         prvm_edict_t *edict;
8402         prvm_prog_t *prog_save = prog;
8403
8404         // this function draws bounding boxes of server entities
8405         if (!sv.active)
8406                 return;
8407
8408         GL_CullFace(GL_NONE);
8409         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8410
8411         prog = 0;
8412         SV_VM_Begin();
8413         for (i = 0;i < numsurfaces;i++)
8414         {
8415                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8416                 switch ((int)edict->fields.server->solid)
8417                 {
8418                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8419                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8420                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8421                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8422                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8423                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8424                 }
8425                 color[3] *= r_showbboxes.value;
8426                 color[3] = bound(0, color[3], 1);
8427                 GL_DepthTest(!r_showdisabledepthtest.integer);
8428                 GL_CullFace(r_refdef.view.cullface_front);
8429                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8430         }
8431         SV_VM_End();
8432         prog = prog_save;
8433 }
8434
8435 static void R_DrawEntityBBoxes(void)
8436 {
8437         int i;
8438         prvm_edict_t *edict;
8439         vec3_t center;
8440         prvm_prog_t *prog_save = prog;
8441
8442         // this function draws bounding boxes of server entities
8443         if (!sv.active)
8444                 return;
8445
8446         prog = 0;
8447         SV_VM_Begin();
8448         for (i = 0;i < prog->num_edicts;i++)
8449         {
8450                 edict = PRVM_EDICT_NUM(i);
8451                 if (edict->priv.server->free)
8452                         continue;
8453                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8454                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8455                         continue;
8456                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8457                         continue;
8458                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8459                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8460         }
8461         SV_VM_End();
8462         prog = prog_save;
8463 }
8464
8465 static const int nomodelelement3i[24] =
8466 {
8467         5, 2, 0,
8468         5, 1, 2,
8469         5, 0, 3,
8470         5, 3, 1,
8471         0, 2, 4,
8472         2, 1, 4,
8473         3, 0, 4,
8474         1, 3, 4
8475 };
8476
8477 static const unsigned short nomodelelement3s[24] =
8478 {
8479         5, 2, 0,
8480         5, 1, 2,
8481         5, 0, 3,
8482         5, 3, 1,
8483         0, 2, 4,
8484         2, 1, 4,
8485         3, 0, 4,
8486         1, 3, 4
8487 };
8488
8489 static const float nomodelvertex3f[6*3] =
8490 {
8491         -16,   0,   0,
8492          16,   0,   0,
8493           0, -16,   0,
8494           0,  16,   0,
8495           0,   0, -16,
8496           0,   0,  16
8497 };
8498
8499 static const float nomodelcolor4f[6*4] =
8500 {
8501         0.0f, 0.0f, 0.5f, 1.0f,
8502         0.0f, 0.0f, 0.5f, 1.0f,
8503         0.0f, 0.5f, 0.0f, 1.0f,
8504         0.0f, 0.5f, 0.0f, 1.0f,
8505         0.5f, 0.0f, 0.0f, 1.0f,
8506         0.5f, 0.0f, 0.0f, 1.0f
8507 };
8508
8509 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8510 {
8511         int i;
8512         float f1, f2, *c;
8513         float color4f[6*4];
8514
8515         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);
8516
8517         // this is only called once per entity so numsurfaces is always 1, and
8518         // surfacelist is always {0}, so this code does not handle batches
8519
8520         if (rsurface.ent_flags & RENDER_ADDITIVE)
8521         {
8522                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8523                 GL_DepthMask(false);
8524         }
8525         else if (rsurface.colormod[3] < 1)
8526         {
8527                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8528                 GL_DepthMask(false);
8529         }
8530         else
8531         {
8532                 GL_BlendFunc(GL_ONE, GL_ZERO);
8533                 GL_DepthMask(true);
8534         }
8535         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8536         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8537         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8538         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8539         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8540         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8541         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8542         R_Mesh_ColorPointer(color4f, 0, 0);
8543         for (i = 0, c = color4f;i < 6;i++, c += 4)
8544         {
8545                 c[0] *= rsurface.colormod[0];
8546                 c[1] *= rsurface.colormod[1];
8547                 c[2] *= rsurface.colormod[2];
8548                 c[3] *= rsurface.colormod[3];
8549         }
8550         if (r_refdef.fogenabled)
8551         {
8552                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8553                 {
8554                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8555                         f2 = 1 - f1;
8556                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8557                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8558                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8559                 }
8560         }
8561         R_Mesh_ResetTextureState();
8562         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8563 }
8564
8565 void R_DrawNoModel(entity_render_t *ent)
8566 {
8567         vec3_t org;
8568         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8569         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8570                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8571         else
8572                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8573 }
8574
8575 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8576 {
8577         vec3_t right1, right2, diff, normal;
8578
8579         VectorSubtract (org2, org1, normal);
8580
8581         // calculate 'right' vector for start
8582         VectorSubtract (r_refdef.view.origin, org1, diff);
8583         CrossProduct (normal, diff, right1);
8584         VectorNormalize (right1);
8585
8586         // calculate 'right' vector for end
8587         VectorSubtract (r_refdef.view.origin, org2, diff);
8588         CrossProduct (normal, diff, right2);
8589         VectorNormalize (right2);
8590
8591         vert[ 0] = org1[0] + width * right1[0];
8592         vert[ 1] = org1[1] + width * right1[1];
8593         vert[ 2] = org1[2] + width * right1[2];
8594         vert[ 3] = org1[0] - width * right1[0];
8595         vert[ 4] = org1[1] - width * right1[1];
8596         vert[ 5] = org1[2] - width * right1[2];
8597         vert[ 6] = org2[0] - width * right2[0];
8598         vert[ 7] = org2[1] - width * right2[1];
8599         vert[ 8] = org2[2] - width * right2[2];
8600         vert[ 9] = org2[0] + width * right2[0];
8601         vert[10] = org2[1] + width * right2[1];
8602         vert[11] = org2[2] + width * right2[2];
8603 }
8604
8605 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)
8606 {
8607         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8608         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8609         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8610         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8611         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8612         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8613         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8614         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8615         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8616         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8617         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8618         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8619 }
8620
8621 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8622 {
8623         int i;
8624         float *vertex3f;
8625         float v[3];
8626         VectorSet(v, x, y, z);
8627         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8628                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8629                         break;
8630         if (i == mesh->numvertices)
8631         {
8632                 if (mesh->numvertices < mesh->maxvertices)
8633                 {
8634                         VectorCopy(v, vertex3f);
8635                         mesh->numvertices++;
8636                 }
8637                 return mesh->numvertices;
8638         }
8639         else
8640                 return i;
8641 }
8642
8643 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8644 {
8645         int i;
8646         int *e, element[3];
8647         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8648         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8649         e = mesh->element3i + mesh->numtriangles * 3;
8650         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8651         {
8652                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8653                 if (mesh->numtriangles < mesh->maxtriangles)
8654                 {
8655                         *e++ = element[0];
8656                         *e++ = element[1];
8657                         *e++ = element[2];
8658                         mesh->numtriangles++;
8659                 }
8660                 element[1] = element[2];
8661         }
8662 }
8663
8664 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8665 {
8666         int i;
8667         int *e, element[3];
8668         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8669         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8670         e = mesh->element3i + mesh->numtriangles * 3;
8671         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8672         {
8673                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8674                 if (mesh->numtriangles < mesh->maxtriangles)
8675                 {
8676                         *e++ = element[0];
8677                         *e++ = element[1];
8678                         *e++ = element[2];
8679                         mesh->numtriangles++;
8680                 }
8681                 element[1] = element[2];
8682         }
8683 }
8684
8685 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8686 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8687 {
8688         int planenum, planenum2;
8689         int w;
8690         int tempnumpoints;
8691         mplane_t *plane, *plane2;
8692         double maxdist;
8693         double temppoints[2][256*3];
8694         // figure out how large a bounding box we need to properly compute this brush
8695         maxdist = 0;
8696         for (w = 0;w < numplanes;w++)
8697                 maxdist = max(maxdist, fabs(planes[w].dist));
8698         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8699         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8700         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8701         {
8702                 w = 0;
8703                 tempnumpoints = 4;
8704                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8705                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8706                 {
8707                         if (planenum2 == planenum)
8708                                 continue;
8709                         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);
8710                         w = !w;
8711                 }
8712                 if (tempnumpoints < 3)
8713                         continue;
8714                 // generate elements forming a triangle fan for this polygon
8715                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8716         }
8717 }
8718
8719 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)
8720 {
8721         texturelayer_t *layer;
8722         layer = t->currentlayers + t->currentnumlayers++;
8723         layer->type = type;
8724         layer->depthmask = depthmask;
8725         layer->blendfunc1 = blendfunc1;
8726         layer->blendfunc2 = blendfunc2;
8727         layer->texture = texture;
8728         layer->texmatrix = *matrix;
8729         layer->color[0] = r;
8730         layer->color[1] = g;
8731         layer->color[2] = b;
8732         layer->color[3] = a;
8733 }
8734
8735 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8736 {
8737         double index, f;
8738         index = parms[2] + r_refdef.scene.time * parms[3];
8739         index -= floor(index);
8740         switch (func)
8741         {
8742         default:
8743         case Q3WAVEFUNC_NONE:
8744         case Q3WAVEFUNC_NOISE:
8745         case Q3WAVEFUNC_COUNT:
8746                 f = 0;
8747                 break;
8748         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8749         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8750         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8751         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8752         case Q3WAVEFUNC_TRIANGLE:
8753                 index *= 4;
8754                 f = index - floor(index);
8755                 if (index < 1)
8756                         f = f;
8757                 else if (index < 2)
8758                         f = 1 - f;
8759                 else if (index < 3)
8760                         f = -f;
8761                 else
8762                         f = -(1 - f);
8763                 break;
8764         }
8765         return (float)(parms[0] + parms[1] * f);
8766 }
8767
8768 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8769 {
8770         int w, h, idx;
8771         float f;
8772         float tcmat[12];
8773         matrix4x4_t matrix, temp;
8774         switch(tcmod->tcmod)
8775         {
8776                 case Q3TCMOD_COUNT:
8777                 case Q3TCMOD_NONE:
8778                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8779                                 matrix = r_waterscrollmatrix;
8780                         else
8781                                 matrix = identitymatrix;
8782                         break;
8783                 case Q3TCMOD_ENTITYTRANSLATE:
8784                         // this is used in Q3 to allow the gamecode to control texcoord
8785                         // scrolling on the entity, which is not supported in darkplaces yet.
8786                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8787                         break;
8788                 case Q3TCMOD_ROTATE:
8789                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8790                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8791                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8792                         break;
8793                 case Q3TCMOD_SCALE:
8794                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8795                         break;
8796                 case Q3TCMOD_SCROLL:
8797                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8798                         break;
8799                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8800                         w = (int) tcmod->parms[0];
8801                         h = (int) tcmod->parms[1];
8802                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8803                         f = f - floor(f);
8804                         idx = (int) floor(f * w * h);
8805                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8806                         break;
8807                 case Q3TCMOD_STRETCH:
8808                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8809                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8810                         break;
8811                 case Q3TCMOD_TRANSFORM:
8812                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8813                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8814                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8815                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8816                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8817                         break;
8818                 case Q3TCMOD_TURBULENT:
8819                         // this is handled in the RSurf_PrepareVertices function
8820                         matrix = identitymatrix;
8821                         break;
8822         }
8823         temp = *texmatrix;
8824         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8825 }
8826
8827 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8828 {
8829         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8830         char name[MAX_QPATH];
8831         skinframe_t *skinframe;
8832         unsigned char pixels[296*194];
8833         strlcpy(cache->name, skinname, sizeof(cache->name));
8834         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8835         if (developer_loading.integer)
8836                 Con_Printf("loading %s\n", name);
8837         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8838         if (!skinframe || !skinframe->base)
8839         {
8840                 unsigned char *f;
8841                 fs_offset_t filesize;
8842                 skinframe = NULL;
8843                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8844                 if (f)
8845                 {
8846                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8847                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8848                         Mem_Free(f);
8849                 }
8850         }
8851         cache->skinframe = skinframe;
8852 }
8853
8854 texture_t *R_GetCurrentTexture(texture_t *t)
8855 {
8856         int i;
8857         const entity_render_t *ent = rsurface.entity;
8858         dp_model_t *model = ent->model;
8859         q3shaderinfo_layer_tcmod_t *tcmod;
8860
8861         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8862                 return t->currentframe;
8863         t->update_lastrenderframe = r_textureframe;
8864         t->update_lastrenderentity = (void *)ent;
8865
8866         // switch to an alternate material if this is a q1bsp animated material
8867         {
8868                 texture_t *texture = t;
8869                 int s = rsurface.ent_skinnum;
8870                 if ((unsigned int)s >= (unsigned int)model->numskins)
8871                         s = 0;
8872                 if (model->skinscenes)
8873                 {
8874                         if (model->skinscenes[s].framecount > 1)
8875                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8876                         else
8877                                 s = model->skinscenes[s].firstframe;
8878                 }
8879                 if (s > 0)
8880                         t = t + s * model->num_surfaces;
8881                 if (t->animated)
8882                 {
8883                         // use an alternate animation if the entity's frame is not 0,
8884                         // and only if the texture has an alternate animation
8885                         if (rsurface.ent_alttextures && t->anim_total[1])
8886                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8887                         else
8888                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8889                 }
8890                 texture->currentframe = t;
8891         }
8892
8893         // update currentskinframe to be a qw skin or animation frame
8894         if (rsurface.ent_qwskin >= 0)
8895         {
8896                 i = rsurface.ent_qwskin;
8897                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8898                 {
8899                         r_qwskincache_size = cl.maxclients;
8900                         if (r_qwskincache)
8901                                 Mem_Free(r_qwskincache);
8902                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8903                 }
8904                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8905                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8906                 t->currentskinframe = r_qwskincache[i].skinframe;
8907                 if (t->currentskinframe == NULL)
8908                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8909         }
8910         else if (t->numskinframes >= 2)
8911                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8912         if (t->backgroundnumskinframes >= 2)
8913                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8914
8915         t->currentmaterialflags = t->basematerialflags;
8916         t->currentalpha = rsurface.colormod[3];
8917         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8918                 t->currentalpha *= r_wateralpha.value;
8919         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8920                 t->currentalpha *= t->r_water_wateralpha;
8921         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8922                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8923         if (!(rsurface.ent_flags & RENDER_LIGHT))
8924                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8925         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8926         {
8927                 // pick a model lighting mode
8928                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8929                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8930                 else
8931                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8932         }
8933         if (rsurface.ent_flags & RENDER_ADDITIVE)
8934                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8935         else if (t->currentalpha < 1)
8936                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8937         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8938                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8939         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8940                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8941         if (t->backgroundnumskinframes)
8942                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8943         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8944         {
8945                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8946                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8947         }
8948         else
8949                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8950         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8951                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8952
8953         // there is no tcmod
8954         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8955         {
8956                 t->currenttexmatrix = r_waterscrollmatrix;
8957                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8958         }
8959         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8960         {
8961                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8962                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8963         }
8964
8965         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8966                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8967         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8968                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8969
8970         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8971         if (t->currentskinframe->qpixels)
8972                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8973         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8974         if (!t->basetexture)
8975                 t->basetexture = r_texture_notexture;
8976         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8977         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8978         t->nmaptexture = t->currentskinframe->nmap;
8979         if (!t->nmaptexture)
8980                 t->nmaptexture = r_texture_blanknormalmap;
8981         t->glosstexture = r_texture_black;
8982         t->glowtexture = t->currentskinframe->glow;
8983         t->fogtexture = t->currentskinframe->fog;
8984         t->reflectmasktexture = t->currentskinframe->reflect;
8985         if (t->backgroundnumskinframes)
8986         {
8987                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8988                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8989                 t->backgroundglosstexture = r_texture_black;
8990                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8991                 if (!t->backgroundnmaptexture)
8992                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8993         }
8994         else
8995         {
8996                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8997                 t->backgroundnmaptexture = r_texture_blanknormalmap;
8998                 t->backgroundglosstexture = r_texture_black;
8999                 t->backgroundglowtexture = NULL;
9000         }
9001         t->specularpower = r_shadow_glossexponent.value;
9002         // TODO: store reference values for these in the texture?
