]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
more accurate cull boxes on R_DrawModelShadowMaps
[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_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
116 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
120
121 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
122 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
123 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
124
125 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)"};
126 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
127 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
128 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
129 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
130 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)"};
131 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)"};
132 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)"};
133 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)"};
134
135 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)"};
136 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
137 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"};
138 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
139 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
140
141 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
142 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
143 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
144 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
145
146 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
147 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
148 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
149 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
150 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
151 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
152 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
153
154 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
155 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
156 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
157 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)"};
158
159 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"};
160
161 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"};
162
163 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
164
165 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
166 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
167 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"};
168 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
169 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
170 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
171 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
172 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)"};
173
174 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
175
176 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)"};
177
178 extern cvar_t v_glslgamma;
179
180 extern qboolean v_flipped_state;
181
182 static struct r_bloomstate_s
183 {
184         qboolean enabled;
185         qboolean hdr;
186
187         int bloomwidth, bloomheight;
188
189         int screentexturewidth, screentextureheight;
190         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
191
192         int bloomtexturewidth, bloomtextureheight;
193         rtexture_t *texture_bloom;
194
195         // arrays for rendering the screen passes
196         float screentexcoord2f[8];
197         float bloomtexcoord2f[8];
198         float offsettexcoord2f[8];
199
200         r_viewport_t viewport;
201 }
202 r_bloomstate;
203
204 r_waterstate_t r_waterstate;
205
206 /// shadow volume bsp struct with automatically growing nodes buffer
207 svbsp_t r_svbsp;
208
209 rtexture_t *r_texture_blanknormalmap;
210 rtexture_t *r_texture_white;
211 rtexture_t *r_texture_grey128;
212 rtexture_t *r_texture_black;
213 rtexture_t *r_texture_notexture;
214 rtexture_t *r_texture_whitecube;
215 rtexture_t *r_texture_normalizationcube;
216 rtexture_t *r_texture_fogattenuation;
217 rtexture_t *r_texture_gammaramps;
218 unsigned int r_texture_gammaramps_serial;
219 //rtexture_t *r_texture_fogintensity;
220 rtexture_t *r_texture_reflectcube;
221
222 // TODO: hash lookups?
223 typedef struct cubemapinfo_s
224 {
225         char basename[64];
226         rtexture_t *texture;
227 }
228 cubemapinfo_t;
229
230 int r_texture_numcubemaps;
231 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
232
233 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
234 unsigned int r_numqueries;
235 unsigned int r_maxqueries;
236
237 typedef struct r_qwskincache_s
238 {
239         char name[MAX_QPATH];
240         skinframe_t *skinframe;
241 }
242 r_qwskincache_t;
243
244 static r_qwskincache_t *r_qwskincache;
245 static int r_qwskincache_size;
246
247 /// vertex coordinates for a quad that covers the screen exactly
248 const float r_screenvertex3f[12] =
249 {
250         0, 0, 0,
251         1, 0, 0,
252         1, 1, 0,
253         0, 1, 0
254 };
255
256 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
257 {
258         int i;
259         for (i = 0;i < verts;i++)
260         {
261                 out[0] = in[0] * r;
262                 out[1] = in[1] * g;
263                 out[2] = in[2] * b;
264                 out[3] = in[3];
265                 in += 4;
266                 out += 4;
267         }
268 }
269
270 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
271 {
272         int i;
273         for (i = 0;i < verts;i++)
274         {
275                 out[0] = r;
276                 out[1] = g;
277                 out[2] = b;
278                 out[3] = a;
279                 out += 4;
280         }
281 }
282
283 // FIXME: move this to client?
284 void FOG_clear(void)
285 {
286         if (gamemode == GAME_NEHAHRA)
287         {
288                 Cvar_Set("gl_fogenable", "0");
289                 Cvar_Set("gl_fogdensity", "0.2");
290                 Cvar_Set("gl_fogred", "0.3");
291                 Cvar_Set("gl_foggreen", "0.3");
292                 Cvar_Set("gl_fogblue", "0.3");
293         }
294         r_refdef.fog_density = 0;
295         r_refdef.fog_red = 0;
296         r_refdef.fog_green = 0;
297         r_refdef.fog_blue = 0;
298         r_refdef.fog_alpha = 1;
299         r_refdef.fog_start = 0;
300         r_refdef.fog_end = 16384;
301         r_refdef.fog_height = 1<<30;
302         r_refdef.fog_fadedepth = 128;
303 }
304
305 static void R_BuildBlankTextures(void)
306 {
307         unsigned char data[4];
308         data[2] = 128; // normal X
309         data[1] = 128; // normal Y
310         data[0] = 255; // normal Z
311         data[3] = 128; // height
312         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
313         data[0] = 255;
314         data[1] = 255;
315         data[2] = 255;
316         data[3] = 255;
317         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
318         data[0] = 128;
319         data[1] = 128;
320         data[2] = 128;
321         data[3] = 255;
322         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
323         data[0] = 0;
324         data[1] = 0;
325         data[2] = 0;
326         data[3] = 255;
327         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
328 }
329
330 static void R_BuildNoTexture(void)
331 {
332         int x, y;
333         unsigned char pix[16][16][4];
334         // this makes a light grey/dark grey checkerboard texture
335         for (y = 0;y < 16;y++)
336         {
337                 for (x = 0;x < 16;x++)
338                 {
339                         if ((y < 8) ^ (x < 8))
340                         {
341                                 pix[y][x][0] = 128;
342                                 pix[y][x][1] = 128;
343                                 pix[y][x][2] = 128;
344                                 pix[y][x][3] = 255;
345                         }
346                         else
347                         {
348                                 pix[y][x][0] = 64;
349                                 pix[y][x][1] = 64;
350                                 pix[y][x][2] = 64;
351                                 pix[y][x][3] = 255;
352                         }
353                 }
354         }
355         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
356 }
357
358 static void R_BuildWhiteCube(void)
359 {
360         unsigned char data[6*1*1*4];
361         memset(data, 255, sizeof(data));
362         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildNormalizationCube(void)
366 {
367         int x, y, side;
368         vec3_t v;
369         vec_t s, t, intensity;
370 #define NORMSIZE 64
371         unsigned char *data;
372         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
373         for (side = 0;side < 6;side++)
374         {
375                 for (y = 0;y < NORMSIZE;y++)
376                 {
377                         for (x = 0;x < NORMSIZE;x++)
378                         {
379                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381                                 switch(side)
382                                 {
383                                 default:
384                                 case 0:
385                                         v[0] = 1;
386                                         v[1] = -t;
387                                         v[2] = -s;
388                                         break;
389                                 case 1:
390                                         v[0] = -1;
391                                         v[1] = -t;
392                                         v[2] = s;
393                                         break;
394                                 case 2:
395                                         v[0] = s;
396                                         v[1] = 1;
397                                         v[2] = t;
398                                         break;
399                                 case 3:
400                                         v[0] = s;
401                                         v[1] = -1;
402                                         v[2] = -t;
403                                         break;
404                                 case 4:
405                                         v[0] = s;
406                                         v[1] = -t;
407                                         v[2] = 1;
408                                         break;
409                                 case 5:
410                                         v[0] = -s;