9003         t->specularscale = 0;
9004         if (r_shadow_gloss.integer > 0)
9005         {
9006                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9007                 {
9008                         if (r_shadow_glossintensity.value > 0)
9009                         {
9010                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9011                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9012                                 t->specularscale = r_shadow_glossintensity.value;
9013                         }
9014                 }
9015                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9016                 {
9017                         t->glosstexture = r_texture_white;
9018                         t->backgroundglosstexture = r_texture_white;
9019                         t->specularscale = r_shadow_gloss2intensity.value;
9020                         t->specularpower = r_shadow_gloss2exponent.value;
9021                 }
9022         }
9023         t->specularscale *= t->specularscalemod;
9024         t->specularpower *= t->specularpowermod;
9025
9026         // lightmaps mode looks bad with dlights using actual texturing, so turn
9027         // off the colormap and glossmap, but leave the normalmap on as it still
9028         // accurately represents the shading involved
9029         if (gl_lightmaps.integer)
9030         {
9031                 t->basetexture = r_texture_grey128;
9032                 t->pantstexture = r_texture_black;
9033                 t->shirttexture = r_texture_black;
9034                 t->nmaptexture = r_texture_blanknormalmap;
9035                 t->glosstexture = r_texture_black;
9036                 t->glowtexture = NULL;
9037                 t->fogtexture = NULL;
9038                 t->reflectmasktexture = NULL;
9039                 t->backgroundbasetexture = NULL;
9040                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9041                 t->backgroundglosstexture = r_texture_black;
9042                 t->backgroundglowtexture = NULL;
9043                 t->specularscale = 0;
9044                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9045         }
9046
9047         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9048         VectorClear(t->dlightcolor);
9049         t->currentnumlayers = 0;
9050         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9051         {
9052                 int blendfunc1, blendfunc2;
9053                 qboolean depthmask;
9054                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9055                 {
9056                         blendfunc1 = GL_SRC_ALPHA;
9057                         blendfunc2 = GL_ONE;
9058                 }
9059                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9060                 {
9061                         blendfunc1 = GL_SRC_ALPHA;
9062                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9063                 }
9064                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9065                 {
9066                         blendfunc1 = t->customblendfunc[0];
9067                         blendfunc2 = t->customblendfunc[1];
9068                 }
9069                 else
9070                 {
9071                         blendfunc1 = GL_ONE;
9072                         blendfunc2 = GL_ZERO;
9073                 }
9074                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9075                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9076                 {
9077                         // fullbright is not affected by r_refdef.lightmapintensity
9078                         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]);
9079                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9080                                 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]);
9081                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9082                                 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]);
9083                 }
9084                 else
9085                 {
9086                         vec3_t ambientcolor;
9087                         float colorscale;
9088                         // set the color tint used for lights affecting this surface
9089                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9090                         colorscale = 2;
9091                         // q3bsp has no lightmap updates, so the lightstylevalue that
9092                         // would normally be baked into the lightmap must be
9093                         // applied to the color
9094                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9095                         if (model->type == mod_brushq3)
9096                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9097                         colorscale *= r_refdef.lightmapintensity;
9098                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9099                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9100                         // basic lit geometry
9101                         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]);
9102                         // add pants/shirt if needed
9103                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9104                                 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]);
9105                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9106                                 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]);
9107                         // now add ambient passes if needed
9108                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9109                         {
9110                                 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]);
9111                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9112                                         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]);
9113                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9114                                         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]);
9115                         }
9116                 }
9117                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9118                         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]);
9119                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9120                 {
9121                         // if this is opaque use alpha blend which will darken the earlier
9122                         // passes cheaply.
9123                         //
9124                         // if this is an alpha blended material, all the earlier passes
9125                         // were darkened by fog already, so we only need to add the fog
9126                         // color ontop through the fog mask texture
9127                         //
9128                         // if this is an additive blended material, all the earlier passes
9129                         // were darkened by fog already, and we should not add fog color
9130                         // (because the background was not darkened, there is no fog color
9131                         // that was lost behind it).
9132                         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]);
9133                 }
9134         }
9135
9136         return t->currentframe;
9137 }
9138
9139 rsurfacestate_t rsurface;
9140
9141 void R_Mesh_ResizeArrays(int newvertices)
9142 {
9143         float *base;
9144         if (rsurface.array_size >= newvertices)
9145                 return;
9146         if (rsurface.array_modelvertex3f)
9147                 Mem_Free(rsurface.array_modelvertex3f);
9148         rsurface.array_size = (newvertices + 1023) & ~1023;
9149         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9150         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9151         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9152         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9153         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9154         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9155         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9156         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9157         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9158         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9159         rsurface.array_color4f           = base + rsurface.array_size * 27;
9160         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9161 }
9162
9163 void RSurf_ActiveWorldEntity(void)
9164 {
9165         dp_model_t *model = r_refdef.scene.worldmodel;
9166         //if (rsurface.entity == r_refdef.scene.worldentity)
9167         //      return;
9168         rsurface.entity = r_refdef.scene.worldentity;
9169         rsurface.skeleton = NULL;
9170         rsurface.ent_skinnum = 0;
9171         rsurface.ent_qwskin = -1;
9172         rsurface.ent_shadertime = 0;
9173         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9174         if (rsurface.array_size < model->surfmesh.num_vertices)
9175                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9176         rsurface.matrix = identitymatrix;
9177         rsurface.inversematrix = identitymatrix;
9178         rsurface.matrixscale = 1;
9179         rsurface.inversematrixscale = 1;
9180         R_EntityMatrix(&identitymatrix);
9181         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9182         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9183         rsurface.fograngerecip = r_refdef.fograngerecip;
9184         rsurface.fogheightfade = r_refdef.fogheightfade;
9185         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9186         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9187         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9188         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9189         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9190         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9191         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9192         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9193         rsurface.colormod[3] = 1;
9194         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);
9195         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9196         rsurface.frameblend[0].lerp = 1;
9197         rsurface.ent_alttextures = false;
9198         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9199         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9200         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9201         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9202         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9203         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9204         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9205         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9206         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9207         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9208         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9209         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9210         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9211         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9212         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9213         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9214         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9215         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9216         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9217         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9218         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9219         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9220         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9221         rsurface.modelelement3i = model->surfmesh.data_element3i;
9222         rsurface.modelelement3s = model->surfmesh.data_element3s;
9223         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9224         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9225         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9226         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9227         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9228         rsurface.modelsurfaces = model->data_surfaces;
9229         rsurface.generatedvertex = false;
9230         rsurface.vertex3f  = rsurface.modelvertex3f;
9231         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9232         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9233         rsurface.svector3f = rsurface.modelsvector3f;
9234         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9235         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9236         rsurface.tvector3f = rsurface.modeltvector3f;
9237         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9238         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9239         rsurface.normal3f  = rsurface.modelnormal3f;
9240         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9241         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9242         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9243 }
9244
9245 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9246 {
9247         dp_model_t *model = ent->model;
9248         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9249         //      return;
9250         rsurface.entity = (entity_render_t *)ent;
9251         rsurface.skeleton = ent->skeleton;
9252         rsurface.ent_skinnum = ent->skinnum;
9253         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;
9254         rsurface.ent_shadertime = ent->shadertime;
9255         rsurface.ent_flags = ent->flags;
9256         if (rsurface.array_size < model->surfmesh.num_vertices)
9257                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9258         rsurface.matrix = ent->matrix;
9259         rsurface.inversematrix = ent->inversematrix;
9260         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9261         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9262         R_EntityMatrix(&rsurface.matrix);
9263         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9264         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9265         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9266         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9267         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9268         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9269         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9270         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9271         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9272         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9273         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9274         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9275         rsurface.colormod[3] = ent->alpha;
9276         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9277         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9278         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9279         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9280         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9281         if (ent->model->brush.submodel && !prepass)
9282         {
9283                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9284                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9285         }
9286         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9287         {
9288                 if (ent->animcache_vertex3f && !r_framedata_failed)
9289                 {
9290                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9291                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9292                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9293                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9294                 }
9295                 else if (wanttangents)
9296                 {
9297                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9298                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9299                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9300                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9301                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9302                 }
9303                 else if (wantnormals)
9304                 {
9305                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9306                         rsurface.modelsvector3f = NULL;
9307                         rsurface.modeltvector3f = NULL;
9308                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9309                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9310                 }
9311                 else
9312                 {
9313                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9314                         rsurface.modelsvector3f = NULL;
9315                         rsurface.modeltvector3f = NULL;
9316                         rsurface.modelnormal3f = NULL;
9317                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9318                 }
9319                 rsurface.modelvertex3f_bufferobject = 0;
9320                 rsurface.modelvertex3f_bufferoffset = 0;
9321                 rsurface.modelsvector3f_bufferobject = 0;
9322                 rsurface.modelsvector3f_bufferoffset = 0;
9323                 rsurface.modeltvector3f_bufferobject = 0;
9324                 rsurface.modeltvector3f_bufferoffset = 0;
9325                 rsurface.modelnormal3f_bufferobject = 0;
9326                 rsurface.modelnormal3f_bufferoffset = 0;
9327                 rsurface.generatedvertex = true;
9328         }
9329         else
9330         {
9331                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9332                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9333                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9334                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9335                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9336                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9337                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9338                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9339                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9340                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9341                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9342                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9343                 rsurface.generatedvertex = false;
9344         }
9345         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9346         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9347         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9348         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9349         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9350         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9351         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9352         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9353         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9354         rsurface.modelelement3i = model->surfmesh.data_element3i;
9355         rsurface.modelelement3s = model->surfmesh.data_element3s;
9356         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9357         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9358         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9359         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9360         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9361         rsurface.modelsurfaces = model->data_surfaces;
9362         rsurface.vertex3f  = rsurface.modelvertex3f;
9363         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9364         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9365         rsurface.svector3f = rsurface.modelsvector3f;
9366         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9367         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9368         rsurface.tvector3f = rsurface.modeltvector3f;
9369         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9370         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9371         rsurface.normal3f  = rsurface.modelnormal3f;
9372         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9373         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9374         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9375 }
9376
9377 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)
9378 {
9379         rsurface.entity = r_refdef.scene.worldentity;
9380         rsurface.skeleton = NULL;
9381         rsurface.ent_skinnum = 0;
9382         rsurface.ent_qwskin = -1;
9383         rsurface.ent_shadertime = shadertime;
9384         rsurface.ent_flags = entflags;
9385         rsurface.modelnum_vertices = numvertices;
9386         rsurface.modelnum_triangles = numtriangles;
9387         if (rsurface.array_size < rsurface.modelnum_vertices)
9388                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9389         rsurface.matrix = *matrix;
9390         rsurface.inversematrix = *inversematrix;
9391         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9392         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9393         R_EntityMatrix(&rsurface.matrix);
9394         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9395         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9396         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9397         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9398         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9399         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9400         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9401         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9402         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9403         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9404         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9405         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9406         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);
9407         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9408         rsurface.frameblend[0].lerp = 1;
9409         rsurface.ent_alttextures = false;
9410         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9411         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9412         if (wanttangents)
9413         {
9414                 rsurface.modelvertex3f = vertex3f;
9415                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9416                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9417                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9418         }
9419         else if (wantnormals)
9420         {
9421                 rsurface.modelvertex3f = vertex3f;
9422                 rsurface.modelsvector3f = NULL;
9423                 rsurface.modeltvector3f = NULL;
9424                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9425         }
9426         else
9427         {
9428                 rsurface.modelvertex3f = vertex3f;
9429                 rsurface.modelsvector3f = NULL;
9430                 rsurface.modeltvector3f = NULL;
9431                 rsurface.modelnormal3f = NULL;
9432         }
9433         rsurface.modelvertex3f_bufferobject = 0;
9434         rsurface.modelvertex3f_bufferoffset = 0;
9435         rsurface.modelsvector3f_bufferobject = 0;
9436         rsurface.modelsvector3f_bufferoffset = 0;
9437         rsurface.modeltvector3f_bufferobject = 0;
9438         rsurface.modeltvector3f_bufferoffset = 0;
9439         rsurface.modelnormal3f_bufferobject = 0;
9440         rsurface.modelnormal3f_bufferoffset = 0;
9441         rsurface.generatedvertex = true;
9442         rsurface.modellightmapcolor4f  = color4f;
9443         rsurface.modellightmapcolor4f_bufferobject = 0;
9444         rsurface.modellightmapcolor4f_bufferoffset = 0;
9445         rsurface.modeltexcoordtexture2f  = texcoord2f;
9446         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9447         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9448         rsurface.modeltexcoordlightmap2f  = NULL;
9449         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9450         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9451         rsurface.modelelement3i = element3i;
9452         rsurface.modelelement3s = element3s;
9453         rsurface.modelelement3i_bufferobject = 0;
9454         rsurface.modelelement3s_bufferobject = 0;
9455         rsurface.modellightmapoffsets = NULL;
9456         rsurface.modelsurfaces = NULL;
9457         rsurface.vertex3f  = rsurface.modelvertex3f;
9458         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9459         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9460         rsurface.svector3f = rsurface.modelsvector3f;
9461         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9462         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9463         rsurface.tvector3f = rsurface.modeltvector3f;
9464         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9465         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9466         rsurface.normal3f  = rsurface.modelnormal3f;
9467         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9468         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9469         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9470