411                                         v[1] = -t;
412                                         v[2] = -1;
413                                         break;
414                                 }
415                                 intensity = 127.0f / sqrt(DotProduct(v, v));
416                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
417                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
418                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
419                                 data[((side*64+y)*64+x)*4+3] = 255;
420                         }
421                 }
422         }
423         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
424         Mem_Free(data);
425 }
426
427 static void R_BuildFogTexture(void)
428 {
429         int x, b;
430 #define FOGWIDTH 256
431         unsigned char data1[FOGWIDTH][4];
432         //unsigned char data2[FOGWIDTH][4];
433         double d, r, alpha;
434
435         r_refdef.fogmasktable_start = r_refdef.fog_start;
436         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
437         r_refdef.fogmasktable_range = r_refdef.fogrange;
438         r_refdef.fogmasktable_density = r_refdef.fog_density;
439
440         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
441         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
442         {
443                 d = (x * r - r_refdef.fogmasktable_start);
444                 if(developer_extra.integer)
445                         Con_DPrintf("%f ", d);
446                 d = max(0, d);
447                 if (r_fog_exp2.integer)
448                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
449                 else
450                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
451                 if(developer_extra.integer)
452                         Con_DPrintf(" : %f ", alpha);
453                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
454                 if(developer_extra.integer)
455                         Con_DPrintf(" = %f\n", alpha);
456                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
457         }
458
459         for (x = 0;x < FOGWIDTH;x++)
460         {
461                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
462                 data1[x][0] = b;
463                 data1[x][1] = b;
464                 data1[x][2] = b;
465                 data1[x][3] = 255;
466                 //data2[x][0] = 255 - b;
467                 //data2[x][1] = 255 - b;
468                 //data2[x][2] = 255 - b;
469                 //data2[x][3] = 255;
470         }
471         if (r_texture_fogattenuation)
472         {
473                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
474                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
475         }
476         else
477         {
478                 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);
479                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
480         }
481 }
482
483 //=======================================================================================================================================================
484
485 static const char *builtinshaderstring =
486 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
487 "// written by Forest 'LordHavoc' Hale\n"
488 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
489 "\n"
490 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
491 "# define USEFOG\n"
492 "#endif\n"
493 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
494 "#define USELIGHTMAP\n"
495 "#endif\n"
496 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
497 "#define USEEYEVECTOR\n"
498 "#endif\n"
499 "\n"
500 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
501 "# extension GL_ARB_texture_rectangle : enable\n"
502 "#endif\n"
503 "\n"
504 "#ifdef USESHADOWMAP2D\n"
505 "# ifdef GL_EXT_gpu_shader4\n"
506 "#   extension GL_EXT_gpu_shader4 : enable\n"
507 "# endif\n"
508 "# ifdef GL_ARB_texture_gather\n"
509 "#   extension GL_ARB_texture_gather : enable\n"
510 "# else\n"
511 "#   ifdef GL_AMD_texture_texture4\n"
512 "#     extension GL_AMD_texture_texture4 : enable\n"
513 "#   endif\n"
514 "# endif\n"
515 "#endif\n"
516 "\n"
517 "#ifdef USESHADOWMAPCUBE\n"
518 "# extension GL_EXT_gpu_shader4 : enable\n"
519 "#endif\n"
520 "\n"
521 "//#ifdef USESHADOWSAMPLER\n"
522 "//# extension GL_ARB_shadow : enable\n"
523 "//#endif\n"
524 "\n"
525 "//#ifdef __GLSL_CG_DATA_TYPES\n"
526 "//# define myhalf half\n"
527 "//# define myhalf2 half2\n"
528 "//# define myhalf3 half3\n"
529 "//# define myhalf4 half4\n"
530 "//#else\n"
531 "# define myhalf float\n"
532 "# define myhalf2 vec2\n"
533 "# define myhalf3 vec3\n"
534 "# define myhalf4 vec4\n"
535 "//#endif\n"