9471         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9472         {
9473                 if ((wantnormals || wanttangents) && !normal3f)
9474                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9475                 if (wanttangents && !svector3f)
9476                         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);
9477         }
9478 }
9479
9480 float RSurf_FogPoint(const float *v)
9481 {
9482         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9483         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9484         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9485         float FogHeightFade = r_refdef.fogheightfade;
9486         float fogfrac;
9487         unsigned int fogmasktableindex;
9488         if (r_refdef.fogplaneviewabove)
9489                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9490         else
9491                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9492         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9493         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9494 }
9495
9496 float RSurf_FogVertex(const float *v)
9497 {
9498         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9499         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9500         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9501         float FogHeightFade = rsurface.fogheightfade;
9502         float fogfrac;
9503         unsigned int fogmasktableindex;
9504         if (r_refdef.fogplaneviewabove)
9505                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9506         else
9507                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9508         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9509         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9510 }
9511
9512 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9513 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9514 {
9515         int deformindex;
9516         int texturesurfaceindex;
9517         int i, j;
9518         float amplitude;
9519         float animpos;
9520         float scale;
9521         const float *v1, *in_tc;
9522         float *out_tc;
9523         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9524         float waveparms[4];
9525         q3shaderinfo_deform_t *deform;
9526         // 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
9527         if (rsurface.generatedvertex)
9528         {
9529                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9530                         generatenormals = true;
9531                 for (i = 0;i < Q3MAXDEFORMS;i++)
9532                 {
9533                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9534                         {
9535                                 generatetangents = true;
9536                                 generatenormals = true;
9537                         }
9538                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9539                                 generatenormals = true;
9540                 }
9541                 if (generatenormals && !rsurface.modelnormal3f)
9542                 {
9543                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9544                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9545                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9546                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9547                 }
9548                 if (generatetangents && !rsurface.modelsvector3f)
9549                 {
9550                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9551                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9552                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9553                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9554                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9555                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9556                         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);
9557                 }
9558         }
9559         rsurface.vertex3f  = rsurface.modelvertex3f;
9560         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9561         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9562         rsurface.svector3f = rsurface.modelsvector3f;
9563         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9564         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9565         rsurface.tvector3f = rsurface.modeltvector3f;
9566         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9567         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9568         rsurface.normal3f  = rsurface.modelnormal3f;
9569         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9570         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9571         // if vertices are deformed (sprite flares and things in maps, possibly
9572         // water waves, bulges and other deformations), generate them into
9573         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9574         // (may be static model data or generated data for an animated model, or
9575         //  the previous deform pass)
9576         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9577         {
9578                 switch (deform->deform)
9579                 {
9580                 default:
9581                 case Q3DEFORM_PROJECTIONSHADOW:
9582                 case Q3DEFORM_TEXT0:
9583                 case Q3DEFORM_TEXT1:
9584                 case Q3DEFORM_TEXT2:
9585                 case Q3DEFORM_TEXT3:
9586                 case Q3DEFORM_TEXT4:
9587                 case Q3DEFORM_TEXT5:
9588                 case Q3DEFORM_TEXT6:
9589                 case Q3DEFORM_TEXT7:
9590                 case Q3DEFORM_NONE:
9591                         break;
9592                 case Q3DEFORM_AUTOSPRITE:
9593                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9594                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9595                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9596                         VectorNormalize(newforward);
9597                         VectorNormalize(newright);
9598                         VectorNormalize(newup);
9599                         // make deformed versions of only the model vertices used by the specified surfaces
9600                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9601                         {
9602                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9603                                 // a single autosprite surface can contain multiple sprites...
9604                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9605                                 {
9606                                         VectorClear(center);
9607                                         for (i = 0;i < 4;i++)
9608                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9609                                         VectorScale(center, 0.25f, center);
9610                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9611                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9612                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9613                                         for (i = 0;i < 4;i++)
9614                                         {
9615                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9616                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9617                                         }
9618                                 }
9619                                 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);
9620                                 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);
9621                         }
9622                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9623                         rsurface.vertex3f_bufferobject = 0;
9624                         rsurface.vertex3f_bufferoffset = 0;
9625                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9626                         rsurface.svector3f_bufferobject = 0;
9627                         rsurface.svector3f_bufferoffset = 0;
9628                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9629                         rsurface.tvector3f_bufferobject = 0;
9630                         rsurface.tvector3f_bufferoffset = 0;
9631                         rsurface.normal3f = rsurface.array_deformednormal3f;
9632                         rsurface.normal3f_bufferobject = 0;
9633                         rsurface.normal3f_bufferoffset = 0;
9634                         break;
9635                 case Q3DEFORM_AUTOSPRITE2:
9636                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9637                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9638                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9639                         VectorNormalize(newforward);
9640                         VectorNormalize(newright);
9641                         VectorNormalize(newup);
9642                         // make deformed versions of only the model vertices used by the specified surfaces
9643                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9644                         {
9645                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9646                                 const float *v1, *v2;
9647                                 vec3_t start, end;
9648                                 float f, l;
9649                                 struct
9650                                 {
9651                                         float length2;
9652                                         const float *v1;
9653                                         const float *v2;
9654                                 }
9655                                 shortest[2];
9656                                 memset(shortest, 0, sizeof(shortest));
9657                                 // a single autosprite surface can contain multiple sprites...
9658                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9659                                 {
9660                                         VectorClear(center);
9661                                         for (i = 0;i < 4;i++)
9662                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9663                                         VectorScale(center, 0.25f, center);
9664                                         // find the two shortest edges, then use them to define the
9665                                         // axis vectors for rotating around the central axis
9666                                         for (i = 0;i < 6;i++)
9667                                         {
9668                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9669                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9670 #if 0
9671                                                 Debug_PolygonBegin(NULL, 0);
9672                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9673                                                 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);
9674                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9675                                                 Debug_PolygonEnd();
9676 #endif
9677                                                 l = VectorDistance2(v1, v2);
9678                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9679                                                 if (v1[2] != v2[2])
9680                                                         l += (1.0f / 1024.0f);
9681                                                 if (shortest[0].length2 > l || i == 0)
9682                                                 {
9683                                                         shortest[1] = shortest[0];
9684                                                         shortest[0].length2 = l;
9685                                                         shortest[0].v1 = v1;
9686                                                         shortest[0].v2 = v2;
9687                                                 }
9688                                                 else if (shortest[1].length2 > l || i == 1)
9689                                                 {
9690                                                         shortest[1].length2 = l;
9691                                                         shortest[1].v1 = v1;
9692                                                         shortest[1].v2 = v2;
9693                                                 }
9694                                         }
9695                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9696                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9697 #if 0
9698                                         Debug_PolygonBegin(NULL, 0);
9699                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9700                                         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);
9701                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9702                                         Debug_PolygonEnd();
9703 #endif
9704                                         // this calculates the right vector from the shortest edge
9705                                         // and the up vector from the edge midpoints
9706                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9707                                         VectorNormalize(right);
9708                                         VectorSubtract(end, start, up);
9709                                         VectorNormalize(up);
9710                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9711                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9712                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9713                                         VectorNegate(forward, forward);
9714                                         VectorReflect(forward, 0, up, forward);
9715                                         VectorNormalize(forward);
9716                                         CrossProduct(up, forward, newright);
9717                                         VectorNormalize(newright);
9718 #if 0
9719                                         Debug_PolygonBegin(NULL, 0);
9720                                         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);
9721                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9722                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9723                                         Debug_PolygonEnd();
9724 #endif
9725 #if 0
9726                                         Debug_PolygonBegin(NULL, 0);
9727                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9728                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9729                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9730                                         Debug_PolygonEnd();
9731 #endif
9732                                         // rotate the quad around the up axis vector, this is made
9733                                         // especially easy by the fact we know the quad is flat,
9734                                         // so we only have to subtract the center position and
9735                                         // measure distance along the right vector, and then
9736                                         // multiply that by the newright vector and add back the
9737                                         // center position
9738                                         // we also need to subtract the old position to undo the
9739                                         // displacement from the center, which we do with a
9740                                         // DotProduct, the subtraction/addition of center is also
9741                                         // optimized into DotProducts here
9742                                         l = DotProduct(right, center);
9743                                         for (i = 0;i < 4;i++)
9744                                         {
9745                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9746                                                 f = DotProduct(right, v1) - l;
9747                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9748                                         }
9749                                 }
9750                                 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);
9751                                 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);
9752                         }
9753                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9754                         rsurface.vertex3f_bufferobject = 0;
9755                         rsurface.vertex3f_bufferoffset = 0;
9756                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9757                         rsurface.svector3f_bufferobject = 0;
9758                         rsurface.svector3f_bufferoffset = 0;
9759                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9760                         rsurface.tvector3f_bufferobject = 0;
9761                         rsurface.tvector3f_bufferoffset = 0;
9762                         rsurface.normal3f = rsurface.array_deformednormal3f;
9763                         rsurface.normal3f_bufferobject = 0;
9764                         rsurface.normal3f_bufferoffset = 0;
9765                         break;
9766                 case Q3DEFORM_NORMAL:
9767                         // deform the normals to make reflections wavey
9768                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9769                         {
9770                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9771                                 for (j = 0;j < surface->num_vertices;j++)
9772                                 {
9773                                         float vertex[3];
9774                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9775                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9776                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9777                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9778                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9779                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9780                                         VectorNormalize(normal);
9781                                 }
9782                                 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);
9783                         }
9784                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9785                         rsurface.svector3f_bufferobject = 0;
9786                         rsurface.svector3f_bufferoffset = 0;
9787                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9788                         rsurface.tvector3f_bufferobject = 0;
9789                         rsurface.tvector3f_bufferoffset = 0;
9790                         rsurface.normal3f = rsurface.array_deformednormal3f;
9791                         rsurface.normal3f_bufferobject = 0;
9792                         rsurface.normal3f_bufferoffset = 0;
9793                         break;
9794                 case Q3DEFORM_WAVE:
9795                         // deform vertex array to make wavey water and flags and such
9796                         waveparms[0] = deform->waveparms[0];
9797                         waveparms[1] = deform->waveparms[1];
9798                         waveparms[2] = deform->waveparms[2];
9799                         waveparms[3] = deform->waveparms[3];
9800                         // this is how a divisor of vertex influence on deformation
9801                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9802                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9803                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9804                         {
9805                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9806                                 for (j = 0;j < surface->num_vertices;j++)
9807                                 {
9808                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9809                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9810                                         // if the wavefunc depends on time, evaluate it per-vertex
9811                                         if (waveparms[3])
9812                                         {
9813                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9814                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9815                                         }
9816                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9817                                 }
9818                         }
9819                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9820                         rsurface.vertex3f_bufferobject = 0;
9821                         rsurface.vertex3f_bufferoffset = 0;
9822                         break;
9823                 case Q3DEFORM_BULGE:
9824                         // deform vertex array to make the surface have moving bulges
9825                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9826                         {
9827                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9828                                 for (j = 0;j < surface->num_vertices;j++)
9829                                 {
9830                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9831                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9832                                 }
9833                         }
9834                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9835                         rsurface.vertex3f_bufferobject = 0;
9836                         rsurface.vertex3f_bufferoffset = 0;
9837                         break;
9838                 case Q3DEFORM_MOVE:
9839                         // deform vertex array
9840                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9841                         VectorScale(deform->parms, scale, waveparms);
9842                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9843                         {
9844                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9845                                 for (j = 0;j < surface->num_vertices;j++)
9846                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9847                         }
9848                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9849                         rsurface.vertex3f_bufferobject = 0;
9850                         rsurface.vertex3f_bufferoffset = 0;
9851                         break;
9852                 }
9853         }
9854         // generate texcoords based on the chosen texcoord source
9855         switch(rsurface.texture->tcgen.tcgen)
9856         {
9857         default:
9858         case Q3TCGEN_TEXTURE:
9859                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9860                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9861                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9862                 break;
9863         case Q3TCGEN_LIGHTMAP:
9864                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9865                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9866                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9867                 break;
9868         case Q3TCGEN_VECTOR:
9869                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9870                 {
9871                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9872                         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)
9873                         {
9874                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9875                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9876                         }
9877                 }
9878                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9879                 rsurface.texcoordtexture2f_bufferobject  = 0;
9880                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9881                 break;
9882         case Q3TCGEN_ENVIRONMENT:
9883                 // make environment reflections using a spheremap
9884                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9885                 {
9886                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9887                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9888                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9889                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9890                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9891                         {
9892                                 // identical to Q3A's method, but executed in worldspace so
9893                                 // carried models can be shiny too
9894
9895                                 float viewer[3], d, reflected[3], worldreflected[3];
9896
9897                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9898                                 // VectorNormalize(viewer);
9899
9900                                 d = DotProduct(normal, viewer);
9901
9902                                 reflected[0] = normal[0]*2*d - viewer[0];
9903                                 reflected[1] = normal[1]*2*d - viewer[1];
9904                                 reflected[2] = normal[2]*2*d - viewer[2];
9905                                 // note: this is proportinal to viewer, so we can normalize later
9906
9907                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9908                                 VectorNormalize(worldreflected);
9909
9910                                 // note: this sphere map only uses world x and z!