536 "\n"
537 "#ifdef VERTEX_SHADER\n"
538 "uniform mat4 ModelViewProjectionMatrix;\n"
539 "#endif\n"
540 "\n"
541 "#ifdef MODE_DEPTH_OR_SHADOW\n"
542 "#ifdef VERTEX_SHADER\n"
543 "void main(void)\n"
544 "{\n"
545 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
546 "}\n"
547 "#endif\n"
548 "#else // !MODE_DEPTH_ORSHADOW\n"
549 "\n"
550 "\n"
551 "\n"
552 "\n"
553 "#ifdef MODE_SHOWDEPTH\n"
554 "#ifdef VERTEX_SHADER\n"
555 "void main(void)\n"
556 "{\n"
557 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
558 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
559 "}\n"
560 "#endif\n"
561 "\n"
562 "#ifdef FRAGMENT_SHADER\n"
563 "void main(void)\n"
564 "{\n"
565 "       gl_FragColor = gl_Color;\n"
566 "}\n"
567 "#endif\n"
568 "#else // !MODE_SHOWDEPTH\n"
569 "\n"
570 "\n"
571 "\n"
572 "\n"
573 "#ifdef MODE_POSTPROCESS\n"
574 "varying vec2 TexCoord1;\n"
575 "varying vec2 TexCoord2;\n"
576 "\n"
577 "#ifdef VERTEX_SHADER\n"
578 "void main(void)\n"
579 "{\n"
580 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
581 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
582 "#ifdef USEBLOOM\n"
583 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
584 "#endif\n"
585 "}\n"
586 "#endif\n"
587 "\n"
588 "#ifdef FRAGMENT_SHADER\n"
589 "uniform sampler2D Texture_First;\n"
590 "#ifdef USEBLOOM\n"
591 "uniform sampler2D Texture_Second;\n"
592 "#endif\n"
593 "#ifdef USEGAMMARAMPS\n"
594 "uniform sampler2D Texture_GammaRamps;\n"
595 "#endif\n"
596 "#ifdef USESATURATION\n"
597 "uniform float Saturation;\n"
598 "#endif\n"
599 "#ifdef USEVIEWTINT\n"
600 "uniform vec4 ViewTintColor;\n"
601 "#endif\n"
602 "//uncomment these if you want to use them:\n"
603 "uniform vec4 UserVec1;\n"
604 "// uniform vec4 UserVec2;\n"
605 "// uniform vec4 UserVec3;\n"
606 "// uniform vec4 UserVec4;\n"
607 "// uniform float ClientTime;\n"
608 "uniform vec2 PixelSize;\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
612 "#ifdef USEBLOOM\n"
613 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
614 "#endif\n"
615 "#ifdef USEVIEWTINT\n"
616 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
617 "#endif\n"
618 "\n"
619 "#ifdef USEPOSTPROCESSING\n"
620 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
621 "// 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"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
623 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
627 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
628 "#endif\n"
629 "\n"
630 "#ifdef USESATURATION\n"
631 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
632 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
633 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
634 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
635 "#endif\n"
636 "\n"
637 "#ifdef USEGAMMARAMPS\n"
638 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
639 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
640 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
641 "#endif\n"
642 "}\n"
643 "#endif\n"
644 "#else // !MODE_POSTPROCESS\n"
645 "\n"
646 "\n"
647 "\n"
648 "\n"
649 "#ifdef MODE_GENERIC\n"
650 "#ifdef USEDIFFUSE\n"
651 "varying vec2 TexCoord1;\n"
652 "#endif\n"
653 "#ifdef USESPECULAR\n"
654 "varying vec2 TexCoord2;\n"
655 "#endif\n"
656 "#ifdef VERTEX_SHADER\n"
657 "void main(void)\n"
658 "{\n"
659 "       gl_FrontColor = gl_Color;\n"
660 "#ifdef USEDIFFUSE\n"
661 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
662 "#endif\n"
663 "#ifdef USESPECULAR\n"
664 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
665 "#endif\n"
666 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
667 "}\n"
668 "#endif\n"
669 "\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "#ifdef USEDIFFUSE\n"
672 "uniform sampler2D Texture_First;\n"
673 "#endif\n"
674 "#ifdef USESPECULAR\n"
675 "uniform sampler2D Texture_Second;\n"
676 "#endif\n"
677 "\n"
678 "void main(void)\n"
679 "{\n"
680 "       gl_FragColor = gl_Color;\n"
681 "#ifdef USEDIFFUSE\n"
682 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
683 "#endif\n"
684 "\n"
685 "#ifdef USESPECULAR\n"
686 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
687 "# ifdef USECOLORMAPPING\n"
688 "       gl_FragColor *= tex2;\n"
689 "# endif\n"
690 "# ifdef USEGLOW\n"
691 "       gl_FragColor += tex2;\n"
692 "# endif\n"
693 "# ifdef USEVERTEXTEXTUREBLEND\n"
694 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
695 "# endif\n"
696 "#endif\n"
697 "}\n"
698 "#endif\n"
699 "#else // !MODE_GENERIC\n"
700 "\n"
701 "\n"
702 "\n"
703 "\n"
704 "#ifdef MODE_BLOOMBLUR\n"
705 "varying TexCoord;\n"
706 "#ifdef VERTEX_SHADER\n"
707 "void main(void)\n"
708 "{\n"
709 "       gl_FrontColor = gl_Color;\n"
710 "       TexCoord = gl_MultiTexCoord0.xy;\n"
711 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
712 "}\n"
713 "#endif\n"