9911                                 // so positive and negative y will LOOK THE SAME.
9912                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9913                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9914                         }
9915                 }
9916                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9917                 rsurface.texcoordtexture2f_bufferobject  = 0;
9918                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9919                 break;
9920         }
9921         // the only tcmod that needs software vertex processing is turbulent, so
9922         // check for it here and apply the changes if needed
9923         // and we only support that as the first one
9924         // (handling a mixture of turbulent and other tcmods would be problematic
9925         //  without punting it entirely to a software path)
9926         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9927         {
9928                 amplitude = rsurface.texture->tcmods[0].parms[1];
9929                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9930                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9931                 {
9932                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9933                         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)
9934                         {
9935                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9936                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9937                         }
9938                 }
9939                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9940                 rsurface.texcoordtexture2f_bufferobject  = 0;
9941                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9942         }
9943         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9944         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9945         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9946         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9947 }
9948
9949 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9950 {
9951         int i, j;
9952         const msurface_t *surface = texturesurfacelist[0];
9953         const msurface_t *surface2;
9954         int firstvertex;
9955         int endvertex;
9956         int numvertices;
9957         int numtriangles;
9958         // TODO: lock all array ranges before render, rather than on each surface
9959         if (texturenumsurfaces == 1)
9960                 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);
9961         else if (r_batchmode.integer == 2)
9962         {
9963                 #define MAXBATCHTRIANGLES 4096
9964                 int batchtriangles = 0;
9965                 static int batchelements[MAXBATCHTRIANGLES*3];
9966                 for (i = 0;i < texturenumsurfaces;i = j)
9967                 {
9968                         surface = texturesurfacelist[i];
9969                         j = i + 1;
9970                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9971                         {
9972                                 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);
9973                                 continue;
9974                         }
9975                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9976                         batchtriangles = surface->num_triangles;
9977                         firstvertex = surface->num_firstvertex;
9978                         endvertex = surface->num_firstvertex + surface->num_vertices;
9979                         for (;j < texturenumsurfaces;j++)
9980                         {
9981                                 surface2 = texturesurfacelist[j];
9982                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9983                                         break;
9984                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9985                                 batchtriangles += surface2->num_triangles;
9986                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9987                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9988                         }
9989                         surface2 = texturesurfacelist[j-1];
9990                         numvertices = endvertex - firstvertex;
9991                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9992                 }
9993         }
9994         else if (r_batchmode.integer == 1)
9995         {
9996                 for (i = 0;i < texturenumsurfaces;i = j)
9997                 {
9998                         surface = texturesurfacelist[i];
9999                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10000                                 if (texturesurfacelist[j] != surface2)
10001                                         break;
10002                         surface2 = texturesurfacelist[j-1];
10003                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10004                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10005                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10006                 }
10007         }
10008         else
10009         {
10010                 for (i = 0;i < texturenumsurfaces;i++)
10011                 {
10012                         surface = texturesurfacelist[i];
10013                         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);
10014                 }
10015         }
10016 }
10017
10018 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10019 {
10020         switch(vid.renderpath)
10021         {
10022         case RENDERPATH_CGGL:
10023 #ifdef SUPPORTCG
10024                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10025                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10026 #endif
10027                 break;
10028         case RENDERPATH_GL20:
10029                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10030                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10031                 break;
10032         case RENDERPATH_GL13:
10033         case RENDERPATH_GL11:
10034                 R_Mesh_TexBind(0, surface->lightmaptexture);
10035                 break;
10036         }
10037 }
10038
10039 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10040 {
10041         // pick the closest matching water plane and bind textures
10042         int planeindex, vertexindex;
10043         float d, bestd;
10044         vec3_t vert;
10045         const float *v;
10046         r_waterstate_waterplane_t *p, *bestp;
10047         bestd = 0;
10048         bestp = NULL;
10049         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10050         {
10051                 d = 0;
10052                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10053                 {
10054                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10055                         d += fabs(PlaneDiff(vert, &p->plane));
10056                 }
10057                 if (bestd > d || !bestp)
10058                 {
10059                         bestd = d;
10060                         bestp = p;
10061                 }
10062         }
10063         switch(vid.renderpath)
10064         {
10065         case RENDERPATH_CGGL:
10066 #ifdef SUPPORTCG
10067                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10068                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10069 #endif
10070                 break;
10071         case RENDERPATH_GL20:
10072                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10073                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10074                 break;
10075         case RENDERPATH_GL13:
10076         case RENDERPATH_GL11:
10077                 break;
10078         }
10079 }
10080
10081 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10082 {
10083         int i;
10084         const msurface_t *surface;
10085         if (r_waterstate.renderingscene)
10086                 return;
10087         for (i = 0;i < texturenumsurfaces;i++)
10088         {
10089                 surface = texturesurfacelist[i];
10090                 RSurf_BindLightmapForSurface(surface);
10091                 RSurf_BindReflectionForSurface(surface);
10092                 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);
10093         }
10094 }
10095
10096 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10097 {
10098         int i;
10099         int j;
10100         const msurface_t *surface = texturesurfacelist[0];
10101         const msurface_t *surface2;
10102         int firstvertex;
10103         int endvertex;
10104         int numvertices;
10105         int numtriangles;
10106         if (texturenumsurfaces == 1)
10107         {
10108                 RSurf_BindLightmapForSurface(surface);
10109                 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);
10110         }
10111         else if (r_batchmode.integer == 2)
10112         {
10113 #define MAXBATCHTRIANGLES 4096
10114                 int batchtriangles = 0;
10115                 static int batchelements[MAXBATCHTRIANGLES*3];
10116                 for (i = 0;i < texturenumsurfaces;i = j)
10117                 {
10118                         surface = texturesurfacelist[i];
10119                         RSurf_BindLightmapForSurface(surface);
10120                         j = i + 1;
10121                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10122                         {
10123                                 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);
10124                                 continue;
10125                         }
10126                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10127                         batchtriangles = surface->num_triangles;
10128                         firstvertex = surface->num_firstvertex;
10129                         endvertex = surface->num_firstvertex + surface->num_vertices;
10130                         for (;j < texturenumsurfaces;j++)
10131                         {
10132                                 surface2 = texturesurfacelist[j];
10133                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10134                                         break;
10135                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10136                                 batchtriangles += surface2->num_triangles;
10137                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10138                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10139                         }
10140                         surface2 = texturesurfacelist[j-1];
10141                         numvertices = endvertex - firstvertex;
10142                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10143                 }
10144         }
10145         else if (r_batchmode.integer == 1)
10146         {
10147 #if 0
10148                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10149                 for (i = 0;i < texturenumsurfaces;i = j)
10150                 {
10151                         surface = texturesurfacelist[i];
10152                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10153                                 if (texturesurfacelist[j] != surface2)
10154                                         break;
10155                         Con_Printf(" %i", j - i);
10156                 }
10157                 Con_Printf("\n");
10158                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10159 #endif
10160                 for (i = 0;i < texturenumsurfaces;i = j)
10161                 {
10162                         surface = texturesurfacelist[i];
10163                         RSurf_BindLightmapForSurface(surface);
10164                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10165                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10166                                         break;
10167 #if 0
10168                         Con_Printf(" %i", j - i);
10169 #endif
10170                         surface2 = texturesurfacelist[j-1];
10171                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10172                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10173                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10174                 }
10175 #if 0
10176                 Con_Printf("\n");
10177 #endif
10178         }
10179         else
10180         {
10181                 for (i = 0;i < texturenumsurfaces;i++)
10182                 {
10183                         surface = texturesurfacelist[i];
10184                         RSurf_BindLightmapForSurface(surface);
10185                         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);
10186                 }
10187         }
10188 }
10189
10190 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10191 {
10192         int j;
10193         int texturesurfaceindex;
10194         if (r_showsurfaces.integer == 2)
10195         {
10196                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10197                 {
10198                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10199                         for (j = 0;j < surface->num_triangles;j++)
10200                         {
10201                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10202                                 GL_Color(f, f, f, 1);
10203                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10204                         }
10205                 }
10206         }
10207         else
10208         {
10209                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10210                 {
10211                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10212                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10213                         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);
10214                         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);
10215                 }
10216         }
10217 }
10218
10219 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10220 {
10221         int texturesurfaceindex;
10222         int i;
10223         const float *v;
10224         float *c2;
10225         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10226         {
10227                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10228                 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)
10229                 {
10230                         c2[0] = 0.5;
10231                         c2[1] = 0.5;
10232                         c2[2] = 0.5;
10233                         c2[3] = 1;
10234                 }
10235         }
10236         rsurface.lightmapcolor4f = rsurface.array_color4f;
10237         rsurface.lightmapcolor4f_bufferobject = 0;
10238         rsurface.lightmapcolor4f_bufferoffset = 0;
10239 }
10240
10241 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10242 {
10243         int texturesurfaceindex;
10244         int i;
10245         float f;
10246         const float *v;
10247         const float *c;
10248         float *c2;
10249         if (rsurface.lightmapcolor4f)
10250         {
10251                 // generate color arrays for the surfaces in this list
10252                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10253                 {
10254                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10255                         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)
10256                         {
10257                                 f = RSurf_FogVertex(v);
10258                                 c2[0] = c[0] * f;
10259                                 c2[1] = c[1] * f;
10260                                 c2[2] = c[2] * f;
10261                                 c2[3] = c[3];
10262                         }
10263                 }
10264         }
10265         else
10266         {
10267                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10268                 {
10269                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10270                         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)
10271                         {
10272                                 f = RSurf_FogVertex(v);
10273                                 c2[0] = f;
10274                                 c2[1] = f;
10275                                 c2[2] = f;
10276                                 c2[3] = 1;
10277                         }
10278                 }
10279         }
10280         rsurface.lightmapcolor4f = rsurface.array_color4f;
10281         rsurface.lightmapcolor4f_bufferobject = 0;
10282         rsurface.lightmapcolor4f_bufferoffset = 0;
10283 }
10284
10285 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10286 {
10287         int texturesurfaceindex;
10288         int i;
10289         float f;
10290         const float *v;
10291         const float *c;
10292         float *c2;
10293         if (!rsurface.lightmapcolor4f)
10294                 return;
10295         // generate color arrays for the surfaces in this list
10296         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10297         {
10298                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10299                 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)
10300                 {
10301                         f = RSurf_FogVertex(v);
10302                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10303                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10304                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10305                         c2[3] = c[3];
10306                 }
10307         }
10308         rsurface.lightmapcolor4f = rsurface.array_color4f;
10309         rsurface.lightmapcolor4f_bufferobject = 0;
10310         rsurface.lightmapcolor4f_bufferoffset = 0;
10311 }
10312
10313 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10314 {
10315         int texturesurfaceindex;
10316         int i;
10317         const float *c;
10318         float *c2;
10319         if (!rsurface.lightmapcolor4f)
10320                 return;
10321         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10322         {
10323                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10324                 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)
10325                 {
10326                         c2[0] = c[0] * r;
10327                         c2[1] = c[1] * g;
10328                         c2[2] = c[2] * b;
10329                         c2[3] = c[3] * a;
10330                 }
10331         }
10332         rsurface.lightmapcolor4f = rsurface.array_color4f;
10333         rsurface.lightmapcolor4f_bufferobject = 0;
10334         rsurface.lightmapcolor4f_bufferoffset = 0;
10335 }
10336
10337 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10338 {
10339         int texturesurfaceindex;
10340         int i;
10341         const float *c;
10342         float *c2;
10343         if (!rsurface.lightmapcolor4f)
10344                 return;
10345         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10346         {
10347                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10348                 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)
10349                 {
10350                         c2[0] = c[0] + r_refdef.scene.ambient;
10351                         c2[1] = c[1] + r_refdef.scene.ambient;
10352                         c2[2] = c[2] + r_refdef.scene.ambient;
10353                         c2[3] = c[3];
10354                 }
10355         }
10356         rsurface.lightmapcolor4f = rsurface.array_color4f;
10357         rsurface.lightmapcolor4f_bufferobject = 0;
10358         rsurface.lightmapcolor4f_bufferoffset = 0;
10359 }
10360
10361 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10362 {
10363         // TODO: optimize
10364         rsurface.lightmapcolor4f = NULL;
10365         rsurface.lightmapcolor4f_bufferobject = 0;
10366         rsurface.lightmapcolor4f_bufferoffset = 0;
10367         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10368         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10369         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10370         GL_Color(r, g, b, a);
10371         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10372 }
10373
10374 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10375 {
10376         // TODO: optimize applyfog && applycolor case
10377         // just apply fog if necessary, and tint the fog color array if necessary
10378         rsurface.lightmapcolor4f = NULL;
10379         rsurface.lightmapcolor4f_bufferobject = 0;
10380         rsurface.lightmapcolor4f_bufferoffset = 0;
10381         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10382         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10383         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10384         GL_Color(r, g, b, a);
10385         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10386 }
10387
10388 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10389 {
10390         int texturesurfaceindex;
10391         int i;
10392         float *c;
10393         // TODO: optimize
10394         if (texturesurfacelist[0]->lightmapinfo)
10395         {
10396                 // generate color arrays for the surfaces in this list
10397                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10398                 {
10399                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10400                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10401                         {
10402                                 if (surface->lightmapinfo->samples)
10403                                 {
10404                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10405                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10406                                         VectorScale(lm, scale, c);
10407                                         if (surface->lightmapinfo->styles[1] != 255)
10408                                         {
10409                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10410                                                 lm += size3;
10411                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10412                                                 VectorMA(c, scale, lm, c);
10413                                                 if (surface->lightmapinfo->styles[2] != 255)
10414                                                 {
10415                                                         lm += size3;
10416                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10417                                                         VectorMA(c, scale, lm, c);
10418                                                         if (surface->lightmapinfo->styles[3] != 255)
10419                                                         {
10420                                                                 lm += size3;
10421                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10422                                                                 VectorMA(c, scale, lm, c);
10423                                                         }
10424                                                 }
10425                                         }
10426                                 }
10427                                 else
10428                                         VectorClear(c);
10429                                 c[3] = 1;
10430                         }
10431                 }
10432                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10433                 rsurface.lightmapcolor4f_bufferobject = 0;
10434                 rsurface.lightmapcolor4f_bufferoffset = 0;
10435         }
10436         else
10437         {
10438                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10439                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10440                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10441         }
10442         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10443         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10444         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10445         GL_Color(r, g, b, a);
10446         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10447 }
10448
10449 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10450 {
10451         int texturesurfaceindex;
10452         int i;
10453         float f;
10454         float alpha;
10455         const float *v;
10456         const float *n;
10457         float *c;
10458         vec3_t ambientcolor;
10459         vec3_t diffusecolor;
10460         vec3_t lightdir;
10461         // TODO: optimize
10462         // model lighting
10463         VectorCopy(rsurface.modellight_lightdir, lightdir);
10464         f = 0.5f * r_refdef.lightmapintensity;
10465         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10466         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10467         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10468         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10469         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10470         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10471         alpha = *a;
10472         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10473         {
10474                 // generate color arrays for the surfaces in this list
10475                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10476                 {
10477                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10478                         int numverts = surface->num_vertices;
10479                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10480                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10481                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10482                         // q3-style directional shading
10483                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10484                         {
10485                                 if ((f = DotProduct(n, lightdir)) > 0)
10486                                         VectorMA(ambientcolor, f, diffusecolor, c);
10487                                 else
10488                                         VectorCopy(ambientcolor, c);
10489                                 c[3] = alpha;
10490                         }
10491                 }
10492                 *r = 1;
10493                 *g = 1;
10494                 *b = 1;
10495                 *a = 1;
10496                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10497                 rsurface.lightmapcolor4f_bufferobject = 0;
10498                 rsurface.lightmapcolor4f_bufferoffset = 0;
10499                 *applycolor = false;
10500         }
10501         else
10502         {
10503                 *r = ambientcolor[0];
10504                 *g = ambientcolor[1];
10505                 *b = ambientcolor[2];
10506                 rsurface.lightmapcolor4f = NULL;
10507                 rsurface.lightmapcolor4f_bufferobject = 0;
10508                 rsurface.lightmapcolor4f_bufferoffset = 0;
10509         }
10510 }
10511
10512 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10513 {
10514         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10515         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10516         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10517         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10518         GL_Color(r, g, b, a);
10519         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10520 }
10521
10522 void RSurf_SetupDepthAndCulling(void)
10523 {
10524         // submodels are biased to avoid z-fighting with world surfaces that they
10525         // may be exactly overlapping (avoids z-fighting artifacts on certain
10526         // doors and things in Quake maps)
10527         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10528         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10529         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10530         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10531 }
10532
10533 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10534 {
10535         // transparent sky would be ridiculous
10536         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10537                 return;
10538         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10539         skyrenderlater = true;
10540         RSurf_SetupDepthAndCulling();
10541         GL_DepthMask(true);
10542         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10543         // skymasking on them, and Quake3 never did sky masking (unlike
10544         // software Quake and software Quake2), so disable the sky masking
10545         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10546         // and skymasking also looks very bad when noclipping outside the
10547         // level, so don't use it then either.
10548         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10549         {
10550                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10551                 R_Mesh_ColorPointer(NULL, 0, 0);
10552                 R_Mesh_ResetTextureState();
10553                 if (skyrendermasked)
10554                 {
10555                         R_SetupShader_DepthOrShadow();
10556                         // depth-only (masking)
10557                         GL_ColorMask(0,0,0,0);
10558                         // just to make sure that braindead drivers don't draw
10559                         // anything despite that colormask...
10560                         GL_BlendFunc(GL_ZERO, GL_ONE);
10561                 }
10562                 else
10563                 {
10564                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10565                         // fog sky
10566                         GL_BlendFunc(GL_ONE, GL_ZERO);
10567                 }
10568                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10569                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10570                 if (skyrendermasked)
10571                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10572         }
10573         R_Mesh_ResetTextureState();
10574         GL_Color(1, 1, 1, 1);
10575 }
10576
10577 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10578 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10579 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10580 {
10581         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10582                 return;
10583         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10584         if (prepass)
10585         {
10586                 // render screenspace normalmap to texture
10587                 GL_DepthMask(true);
10588                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10589                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10590         }
10591         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10592         {
10593                 // render water or distortion background, then blend surface on top
10594                 GL_DepthMask(true);
10595                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10596                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10597                 GL_DepthMask(false);
10598                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10599                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10600                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10601                 else
10602                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10603         }
10604         else
10605         {
10606                 // render surface normally
10607                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10608                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10609                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10610                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10611                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10612                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10613                 else
10614                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10615         }
10616 }
10617
10618 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10619 {
10620         // OpenGL 1.3 path - anything not completely ancient
10621         int texturesurfaceindex;
10622         qboolean applycolor;
10623         qboolean applyfog;
10624         int layerindex;
10625         const texturelayer_t *layer;
10626         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10627
10628         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10629         {
10630                 vec4_t layercolor;
10631                 int layertexrgbscale;
10632                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10633                 {
10634                         if (layerindex == 0)
10635                                 GL_AlphaTest(true);
10636                         else
10637                         {
10638                                 GL_AlphaTest(false);
10639                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10640                         }
10641                 }
10642                 GL_DepthMask(layer->depthmask && writedepth);
10643                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10644                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10645                 {
10646                         layertexrgbscale = 4;
10647                         VectorScale(layer->color, 0.25f, layercolor);
10648                 }
10649                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10650                 {
10651                         layertexrgbscale = 2;
10652                         VectorScale(layer->color, 0.5f, layercolor);
10653                 }
10654                 else
10655                 {
10656                         layertexrgbscale = 1;
10657                         VectorScale(layer->color, 1.0f, layercolor);
10658                 }
10659                 layercolor[3] = layer->color[3];
10660                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10661                 R_Mesh_ColorPointer(NULL, 0, 0);
10662                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10663                 switch (layer->type)
10664                 {
10665                 case TEXTURELAYERTYPE_LITTEXTURE:
10666                         // single-pass lightmapped texture with 2x rgbscale
10667                         R_Mesh_TexBind(0, r_texture_white);
10668                         R_Mesh_TexMatrix(0, NULL);
10669                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10670                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10671                         R_Mesh_TexBind(1, layer->texture);
10672                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10673                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10674                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10675                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10676                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10677                         else if (rsurface.uselightmaptexture)
10678                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10679                         else
10680                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10681                         break;
10682                 case TEXTURELAYERTYPE_TEXTURE:
10683                         // singletexture unlit texture with transparency support
10684                         R_Mesh_TexBind(0, layer->texture);
10685                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10686                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10687                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10688                         R_Mesh_TexBind(1, 0);
10689                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10690                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10691                         break;
10692                 case TEXTURELAYERTYPE_FOG:
10693                         // singletexture fogging
10694                         if (layer->texture)
10695                         {
10696                                 R_Mesh_TexBind(0, layer->texture);
10697                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10698                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10699                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10700                         }
10701                         else
10702                         {
10703                                 R_Mesh_TexBind(0, 0);
10704                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10705                         }
10706                         R_Mesh_TexBind(1, 0);
10707                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10708                         // generate a color array for the fog pass
10709                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10710                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10711                         {
10712                                 int i;
10713                                 float f;
10714                                 const float *v;
10715                                 float *c;
10716                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10717                                 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)
10718                                 {
10719                                         f = 1 - RSurf_FogVertex(v);
10720                                         c[0] = layercolor[0];
10721                                         c[1] = layercolor[1];
10722                                         c[2] = layercolor[2];
10723                                         c[3] = f * layercolor[3];
10724                                 }
10725                         }
10726                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10727                         break;
10728                 default:
10729                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10730                 }
10731         }
10732         CHECKGLERROR
10733         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10734         {
10735                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10736                 GL_AlphaTest(false);
10737         }
10738 }
10739
10740 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10741 {
10742         // OpenGL 1.1 - crusty old voodoo path
10743         int texturesurfaceindex;
10744         qboolean applyfog;
10745         int layerindex;
10746         const texturelayer_t *layer;
10747         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10748
10749         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10750         {
10751                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10752                 {
10753                         if (layerindex == 0)
10754                                 GL_AlphaTest(true);
10755                         else
10756                         {
10757                                 GL_AlphaTest(false);
10758                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10759                         }
10760                 }
10761                 GL_DepthMask(layer->depthmask && writedepth);
10762                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10763                 R_Mesh_ColorPointer(NULL, 0, 0);
10764                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10765                 switch (layer->type)
10766                 {
10767                 case TEXTURELAYERTYPE_LITTEXTURE:
10768                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10769                         {
10770                                 // two-pass lit texture with 2x rgbscale
10771                                 // first the lightmap pass
10772                                 R_Mesh_TexBind(0, r_texture_white);
10773                                 R_Mesh_TexMatrix(0, NULL);
10774                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10775                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10776                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10777                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10778                                 else if (rsurface.uselightmaptexture)
10779                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10780                                 else
10781                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10782                                 // then apply the texture to it
10783                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10784                                 R_Mesh_TexBind(0, layer->texture);
10785                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10786                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10787                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10788                                 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);
10789                         }
10790                         else
10791                         {
10792                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10793                                 R_Mesh_TexBind(0, layer->texture);
10794                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10795                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10796                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10797                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10798                                         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);
10799                                 else
10800                                         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);
10801                         }
10802                         break;
10803                 case TEXTURELAYERTYPE_TEXTURE:
10804                         // singletexture unlit texture with transparency support
10805                         R_Mesh_TexBind(0, layer->texture);
10806                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10807                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10808                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10809                         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);
10810                         break;
10811                 case TEXTURELAYERTYPE_FOG:
10812                         // singletexture fogging
10813                         if (layer->texture)
10814                         {
10815                                 R_Mesh_TexBind(0, layer->texture);
10816                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10817                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10818                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10819                         }
10820                         else
10821                         {
10822                                 R_Mesh_TexBind(0, 0);
10823                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10824                         }
10825                         // generate a color array for the fog pass
10826                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10827                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10828                         {
10829                                 int i;
10830                                 float f;
10831                                 const float *v;
10832                                 float *c;
10833                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10834                                 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)
10835                                 {
10836                                         f = 1 - RSurf_FogVertex(v);
10837                                         c[0] = layer->color[0];
10838                                         c[1] = layer->color[1];
10839                                         c[2] = layer->color[2];
10840                                         c[3] = f * layer->color[3];
10841                                 }
10842                         }
10843                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10844                         break;
10845                 default:
10846                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10847                 }
10848         }
10849         CHECKGLERROR
10850         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10851         {
10852                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10853                 GL_AlphaTest(false);
10854         }
10855 }
10856
10857 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10858 {
10859         float c[4];
10860
10861         GL_AlphaTest(false);
10862         R_Mesh_ColorPointer(NULL, 0, 0);
10863         R_Mesh_ResetTextureState();
10864         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10865
10866         if(rsurface.texture && rsurface.texture->currentskinframe)
10867         {
10868                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10869                 c[3] *= rsurface.texture->currentalpha;
10870         }
10871         else
10872         {
10873                 c[0] = 1;
10874                 c[1] = 0;
10875                 c[2] = 1;
10876                 c[3] = 1;
10877         }
10878
10879         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10880         {
10881                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10882                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10883                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10884         }
10885
10886         // brighten it up (as texture value 127 means "unlit")
10887         c[0] *= 2 * r_refdef.view.colorscale;
10888         c[1] *= 2 * r_refdef.view.colorscale;
10889         c[2] *= 2 * r_refdef.view.colorscale;
10890
10891         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10892                 c[3] *= r_wateralpha.value;
10893
10894         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10895         {
10896                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10897                 GL_DepthMask(false);
10898         }
10899         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10900         {
10901                 GL_BlendFunc(GL_ONE, GL_ONE);
10902                 GL_DepthMask(false);
10903         }
10904         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10905         {