714 "\n"
715 "#ifdef FRAGMENT_SHADER\n"
716 "uniform sampler2D Texture_First;\n"
717 "uniform vec4 BloomBlur_Parameters;\n"
718 "\n"
719 "void main(void)\n"
720 "{\n"
721 "       int i;\n"
722 "       vec2 tc = TexCoord;\n"
723 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
724 "       tc += BloomBlur_Parameters.xy;\n"
725 "       for (i = 1;i < SAMPLES;i++)\n"
726 "       {\n"
727 "               color += texture2D(Texture_First, tc).rgb;\n"
728 "               tc += BloomBlur_Parameters.xy;\n"
729 "       }\n"
730 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
731 "}\n"
732 "#endif\n"
733 "#else // !MODE_BLOOMBLUR\n"
734 "#ifdef MODE_REFRACTION\n"
735 "varying vec2 TexCoord;\n"
736 "varying vec4 ModelViewProjectionPosition;\n"
737 "uniform mat4 TexMatrix;\n"
738 "#ifdef VERTEX_SHADER\n"
739 "\n"
740 "void main(void)\n"
741 "{\n"
742 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
743 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
744 "       ModelViewProjectionPosition = gl_Position;\n"
745 "}\n"
746 "#endif\n"
747 "\n"
748 "#ifdef FRAGMENT_SHADER\n"
749 "uniform sampler2D Texture_Normal;\n"
750 "uniform sampler2D Texture_Refraction;\n"
751 "uniform sampler2D Texture_Reflection;\n"
752 "\n"
753 "uniform vec4 DistortScaleRefractReflect;\n"
754 "uniform vec4 ScreenScaleRefractReflect;\n"
755 "uniform vec4 ScreenCenterRefractReflect;\n"
756 "uniform vec4 RefractColor;\n"
757 "uniform vec4 ReflectColor;\n"
758 "uniform float ReflectFactor;\n"
759 "uniform float ReflectOffset;\n"
760 "\n"
761 "void main(void)\n"
762 "{\n"
763 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
764 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
765 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
767 "       // FIXME temporary hack to detect the case that the reflection\n"
768 "       // gets blackened at edges due to leaving the area that contains actual\n"
769 "       // content.\n"
770 "       // Remove this 'ack once we have a better way to stop this thing from\n"
771 "       // 'appening.\n"
772 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
773 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
774 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
776 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
777 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
778 "}\n"
779 "#endif\n"
780 "#else // !MODE_REFRACTION\n"
781 "\n"
782 "\n"
783 "\n"
784 "\n"
785 "#ifdef MODE_WATER\n"
786 "varying vec2 TexCoord;\n"
787 "varying vec3 EyeVector;\n"
788 "varying vec4 ModelViewProjectionPosition;\n"
789 "#ifdef VERTEX_SHADER\n"
790 "uniform vec3 EyePosition;\n"
791 "uniform mat4 TexMatrix;\n"
792 "\n"
793 "void main(void)\n"
794 "{\n"
795 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
796 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
797 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
798 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
799 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
800 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
801 "       ModelViewProjectionPosition = gl_Position;\n"
802 "}\n"
803 "#endif\n"
804 "\n"
805 "#ifdef FRAGMENT_SHADER\n"
806 "uniform sampler2D Texture_Normal;\n"
807 "uniform sampler2D Texture_Refraction;\n"
808 "uniform sampler2D Texture_Reflection;\n"
809 "\n"
810 "uniform vec4 DistortScaleRefractReflect;\n"
811 "uniform vec4 ScreenScaleRefractReflect;\n"
812 "uniform vec4 ScreenCenterRefractReflect;\n"
813 "uniform vec4 RefractColor;\n"
814 "uniform vec4 ReflectColor;\n"
815 "uniform float ReflectFactor;\n"
816 "uniform float ReflectOffset;\n"
817 "\n"
818 "void main(void)\n"
819 "{\n"
820 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
821 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
822 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
824 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
825 "       // FIXME temporary hack to detect the case that the reflection\n"
826 "       // gets blackened at edges due to leaving the area that contains actual\n"
827 "       // content.\n"
828 "       // Remove this 'ack once we have a better way to stop this thing from\n"
829 "       // 'appening.\n"
830 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
831 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
834 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
835 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
836 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
837 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
839 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
840 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
842 "}\n"
843 "#endif\n"
844 "#else // !MODE_WATER\n"
845 "\n"
846 "\n"
847 "\n"
848 "\n"
849 "// common definitions between vertex shader and fragment shader:\n"