10906                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10907                 GL_DepthMask(false);
10908         }
10909         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10910         {
10911                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10912                 GL_DepthMask(false);
10913         }
10914         else
10915         {
10916                 GL_BlendFunc(GL_ONE, GL_ZERO);
10917                 GL_DepthMask(writedepth);
10918         }
10919
10920         rsurface.lightmapcolor4f = NULL;
10921
10922         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10923         {
10924                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10925
10926                 rsurface.lightmapcolor4f = NULL;
10927                 rsurface.lightmapcolor4f_bufferobject = 0;
10928                 rsurface.lightmapcolor4f_bufferoffset = 0;
10929         }
10930         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10931         {
10932                 qboolean applycolor = true;
10933                 float one = 1.0;
10934
10935                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10936
10937                 r_refdef.lightmapintensity = 1;
10938                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10939                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10940         }
10941         else
10942         {
10943                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10944
10945                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10946                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10947                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10948         }
10949
10950         if(!rsurface.lightmapcolor4f)
10951                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10952
10953         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10954         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10955         if(r_refdef.fogenabled)
10956                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10957
10958         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10959         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10960 }
10961
10962 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10963 {
10964         CHECKGLERROR
10965         RSurf_SetupDepthAndCulling();
10966         if (r_showsurfaces.integer == 3 && !prepass)
10967         {
10968                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10969                 return;
10970         }
10971         switch (vid.renderpath)
10972         {
10973         case RENDERPATH_GL20:
10974         case RENDERPATH_CGGL:
10975                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10976                 break;
10977         case RENDERPATH_GL13:
10978                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10979                 break;
10980         case RENDERPATH_GL11:
10981                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10982                 break;
10983         }
10984         CHECKGLERROR
10985 }
10986
10987 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10988 {
10989         CHECKGLERROR
10990         RSurf_SetupDepthAndCulling();
10991         if (r_showsurfaces.integer == 3 && !prepass)
10992         {
10993                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10994                 return;
10995         }
10996         switch (vid.renderpath)
10997         {
10998         case RENDERPATH_GL20:
10999         case RENDERPATH_CGGL:
11000                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11001                 break;
11002         case RENDERPATH_GL13:
11003                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11004                 break;
11005         case RENDERPATH_GL11:
11006                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11007                 break;
11008         }
11009         CHECKGLERROR
11010 }
11011
11012 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11013 {
11014         int i, j;
11015         int texturenumsurfaces, endsurface;
11016         texture_t *texture;
11017         const msurface_t *surface;
11018         const msurface_t *texturesurfacelist[256];
11019
11020         // if the model is static it doesn't matter what value we give for
11021         // wantnormals and wanttangents, so this logic uses only rules applicable
11022         // to a model, knowing that they are meaningless otherwise
11023         if (ent == r_refdef.scene.worldentity)
11024                 RSurf_ActiveWorldEntity();
11025         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11026                 RSurf_ActiveModelEntity(ent, false, false, false);
11027         else
11028         {
11029                 switch (vid.renderpath)
11030                 {
11031                 case RENDERPATH_GL20:
11032                 case RENDERPATH_CGGL:
11033                         RSurf_ActiveModelEntity(ent, true, true, false);
11034                         break;
11035                 case RENDERPATH_GL13:
11036                 case RENDERPATH_GL11:
11037                         RSurf_ActiveModelEntity(ent, true, false, false);
11038                         break;
11039                 }
11040         }
11041
11042         if (r_transparentdepthmasking.integer)
11043         {
11044                 qboolean setup = false;
11045                 for (i = 0;i < numsurfaces;i = j)
11046                 {
11047                         j = i + 1;
11048                         surface = rsurface.modelsurfaces + surfacelist[i];
11049                         texture = surface->texture;
11050                         rsurface.texture = R_GetCurrentTexture(texture);
11051                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11052                         // scan ahead until we find a different texture
11053                         endsurface = min(i + 1024, numsurfaces);
11054                         texturenumsurfaces = 0;
11055                         texturesurfacelist[texturenumsurfaces++] = surface;
11056                         for (;j < endsurface;j++)
11057                         {
11058                                 surface = rsurface.modelsurfaces + surfacelist[j];
11059                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11060                                         break;
11061                                 texturesurfacelist[texturenumsurfaces++] = surface;
11062                         }
11063                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11064                                 continue;
11065                         // render the range of surfaces as depth
11066                         if (!setup)
11067                         {
11068                                 setup = true;
11069                                 GL_ColorMask(0,0,0,0);
11070                                 GL_Color(1,1,1,1);
11071                                 GL_DepthTest(true);
11072                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11073                                 GL_DepthMask(true);
11074                                 GL_AlphaTest(false);
11075                                 R_Mesh_ColorPointer(NULL, 0, 0);
11076                                 R_Mesh_ResetTextureState();
11077                                 R_SetupShader_DepthOrShadow();
11078                         }
11079                         RSurf_SetupDepthAndCulling();
11080                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11081                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11082                 }
11083                 if (setup)
11084                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11085         }
11086
11087         for (i = 0;i < numsurfaces;i = j)
11088         {
11089                 j = i + 1;
11090                 surface = rsurface.modelsurfaces + surfacelist[i];
11091                 texture = surface->texture;
11092                 rsurface.texture = R_GetCurrentTexture(texture);
11093                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11094                 // scan ahead until we find a different texture
11095                 endsurface = min(i + 1024, numsurfaces);
11096                 texturenumsurfaces = 0;
11097                 texturesurfacelist[texturenumsurfaces++] = surface;
11098                 for (;j < endsurface;j++)
11099                 {
11100                         surface = rsurface.modelsurfaces + surfacelist[j];
11101                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11102                                 break;
11103                         texturesurfacelist[texturenumsurfaces++] = surface;
11104                 }
11105                 // render the range of surfaces
11106                 if (ent == r_refdef.scene.worldentity)
11107                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11108                 else
11109                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11110         }
11111         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11112         GL_AlphaTest(false);
11113 }
11114
11115 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11116 {
11117         // transparent surfaces get pushed off into the transparent queue
11118         int surfacelistindex;
11119         const msurface_t *surface;
11120         vec3_t tempcenter, center;
11121         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11122         {
11123                 surface = texturesurfacelist[surfacelistindex];
11124                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11125                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11126                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11127                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11128                 if (queueentity->transparent_offset) // transparent offset
11129                 {
11130                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11131                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11132                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11133                 }
11134                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11135         }
11136 }
11137
11138 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11139 {
11140         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11141         CHECKGLERROR
11142         if (depthonly)
11143         {
11144                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11145                         return;
11146                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11147                         return;
11148                 RSurf_SetupDepthAndCulling();
11149                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11150                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11151         }
11152         else if (prepass)
11153         {
11154                 if (!rsurface.texture->currentnumlayers)
11155                         return;
11156                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11157                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11158                 else
11159                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11160         }
11161         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11162         {
11163                 RSurf_SetupDepthAndCulling();
11164                 GL_AlphaTest(false);
11165                 R_Mesh_ColorPointer(NULL, 0, 0);
11166                 R_Mesh_ResetTextureState();
11167                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11168                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11169                 GL_DepthMask(true);
11170                 GL_BlendFunc(GL_ONE, GL_ZERO);
11171                 GL_Color(0, 0, 0, 1);
11172                 GL_DepthTest(writedepth);
11173                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11174         }
11175         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11176         {
11177                 RSurf_SetupDepthAndCulling();
11178                 GL_AlphaTest(false);
11179                 R_Mesh_ColorPointer(NULL, 0, 0);
11180                 R_Mesh_ResetTextureState();
11181                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11182                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11183                 GL_DepthMask(true);
11184                 GL_BlendFunc(GL_ONE, GL_ZERO);
11185                 GL_DepthTest(true);
11186                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11187         }
11188         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11189                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11190         else if (!rsurface.texture->currentnumlayers)
11191                 return;
11192         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11193         {
11194                 // in the deferred case, transparent surfaces were queued during prepass
11195                 if (!r_shadow_usingdeferredprepass)
11196                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11197         }
11198         else
11199         {
11200                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11201                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11202         }
11203         CHECKGLERROR
11204 }
11205
11206 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11207 {
11208         int i, j;
11209         texture_t *texture;
11210         // break the surface list down into batches by texture and use of lightmapping
11211         for (i = 0;i < numsurfaces;i = j)
11212         {
11213                 j = i + 1;
11214                 // texture is the base texture pointer, rsurface.texture is the
11215                 // current frame/skin the texture is directing us to use (for example
11216                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11217                 // use skin 1 instead)
11218                 texture = surfacelist[i]->texture;
11219                 rsurface.texture = R_GetCurrentTexture(texture);
11220                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11221                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11222                 {
11223                         // if this texture is not the kind we want, skip ahead to the next one
11224                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11225                                 ;
11226                         continue;
11227                 }
11228                 // simply scan ahead until we find a different texture or lightmap state
11229                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11230                         ;
11231                 // render the range of surfaces
11232                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11233         }
11234 }
11235
11236 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11237 {
11238         CHECKGLERROR
11239         if (depthonly)
11240         {
11241                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11242                         return;
11243                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11244                         return;
11245                 RSurf_SetupDepthAndCulling();
11246                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11247                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11248         }
11249         else if (prepass)
11250         {
11251                 if (!rsurface.texture->currentnumlayers)
11252                         return;
11253                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11254                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11255                 else
11256                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11257         }
11258         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11259         {
11260                 RSurf_SetupDepthAndCulling();
11261                 GL_AlphaTest(false);
11262                 R_Mesh_ColorPointer(NULL, 0, 0);
11263                 R_Mesh_ResetTextureState();
11264                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11265                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11266                 GL_DepthMask(true);
11267                 GL_BlendFunc(GL_ONE, GL_ZERO);
11268                 GL_Color(0, 0, 0, 1);
11269                 GL_DepthTest(writedepth);
11270                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11271         }
11272         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11273         {
11274                 RSurf_SetupDepthAndCulling();
11275                 GL_AlphaTest(false);
11276                 R_Mesh_ColorPointer(NULL, 0, 0);
11277                 R_Mesh_ResetTextureState();
11278                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11279                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11280                 GL_DepthMask(true);
11281                 GL_BlendFunc(GL_ONE, GL_ZERO);
11282                 GL_DepthTest(true);
11283                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11284         }
11285         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11286                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11287         else if (!rsurface.texture->currentnumlayers)
11288                 return;
11289         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11290         {
11291                 // in the deferred case, transparent surfaces were queued during prepass
11292                 if (!r_shadow_usingdeferredprepass)
11293                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11294         }
11295         else
11296         {
11297                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11298                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11299         }
11300         CHECKGLERROR
11301 }
11302
11303 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11304 {
11305         int i, j;
11306         texture_t *texture;
11307         // break the surface list down into batches by texture and use of lightmapping
11308         for (i = 0;i < numsurfaces;i = j)
11309         {
11310                 j = i + 1;
11311                 // texture is the base texture pointer, rsurface.texture is the
11312                 // current frame/skin the texture is directing us to use (for example
11313                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11314                 // use skin 1 instead)
11315                 texture = surfacelist[i]->texture;
11316                 rsurface.texture = R_GetCurrentTexture(texture);
11317                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11318                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11319                 {
11320                         // if this texture is not the kind we want, skip ahead to the next one
11321                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11322                                 ;
11323                         continue;
11324                 }
11325                 // simply scan ahead until we find a different texture or lightmap state
11326                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11327                         ;
11328                 // render the range of surfaces
11329                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11330         }
11331 }
11332
11333 float locboxvertex3f[6*4*3] =
11334 {
11335         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11336         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11337         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11338         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11339         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11340         1,0,0, 0,0,0, 0,1,0, 1,1,0
11341 };
11342
11343 unsigned short locboxelements[6*2*3] =
11344 {
11345          0, 1, 2, 0, 2, 3,
11346          4, 5, 6, 4, 6, 7,
11347          8, 9,10, 8,10,11,
11348         12,13,14, 12,14,15,
11349         16,17,18, 16,18,19,
11350         20,21,22, 20,22,23
11351 };
11352
11353 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11354 {
11355         int i, j;
11356         cl_locnode_t *loc = (cl_locnode_t *)ent;
11357         vec3_t mins, size;
11358         float vertex3f[6*4*3];
11359         CHECKGLERROR
11360         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11361         GL_DepthMask(false);
11362         GL_DepthRange(0, 1);
11363         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11364         GL_DepthTest(true);
11365         GL_CullFace(GL_NONE);
11366         R_EntityMatrix(&identitymatrix);
11367
11368         R_Mesh_VertexPointer(vertex3f, 0, 0);
11369         R_Mesh_ColorPointer(NULL, 0, 0);
11370         R_Mesh_ResetTextureState();
11371         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11372
11373         i = surfacelist[0];
11374         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11375                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11376                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11377                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11378
11379         if (VectorCompare(loc->mins, loc->maxs))
11380         {
11381                 VectorSet(size, 2, 2, 2);
11382                 VectorMA(loc->mins, -0.5f, size, mins);
11383         }
11384         else
11385         {
11386                 VectorCopy(loc->mins, mins);
11387                 VectorSubtract(loc->maxs, loc->mins, size);
11388         }
11389
11390         for (i = 0;i < 6*4*3;)
11391                 for (j = 0;j < 3;j++, i++)
11392                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11393
11394         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11395 }
11396
11397 void R_DrawLocs(void)
11398 {
11399         int index;
11400         cl_locnode_t *loc, *nearestloc;
11401         vec3_t center;
11402         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11403         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11404         {
11405                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11406                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11407         }
11408 }
11409
11410 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11411 {
11412         if (decalsystem->decals)
11413                 Mem_Free(decalsystem->decals);
11414         memset(decalsystem, 0, sizeof(*decalsystem));
11415 }
11416
11417 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)
11418 {
11419         tridecal_t *decal;
11420         tridecal_t *decals;
11421         int i;
11422         int maxdecals;
11423
11424         // expand or initialize the system
11425         if (decalsystem->maxdecals <= decalsystem->numdecals)
11426         {
11427                 decalsystem_t old = *decalsystem;
11428                 qboolean useshortelements;
11429                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11430                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11431                 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)));
11432                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11433                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11434                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11435                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11436                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11437                 if (decalsystem->numdecals)
11438                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11439                 if (old.decals)
11440                         Mem_Free(old.decals);
11441                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11442                         decalsystem->element3i[i] = i;
11443                 if (useshortelements)
11444                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11445                                 decalsystem->element3s[i] = i;
11446         }
11447
11448         // grab a decal and search for another free slot for the next one
11449         maxdecals = decalsystem->maxdecals;
11450         decals = decalsystem->decals;
11451         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11452         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11453                 ;
11454         decalsystem->freedecal = i;
11455         if (decalsystem->numdecals <= i)
11456                 decalsystem->numdecals = i + 1;
11457
11458         // initialize the decal
11459         decal->lived = 0;
11460         decal->triangleindex = triangleindex;
11461         decal->surfaceindex = surfaceindex;
11462         decal->decalsequence = decalsequence;
11463         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11464         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11465         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11466         decal->color4ub[0][3] = 255;
11467         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11468         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11469         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11470         decal->color4ub[1][3] = 255;
11471         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11472         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11473         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11474         decal->color4ub[2][3] = 255;
11475         decal->vertex3f[0][0] = v0[0];
11476         decal->vertex3f[0][1] = v0[1];
11477         decal->vertex3f[0][2] = v0[2];
11478         decal->vertex3f[1][0] = v1[0];
11479         decal->vertex3f[1][1] = v1[1];
11480         decal->vertex3f[1][2] = v1[2];
11481         decal->vertex3f[2][0] = v2[0];
11482         decal->vertex3f[2][1] = v2[1];
11483         decal->vertex3f[2][2] = v2[2];
11484         decal->texcoord2f[0][0] = t0[0];
11485         decal->texcoord2f[0][1] = t0[1];
11486         decal->texcoord2f[1][0] = t1[0];
11487         decal->texcoord2f[1][1] = t1[1];
11488         decal->texcoord2f[2][0] = t2[0];
11489         decal->texcoord2f[2][1] = t2[1];
11490 }
11491
11492 extern cvar_t cl_decals_bias;
11493 extern cvar_t cl_decals_models;
11494 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11495 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)
11496 {
11497         matrix4x4_t projection;
11498         decalsystem_t *decalsystem;
11499         qboolean dynamic;
11500         dp_model_t *model;
11501         const float *vertex3f;
11502         const msurface_t *surface;
11503         const msurface_t *surfaces;
11504         const int *surfacelist;
11505         const texture_t *texture;
11506         int numvertices;
11507         int numtriangles;
11508         int numsurfacelist;
11509         int surfacelistindex;
11510         int surfaceindex;
11511         int triangleindex;
11512         int decalsurfaceindex;
11513         int cornerindex;
11514         int index;
11515         int numpoints;
11516         const int *e;
11517         float localorigin[3];
11518         float localnormal[3];
11519         float localmins[3];
11520         float localmaxs[3];
11521         float localsize;
11522         float ilocalsize;
11523         float v[9][3];
11524         float tc[9][2];
11525         float c[9][4];
11526         //float normal[3];
11527         float planes[6][4];
11528         float f;
11529         float points[2][9][3];
11530         float angles[3];
11531         float temp[3];
11532
11533         decalsystem = &ent->decalsystem;
11534         model = ent->model;
11535         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11536         {
11537                 R_DecalSystem_Reset(&ent->decalsystem);
11538                 return;
11539         }
11540
11541         if (!model->brush.data_nodes && !cl_decals_models.integer)
11542         {
11543                 if (decalsystem->model)
11544                         R_DecalSystem_Reset(decalsystem);
11545                 return;
11546         }
11547
11548         if (decalsystem->model != model)
11549                 R_DecalSystem_Reset(decalsystem);
11550         decalsystem->model = model;
11551
11552         RSurf_ActiveModelEntity(ent, false, false, false);
11553
11554         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11555         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11556         VectorNormalize(localnormal);
11557         localsize = worldsize*rsurface.inversematrixscale;
11558         ilocalsize = 1.0f / localsize;
11559         localmins[0] = localorigin[0] - localsize;
11560         localmins[1] = localorigin[1] - localsize;
11561         localmins[2] = localorigin[2] - localsize;
11562         localmaxs[0] = localorigin[0] + localsize;
11563         localmaxs[1] = localorigin[1] + localsize;
11564         localmaxs[2] = localorigin[2] + localsize;
11565
11566         //VectorCopy(localnormal, planes[4]);
11567         //VectorVectors(planes[4], planes[2], planes[0]);
11568         AnglesFromVectors(angles, localnormal, NULL, false);
11569         AngleVectors(angles, planes[0], planes[2], planes[4]);
11570         VectorNegate(planes[0], planes[1]);
11571         VectorNegate(planes[2], planes[3]);
11572         VectorNegate(planes[4], planes[5]);
11573         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11574         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11575         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11576         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11577         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11578         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11579
11580 #if 1
11581 // works
11582 {
11583         matrix4x4_t forwardprojection;
11584         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11585         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11586 }
11587 #else
11588 // broken
11589 {
11590         float projectionvector[4][3];
11591         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11592         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11593         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11594         projectionvector[0][0] = planes[0][0] * ilocalsize;
11595         projectionvector[0][1] = planes[1][0] * ilocalsize;
11596         projectionvector[0][2] = planes[2][0] * ilocalsize;
11597         projectionvector[1][0] = planes[0][1] * ilocalsize;
11598         projectionvector[1][1] = planes[1][1] * ilocalsize;
11599         projectionvector[1][2] = planes[2][1] * ilocalsize;
11600         projectionvector[2][0] = planes[0][2] * ilocalsize;
11601         projectionvector[2][1] = planes[1][2] * ilocalsize;
11602         projectionvector[2][2] = planes[2][2] * ilocalsize;
11603         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11604         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11605         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11606         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11607 }
11608 #endif
11609
11610         dynamic = model->surfmesh.isanimated;
11611         vertex3f = rsurface.modelvertex3f;
11612         numsurfacelist = model->nummodelsurfaces;
11613         surfacelist = model->sortedmodelsurfaces;
11614         surfaces = model->data_surfaces;
11615         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11616         {
11617                 surfaceindex = surfacelist[surfacelistindex];
11618                 surface = surfaces + surfaceindex;
11619                 // check cull box first because it rejects more than any other check
11620                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11621                         continue;
11622                 // skip transparent surfaces
11623                 texture = surface->texture;
11624                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11625                         continue;
11626                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11627                         continue;
11628                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11629                 numvertices = surface->num_vertices;
11630                 numtriangles = surface->num_triangles;
11631                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11632                 {
11633                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11634                         {
11635                                 index = 3*e[cornerindex];
11636                                 VectorCopy(vertex3f + index, v[cornerindex]);
11637                         }
11638                         // cull backfaces
11639                         //TriangleNormal(v[0], v[1], v[2], normal);
11640                         //if (DotProduct(normal, localnormal) < 0.0f)
11641                         //      continue;
11642                         // clip by each of the box planes formed from the projection matrix
11643                         // if anything survives, we emit the decal
11644                         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]);
11645                         if (numpoints < 3)
11646                                 continue;
11647                         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]);
11648                         if (numpoints < 3)
11649                                 continue;
11650                         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]);
11651                         if (numpoints < 3)
11652                                 continue;
11653                         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]);
11654                         if (numpoints < 3)
11655                                 continue;
11656                         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]);
11657                         if (numpoints < 3)
11658                                 continue;
11659                         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]);
11660                         if (numpoints < 3)
11661                                 continue;
11662                         // some part of the triangle survived, so we have to accept it...
11663                         if (dynamic)
11664                         {
11665                                 // dynamic always uses the original triangle
11666                                 numpoints = 3;
11667                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11668                                 {
11669                                         index = 3*e[cornerindex];
11670                                         VectorCopy(vertex3f + index, v[cornerindex]);
11671                                 }
11672                         }
11673                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11674                         {
11675                                 // convert vertex positions to texcoords
11676                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11677                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11678                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11679                                 // calculate distance fade from the projection origin
11680                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11681                                 f = bound(0.0f, f, 1.0f);
11682                                 c[cornerindex][0] = r * f;
11683                                 c[cornerindex][1] = g * f;
11684                                 c[cornerindex][2] = b * f;
11685                                 c[cornerindex][3] = 1.0f;
11686                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11687                         }
11688                         if (dynamic)
11689                                 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);
11690                         else
11691                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11692                                         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);
11693                 }
11694         }
11695 }
11696
11697 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11698 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)
11699 {
11700         int renderentityindex;
11701         float worldmins[3];
11702         float worldmaxs[3];
11703         entity_render_t *ent;
11704
11705         if (!cl_decals_newsystem.integer)
11706                 return;
11707
11708         worldmins[0] = worldorigin[0] - worldsize;
11709         worldmins[1] = worldorigin[1] - worldsize;
11710         worldmins[2] = worldorigin[2] - worldsize;
11711         worldmaxs[0] = worldorigin[0] + worldsize;
11712         worldmaxs[1] = worldorigin[1] + worldsize;
11713         worldmaxs[2] = worldorigin[2] + worldsize;
11714
11715         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11716
11717         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11718         {
11719                 ent = r_refdef.scene.entities[renderentityindex];
11720                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11721                         continue;
11722
11723                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11724         }
11725 }
11726
11727 typedef struct r_decalsystem_splatqueue_s
11728 {
11729         vec3_t worldorigin;
11730         vec3_t worldnormal;
11731         float color[4];
11732         float tcrange[4];
11733         float worldsize;
11734         int decalsequence;
11735 }
11736 r_decalsystem_splatqueue_t;
11737
11738 int r_decalsystem_numqueued = 0;
11739 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11740
11741 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)
11742 {
11743         r_decalsystem_splatqueue_t *queue;
11744
11745         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11746                 return;
11747
11748         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11749         VectorCopy(worldorigin, queue->worldorigin);
11750         VectorCopy(worldnormal, queue->worldnormal);
11751         Vector4Set(queue->color, r, g, b, a);
11752         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11753         queue->worldsize = worldsize;
11754         queue->decalsequence = cl.decalsequence++;
11755 }
11756
11757 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11758 {
11759         int i;
11760         r_decalsystem_splatqueue_t *queue;
11761
11762         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11763                 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);
11764         r_decalsystem_numqueued = 0;
11765 }
11766
11767 extern cvar_t cl_decals_max;
11768 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11769 {
11770         int i;
11771         decalsystem_t *decalsystem = &ent->decalsystem;
11772         int numdecals;
11773         int killsequence;
11774         tridecal_t *decal;
11775         float frametime;
11776         float lifetime;
11777
11778         if (!decalsystem->numdecals)
11779                 return;
11780
11781         if (r_showsurfaces.integer)
11782                 return;
11783
11784         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11785         {
11786                 R_DecalSystem_Reset(decalsystem);
11787                 return;
11788         }
11789
11790         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11791         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11792
11793         if (decalsystem->lastupdatetime)
11794                 frametime = (cl.time - decalsystem->lastupdatetime);
11795         else
11796                 frametime = 0;
11797         decalsystem->lastupdatetime = cl.time;
11798         decal = decalsystem->decals;
11799         numdecals = decalsystem->numdecals;
11800
11801         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11802         {
11803                 if (decal->color4ub[0][3])
11804                 {
11805                         decal->lived += frametime;
11806                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11807                         {
11808                                 memset(decal, 0, sizeof(*decal));
11809                                 if (decalsystem->freedecal > i)
11810                                         decalsystem->freedecal = i;
11811                         }
11812                 }
11813         }
11814         decal = decalsystem->decals;
11815         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11816                 numdecals--;
11817
11818         // collapse the array by shuffling the tail decals into the gaps
11819         for (;;)
11820         {
11821                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11822                         decalsystem->freedecal++;
11823                 if (decalsystem->freedecal == numdecals)
11824                         break;
11825                 decal[decalsystem->freedecal] = decal[--numdecals];
11826         }
11827
11828         decalsystem->numdecals = numdecals;
11829
11830         if (numdecals <= 0)
11831         {
11832                 // if there are no decals left, reset decalsystem
11833                 R_DecalSystem_Reset(decalsystem);
11834         }
11835 }
11836
11837 extern skinframe_t *decalskinframe;
11838 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11839 {
11840         int i;
11841         decalsystem_t *decalsystem = &ent->decalsystem;
11842         int numdecals;
11843         tridecal_t *decal;
11844         float fadedelay;
11845         float faderate;
11846         float alpha;
11847         float *v3f;
11848         float *c4f;
11849         float *t2f;
11850         const int *e;
11851         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11852         int numtris = 0;
11853
11854         numdecals = decalsystem->numdecals;
11855         if (!numdecals)
11856                 return;
11857
11858         if (r_showsurfaces.integer)
11859                 return;
11860
11861         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11862         {
11863                 R_DecalSystem_Reset(decalsystem);
11864                 return;
11865         }
11866
11867         // if the model is static it doesn't matter what value we give for
11868         // wantnormals and wanttangents, so this logic uses only rules applicable
11869         // to a model, knowing that they are meaningless otherwise
11870         if (ent == r_refdef.scene.worldentity)
11871                 RSurf_ActiveWorldEntity();
11872         else
11873                 RSurf_ActiveModelEntity(ent, false, false, false);
11874
11875         decalsystem->lastupdatetime = cl.time;
11876         decal = decalsystem->decals;
11877
11878         fadedelay = cl_decals_time.value;
11879         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11880
11881         // update vertex positions for animated models
11882         v3f = decalsystem->vertex3f;
11883         c4f = decalsystem->color4f;
11884         t2f = decalsystem->texcoord2f;
11885         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11886         {
11887                 if (!decal->color4ub[0][3])
11888                         continue;
11889
11890                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11891                         continue;
11892
11893                 // update color values for fading decals
11894                 if (decal->lived >= cl_decals_time.value)
11895                 {
11896                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11897                         alpha *= (1.0f/255.0f);
11898                 }
11899                 else
11900                         alpha = 1.0f/255.0f;
11901
11902                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11903                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11904                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11905                 c4f[ 3] = 1;
11906                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11907                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11908                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11909                 c4f[ 7] = 1;
11910                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11911                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11912                 c4f[10] = decal->color4ub[2][2] * alpha;
11913                 c4f[11] = 1;
11914
11915                 t2f[0] = decal->texcoord2f[0][0];
11916                 t2f[1] = decal->texcoord2f[0][1];
11917                 t2f[2] = decal->texcoord2f[1][0];
11918                 t2f[3] = decal->texcoord2f[1][1];
11919                 t2f[4] = decal->texcoord2f[2][0];
11920                 t2f[5] = decal->texcoord2f[2][1];
11921
11922                 // update vertex positions for animated models
11923                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11924                 {
11925                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11926                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11927                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11928                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11929                 }
11930                 else
11931                 {
11932                         VectorCopy(decal->vertex3f[0], v3f);
11933                         VectorCopy(decal->vertex3f[1], v3f + 3);
11934                         VectorCopy(decal->vertex3f[2], v3f + 6);
11935                 }
11936
11937                 v3f += 9;
11938                 c4f += 12;
11939                 t2f += 6;
11940                 numtris++;
11941         }
11942
11943         if (numtris > 0)
11944         {
11945                 r_refdef.stats.drawndecals += numtris;
11946
11947                 if (r_refdef.fogenabled)
11948                 {
11949                         switch(vid.renderpath)
11950                         {
11951                         case RENDERPATH_GL20:
11952                         case RENDERPATH_CGGL:
11953                         case RENDERPATH_GL13:
11954                         case RENDERPATH_GL11:
11955                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11956                                 {
11957                                         alpha = RSurf_FogVertex(v3f);
11958                                         c4f[0] *= alpha;
11959                                         c4f[1] *= alpha;
11960                                         c4f[2] *= alpha;
11961                                 }
11962                                 break;
11963                         }
11964                 }
11965
11966                 // now render the decals all at once
11967                 // (this assumes they all use one particle font texture!)