850 "\n"
851 "varying vec2 TexCoord;\n"
852 "#ifdef USEVERTEXTEXTUREBLEND\n"
853 "varying vec2 TexCoord2;\n"
854 "#endif\n"
855 "#ifdef USELIGHTMAP\n"
856 "varying vec2 TexCoordLightmap;\n"
857 "#endif\n"
858 "\n"
859 "#ifdef MODE_LIGHTSOURCE\n"
860 "varying vec3 CubeVector;\n"
861 "#endif\n"
862 "\n"
863 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
864 "varying vec3 LightVector;\n"
865 "#endif\n"
866 "\n"
867 "#ifdef USEEYEVECTOR\n"
868 "varying vec3 EyeVector;\n"
869 "#endif\n"
870 "#ifdef USEFOG\n"
871 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
872 "#endif\n"
873 "\n"
874 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
875 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
876 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
877 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
878 "#endif\n"
879 "\n"
880 "#ifdef USEREFLECTION\n"
881 "varying vec4 ModelViewProjectionPosition;\n"
882 "#endif\n"
883 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
884 "uniform vec3 LightPosition;\n"
885 "varying vec4 ModelViewPosition;\n"
886 "#endif\n"
887 "\n"
888 "#ifdef MODE_LIGHTSOURCE\n"
889 "uniform vec3 LightPosition;\n"
890 "#endif\n"
891 "uniform vec3 EyePosition;\n"
892 "#ifdef MODE_LIGHTDIRECTION\n"
893 "uniform vec3 LightDir;\n"
894 "#endif\n"
895 "uniform vec4 FogPlane;\n"
896 "\n"
897 "#ifdef USESHADOWMAPORTHO\n"
898 "varying vec3 ShadowMapTC;\n"
899 "#endif\n"
900 "\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "// 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"
906 "\n"
907 "// fragment shader specific:\n"
908 "#ifdef FRAGMENT_SHADER\n"
909 "\n"
910 "uniform sampler2D Texture_Normal;\n"
911 "uniform sampler2D Texture_Color;\n"
912 "uniform sampler2D Texture_Gloss;\n"
913 "#ifdef USEGLOW\n"
914 "uniform sampler2D Texture_Glow;\n"
915 "#endif\n"
916 "#ifdef USEVERTEXTEXTUREBLEND\n"
917 "uniform sampler2D Texture_SecondaryNormal;\n"
918 "uniform sampler2D Texture_SecondaryColor;\n"
919 "uniform sampler2D Texture_SecondaryGloss;\n"
920 "#ifdef USEGLOW\n"
921 "uniform sampler2D Texture_SecondaryGlow;\n"
922 "#endif\n"
923 "#endif\n"
924 "#ifdef USECOLORMAPPING\n"
925 "uniform sampler2D Texture_Pants;\n"
926 "uniform sampler2D Texture_Shirt;\n"
927 "#endif\n"
928 "#ifdef USEFOG\n"
929 "uniform sampler2D Texture_FogMask;\n"
930 "#endif\n"
931 "#ifdef USELIGHTMAP\n"
932 "uniform sampler2D Texture_Lightmap;\n"
933 "#endif\n"
934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
935 "uniform sampler2D Texture_Deluxemap;\n"
936 "#endif\n"
937 "#ifdef USEREFLECTION\n"
938 "uniform sampler2D Texture_Reflection;\n"
939 "#endif\n"
940 "\n"
941 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
942 "uniform sampler2D Texture_ScreenDepth;\n"
943 "uniform sampler2D Texture_ScreenNormalMap;\n"
944 "#endif\n"
945 "#ifdef USEDEFERREDLIGHTMAP\n"
946 "uniform sampler2D Texture_ScreenDiffuse;\n"
947 "uniform sampler2D Texture_ScreenSpecular;\n"
948 "#endif\n"
949 "\n"
950 "uniform myhalf3 Color_Pants;\n"
951 "uniform myhalf3 Color_Shirt;\n"
952 "uniform myhalf3 FogColor;\n"
953 "\n"
954 "#ifdef USEFOG\n"
955 "uniform float FogRangeRecip;\n"
956 "uniform float FogPlaneViewDist;\n"
957 "uniform float FogHeightFade;\n"
958 "float FogVertex(void)\n"
959 "{\n"
960 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
961 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
962 "       float fogfrac;\n"
963 "#ifdef USEFOGOUTSIDE\n"
964 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
965 "#else\n"
966 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
967 "#endif\n"
968 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
969 "}\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEOFFSETMAPPING\n"
973 "uniform float OffsetMapping_Scale;\n"
974 "vec2 OffsetMapping(vec2 TexCoord)\n"
975 "{\n"
976 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
977 "       // 14 sample relief mapping: linear search and then binary search\n"
978 "       // this basically steps forward a small amount repeatedly until it finds\n"
979 "       // itself inside solid, then jitters forward and back using decreasing\n"
980 "       // amounts to find the impact\n"
981 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
982 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
983 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 "       vec3 RT = vec3(TexCoord, 1);\n"
985 "       OffsetVector *= 0.1;\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1000 "       return RT.xy;\n"
1001 "#else\n"
1002 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1003 "       // this basically moves forward the full distance, and then backs up based\n"
1004 "       // on height of samples\n"
1005 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1006 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1007 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 "       TexCoord += OffsetVector;\n"
1009 "       OffsetVector *= 0.333;\n"
1010 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1011 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       return TexCoord;\n"
1014 "#endif\n"
1015 "}\n"
1016 "#endif // USEOFFSETMAPPING\n"
1017 "\n"
1018 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1019 "uniform sampler2D Texture_Attenuation;\n"
1020 "uniform samplerCube Texture_Cube;\n"
1021 "#endif\n"
1022 "\n"
1023 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1024 "\n"
1025 "#ifdef USESHADOWMAPRECT\n"
1026 "# ifdef USESHADOWSAMPLER\n"
1027 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1028 "# else\n"
1029 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1030 "# endif\n"
1031 "#endif\n"
1032 "\n"
1033 "#ifdef USESHADOWMAP2D\n"
1034 "# ifdef USESHADOWSAMPLER\n"
1035 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1036 "# else\n"
1037 "uniform sampler2D Texture_ShadowMap2D;\n"
1038 "# endif\n"
1039 "#endif\n"
1040 "\n"
1041 "#ifdef USESHADOWMAPVSDCT\n"
1042 "uniform samplerCube Texture_CubeProjection;\n"
1043 "#endif\n"
1044 "\n"
1045 "#ifdef USESHADOWMAPCUBE\n"
1046 "# ifdef USESHADOWSAMPLER\n"
1047 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1048 "# else\n"
1049 "uniform samplerCube Texture_ShadowMapCube;\n"
1050 "# endif\n"
1051 "#endif\n"
1052 "\n"
1053 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1054 "uniform vec2 ShadowMap_TextureScale;\n"
1055 "uniform vec4 ShadowMap_Parameters;\n"
1056 "#endif\n"
1057 "\n"
1058 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1059 "# ifdef USESHADOWMAPORTHO\n"
1060 "#  define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1061 "# else\n"
1062 "#  ifdef USESHADOWMAPVSDCT\n"
1063 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1064 "{\n"
1065 "   vec3 adir = abs(dir);\n"
1066 "   vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1067 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
1068 "   vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1069 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1070 "   stc.z += ShadowMap_Parameters.z;\n"
1071 "   return stc;\n"
1072 "}\n"
1073 "#  else\n"
1074 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 "{\n"
1076 "       vec3 adir = abs(dir);\n"
1077 "       vec2 tc;\n"
1078 "       vec2 offset;\n"
1079 "       float ma;\n"
1080 "       if (adir.x > adir.y)\n"
1081 "       {\n"
1082 "               if (adir.x > adir.z) // X\n"
1083 "               {\n"
1084 "                       ma = adir.x;\n"
1085 "                       tc = dir.zy;\n"
1086 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1087 "               }\n"
1088 "               else // Z\n"
1089 "               {\n"
1090 "                       ma = adir.z;\n"
1091 "                       tc = dir.xy;\n"
1092 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1093 "               }\n"
1094 "       }\n"
1095 "       else\n"
1096 "       {\n"
1097 "               if (adir.y > adir.z) // Y\n"
1098 "               {\n"
1099 "                       ma = adir.y;\n"
1100 "                       tc = dir.xz;\n"
1101 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1102 "               }\n"
1103 "               else // Z\n"
1104 "               {\n"
1105 "                       ma = adir.z;\n"
1106 "                       tc = dir.xy;\n"
1107 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1108 "               }\n"
1109 "       }\n"
1110 "\n"
1111 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1112 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1113 "       stc.z += ShadowMap_Parameters.z;\n"
1114 "       return stc;\n"
1115 "}\n"
1116 "#  endif\n"
1117 "# endif\n"
1118 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1119 "\n"
1120 "#ifdef USESHADOWMAPCUBE\n"
1121 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1122 "{\n"
1123 "       vec3 adir = abs(dir);\n"
1124 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1125 "}\n"
1126 "#endif\n"
1127 "\n"
1128 "# ifdef USESHADOWMAPRECT\n"
1129 "float ShadowMapCompare(vec3 dir)\n"
1130 "{\n"
1131 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1132 "       float f;\n"
1133 "#  ifdef USESHADOWSAMPLER\n"
1134 "\n"
1135 "#    ifdef USESHADOWMAPPCF\n"
1136 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1137 "       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"
1138 "#    else\n"
1139 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1140 "#    endif\n"
1141 "\n"
1142 "#  else\n"
1143 "\n"
1144 "#    ifdef USESHADOWMAPPCF\n"
1145 "#      if USESHADOWMAPPCF > 1\n"
1146 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1147 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1148 "       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"