11968                 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);
11969                 R_Mesh_ResetTextureState();
11970                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11971                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11972                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11973                 GL_DepthMask(false);
11974                 GL_DepthRange(0, 1);
11975                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11976                 GL_DepthTest(true);
11977                 GL_CullFace(GL_NONE);
11978                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11979                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11980                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11981         }
11982 }
11983
11984 static void R_DrawModelDecals(void)
11985 {
11986         int i, numdecals;
11987
11988         // fade faster when there are too many decals
11989         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11990         for (i = 0;i < r_refdef.scene.numentities;i++)
11991                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11992
11993         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11994         for (i = 0;i < r_refdef.scene.numentities;i++)
11995                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11996                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11997
11998         R_DecalSystem_ApplySplatEntitiesQueue();
11999
12000         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12001         for (i = 0;i < r_refdef.scene.numentities;i++)
12002                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12003
12004         r_refdef.stats.totaldecals += numdecals;
12005
12006         if (r_showsurfaces.integer)
12007                 return;
12008
12009         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12010
12011         for (i = 0;i < r_refdef.scene.numentities;i++)
12012         {
12013                 if (!r_refdef.viewcache.entityvisible[i])
12014                         continue;
12015                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12016                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12017         }
12018 }
12019
12020 void R_DrawDebugModel(void)
12021 {
12022         entity_render_t *ent = rsurface.entity;
12023         int i, j, k, l, flagsmask;
12024         const int *elements;
12025         q3mbrush_t *brush;
12026         const msurface_t *surface;
12027         dp_model_t *model = ent->model;
12028         vec3_t v;
12029
12030         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12031
12032         R_Mesh_ColorPointer(NULL, 0, 0);
12033         R_Mesh_ResetTextureState();
12034         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12035         GL_DepthRange(0, 1);
12036         GL_DepthTest(!r_showdisabledepthtest.integer);
12037         GL_DepthMask(false);
12038         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12039
12040         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12041         {
12042                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12043                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12044                 {
12045                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12046                         {
12047                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12048                                 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);
12049                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12050                         }
12051                 }
12052                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12053                 {
12054                         if (surface->num_collisiontriangles)
12055                         {
12056                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12057                                 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);
12058                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12059                         }
12060                 }
12061         }
12062
12063         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12064
12065         if (r_showtris.integer || r_shownormals.integer)
12066         {
12067                 if (r_showdisabledepthtest.integer)
12068                 {
12069                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12070                         GL_DepthMask(false);
12071                 }
12072                 else
12073                 {
12074                         GL_BlendFunc(GL_ONE, GL_ZERO);
12075                         GL_DepthMask(true);
12076                 }
12077                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12078                 {
12079                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12080                                 continue;
12081                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12082                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12083                         {
12084                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12085                                 if (r_showtris.value > 0)
12086                                 {
12087                                         if (!rsurface.texture->currentlayers->depthmask)
12088                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12089                                         else if (ent == r_refdef.scene.worldentity)
12090                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12091                                         else
12092                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12093                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12094                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12095                                         R_Mesh_ColorPointer(NULL, 0, 0);
12096                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12097                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12098                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12099                                         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);
12100                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12101                                         CHECKGLERROR
12102                                 }
12103                                 if (r_shownormals.value < 0)
12104                                 {
12105                                         qglBegin(GL_LINES);
12106                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12107                                         {
12108                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12109                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12110                                                 qglVertex3f(v[0], v[1], v[2]);
12111                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12112                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12113                                                 qglVertex3f(v[0], v[1], v[2]);
12114                                         }
12115                                         qglEnd();
12116                                         CHECKGLERROR
12117                                 }
12118                                 if (r_shownormals.value > 0)
12119                                 {
12120                                         qglBegin(GL_LINES);
12121                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12122                                         {
12123                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12124                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12125                                                 qglVertex3f(v[0], v[1], v[2]);
12126                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12127                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12128                                                 qglVertex3f(v[0], v[1], v[2]);
12129                                         }
12130                                         qglEnd();
12131                                         CHECKGLERROR
12132                                         qglBegin(GL_LINES);
12133                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12134                                         {
12135                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12136                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12137                                                 qglVertex3f(v[0], v[1], v[2]);
12138                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12139                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12140                                                 qglVertex3f(v[0], v[1], v[2]);
12141                                         }
12142                                         qglEnd();
12143                                         CHECKGLERROR
12144                                         qglBegin(GL_LINES);
12145                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12146                                         {
12147                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12148                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12149                                                 qglVertex3f(v[0], v[1], v[2]);
12150                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12151                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12152                                                 qglVertex3f(v[0], v[1], v[2]);
12153                                         }
12154                                         qglEnd();
12155                                         CHECKGLERROR
12156                                 }
12157                         }
12158                 }
12159                 rsurface.texture = NULL;
12160         }
12161 }
12162
12163 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12164 int r_maxsurfacelist = 0;
12165 const msurface_t **r_surfacelist = NULL;
12166 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12167 {
12168         int i, j, endj, f, flagsmask;
12169         texture_t *t;
12170         dp_model_t *model = r_refdef.scene.worldmodel;
12171         msurface_t *surfaces;
12172         unsigned char *update;
12173         int numsurfacelist = 0;
12174         if (model == NULL)
12175                 return;
12176
12177         if (r_maxsurfacelist < model->num_surfaces)
12178         {
12179                 r_maxsurfacelist = model->num_surfaces;
12180                 if (r_surfacelist)
12181                         Mem_Free((msurface_t**)r_surfacelist);
12182                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12183         }
12184
12185         RSurf_ActiveWorldEntity();
12186
12187         surfaces = model->data_surfaces;
12188         update = model->brushq1.lightmapupdateflags;
12189
12190         // update light styles on this submodel
12191         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12192         {
12193                 model_brush_lightstyleinfo_t *style;
12194                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12195                 {
12196                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12197                         {
12198                                 int *list = style->surfacelist;
12199                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12200                                 for (j = 0;j < style->numsurfaces;j++)
12201                                         update[list[j]] = true;
12202                         }
12203                 }
12204         }
12205
12206         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12207
12208         if (debug)
12209         {
12210                 R_DrawDebugModel();
12211                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12212                 return;
12213         }
12214
12215         f = 0;
12216         t = NULL;
12217         rsurface.uselightmaptexture = false;
12218         rsurface.texture = NULL;
12219         rsurface.rtlight = NULL;
12220         numsurfacelist = 0;
12221         // add visible surfaces to draw list
12222         for (i = 0;i < model->nummodelsurfaces;i++)
12223         {
12224                 j = model->sortedmodelsurfaces[i];
12225                 if (r_refdef.viewcache.world_surfacevisible[j])
12226                         r_surfacelist[numsurfacelist++] = surfaces + j;
12227         }
12228         // update lightmaps if needed
12229         if (model->brushq1.firstrender)
12230         {
12231                 model->brushq1.firstrender = false;
12232                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12233                         if (update[j])
12234                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12235         }
12236         else if (update)
12237         {
12238                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12239                         if (r_refdef.viewcache.world_surfacevisible[j])
12240                                 if (update[j])
12241                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12242         }
12243         // don't do anything if there were no surfaces
12244         if (!numsurfacelist)
12245         {
12246                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12247                 return;
12248         }
12249         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12250         GL_AlphaTest(false);
12251
12252         // add to stats if desired
12253         if (r_speeds.integer && !skysurfaces && !depthonly)
12254         {
12255                 r_refdef.stats.world_surfaces += numsurfacelist;
12256                 for (j = 0;j < numsurfacelist;j++)
12257                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12258         }
12259
12260         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12261 }
12262
12263 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12264 {
12265         int i, j, endj, f, flagsmask;
12266         texture_t *t;
12267         dp_model_t *model = ent->model;
12268         msurface_t *surfaces;
12269         unsigned char *update;
12270         int numsurfacelist = 0;
12271         if (model == NULL)
12272                 return;
12273
12274         if (r_maxsurfacelist < model->num_surfaces)
12275         {
12276                 r_maxsurfacelist = model->num_surfaces;
12277                 if (r_surfacelist)
12278                         Mem_Free((msurface_t **)r_surfacelist);
12279                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12280         }
12281
12282         // if the model is static it doesn't matter what value we give for
12283         // wantnormals and wanttangents, so this logic uses only rules applicable
12284         // to a model, knowing that they are meaningless otherwise
12285         if (ent == r_refdef.scene.worldentity)
12286                 RSurf_ActiveWorldEntity();
12287         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12288                 RSurf_ActiveModelEntity(ent, false, false, false);
12289         else if (prepass)
12290                 RSurf_ActiveModelEntity(ent, true, true, true);
12291         else if (depthonly)
12292                 RSurf_ActiveModelEntity(ent, false, false, false);
12293         else
12294         {
12295                 switch (vid.renderpath)
12296                 {
12297                 case RENDERPATH_GL20:
12298                 case RENDERPATH_CGGL:
12299                         RSurf_ActiveModelEntity(ent, true, true, false);
12300                         break;
12301                 case RENDERPATH_GL13:
12302                 case RENDERPATH_GL11:
12303                         RSurf_ActiveModelEntity(ent, true, false, false);
12304                         break;
12305                 }
12306         }
12307
12308         surfaces = model->data_surfaces;
12309         update = model->brushq1.lightmapupdateflags;
12310
12311         // update light styles
12312         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12313         {
12314                 model_brush_lightstyleinfo_t *style;
12315                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12316                 {
12317                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12318                         {
12319                                 int *list = style->surfacelist;
12320                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12321                                 for (j = 0;j < style->numsurfaces;j++)
12322                                         update[list[j]] = true;
12323                         }
12324                 }
12325         }
12326
12327         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12328
12329         if (debug)
12330         {
12331                 R_DrawDebugModel();
12332                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12333                 return;
12334         }
12335
12336         f = 0;
12337         t = NULL;
12338         rsurface.uselightmaptexture = false;
12339         rsurface.texture = NULL;
12340         rsurface.rtlight = NULL;
12341         numsurfacelist = 0;
12342         // add visible surfaces to draw list
12343         for (i = 0;i < model->nummodelsurfaces;i++)
12344                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12345         // don't do anything if there were no surfaces
12346         if (!numsurfacelist)
12347         {
12348                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12349                 return;
12350         }
12351         // update lightmaps if needed
12352         if (update)
12353         {
12354                 int updated = 0;
12355                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12356                 {
12357                         if (update[j])
12358                         {
12359                                 updated++;
12360                                 R_BuildLightMap(ent, surfaces + j);
12361                         }
12362                 }
12363         }
12364         if (update)
12365                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12366                         if (update[j])
12367                                 R_BuildLightMap(ent, surfaces + j);
12368         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12369         GL_AlphaTest(false);
12370
12371         // add to stats if desired
12372         if (r_speeds.integer && !skysurfaces && !depthonly)
12373         {
12374                 r_refdef.stats.entities_surfaces += numsurfacelist;
12375                 for (j = 0;j < numsurfacelist;j++)
12376                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12377         }
12378
12379         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12380 }
12381
12382 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12383 {
12384         static texture_t texture;
12385         static msurface_t surface;
12386         const msurface_t *surfacelist = &surface;
12387
12388         // fake enough texture and surface state to render this geometry
12389
12390         texture.update_lastrenderframe = -1; // regenerate this texture
12391         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12392         texture.currentskinframe = skinframe;
12393         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12394         texture.specularscalemod = 1;
12395         texture.specularpowermod = 1;
12396
12397         surface.texture = &texture;
12398         surface.num_triangles = numtriangles;
12399         surface.num_firsttriangle = firsttriangle;
12400         surface.num_vertices = numvertices;
12401         surface.num_firstvertex = firstvertex;
12402
12403         // now render it
12404         rsurface.texture = R_GetCurrentTexture(surface.texture);
12405         rsurface.uselightmaptexture = false;
12406         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12407 }
12408
12409 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)
12410 {
12411         static msurface_t surface;
12412         const msurface_t *surfacelist = &surface;
12413
12414         // fake enough texture and surface state to render this geometry
12415
12416         surface.texture = texture;
12417         surface.num_triangles = numtriangles;
12418         surface.num_firsttriangle = firsttriangle;
12419         surface.num_vertices = numvertices;
12420         surface.num_firstvertex = firstvertex;
12421
12422         // now render it
12423         rsurface.texture = R_GetCurrentTexture(surface.texture);
12424         rsurface.uselightmaptexture = false;
12425         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12426 }