1149 "       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"
1150 "       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"
1151 "       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"
1152 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1153 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1154 "#      else\n"
1155 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1156 "       vec2 offset = fract(shadowmaptc.xy);\n"
1157 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1158 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1159 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1160 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1161 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1162 "#      endif\n"
1163 "#    else\n"
1164 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1165 "#    endif\n"
1166 "\n"
1167 "#  endif\n"
1168 "#  ifdef USESHADOWMAPORTHO\n"
1169 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1170 "#  else\n"
1171 "       return f;\n"
1172 "#  endif\n"
1173 "}\n"
1174 "# endif\n"
1175 "\n"
1176 "# ifdef USESHADOWMAP2D\n"
1177 "float ShadowMapCompare(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1180 "       float f;\n"
1181 "\n"
1182 "#  ifdef USESHADOWSAMPLER\n"
1183 "#    ifdef USESHADOWMAPPCF\n"
1184 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1185 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1186 "       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"
1187 "#    else\n"
1188 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1189 "#    endif\n"
1190 "#  else\n"
1191 "#    ifdef USESHADOWMAPPCF\n"
1192 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1193 "#      ifdef GL_ARB_texture_gather\n"
1194 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1195 "#      else\n"
1196 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1197 "#      endif\n"
1198 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1199 "       center *= ShadowMap_TextureScale;\n"
1200 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1201 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1202 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1203 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1204 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1205 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1206 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1207 "#     else\n"
1208 "#      ifdef GL_EXT_gpu_shader4\n"
1209 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1210 "#      else\n"
1211 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1212 "#      endif\n"
1213 "#      if USESHADOWMAPPCF > 1\n"
1214 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1215 "       center *= ShadowMap_TextureScale;\n"
1216 "       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"
1217 "       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"
1218 "       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"
1219 "       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"
1220 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1221 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1222 "#      else\n"
1223 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1224 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1225 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1226 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1227 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1228 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1229 "#      endif\n"
1230 "#     endif\n"
1231 "#    else\n"
1232 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1233 "#    endif\n"
1234 "#  endif\n"
1235 "#  ifdef USESHADOWMAPORTHO\n"
1236 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1237 "#  else\n"
1238 "       return f;\n"
1239 "#  endif\n"
1240 "}\n"
1241 "# endif\n"
1242 "\n"
1243 "# ifdef USESHADOWMAPCUBE\n"
1244 "float ShadowMapCompare(vec3 dir)\n"
1245 "{\n"
1246 "       // apply depth texture cubemap as light filter\n"
1247 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1248 "       float f;\n"
1249 "#  ifdef USESHADOWSAMPLER\n"
1250 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1251 "#  else\n"
1252 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1253 "#  endif\n"
1254 "       return f;\n"
1255 "}\n"
1256 "# endif\n"
1257 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1258 "#endif // FRAGMENT_SHADER\n"
1259 "\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_DEFERREDGEOMETRY\n"
1264 "#ifdef VERTEX_SHADER\n"
1265 "uniform mat4 TexMatrix;\n"
1266 "#ifdef USEVERTEXTEXTUREBLEND\n"
1267 "uniform mat4 BackgroundTexMatrix;\n"
1268 "#endif\n"
1269 "uniform mat4 ModelViewMatrix;\n"
1270 "void main(void)\n"
1271 "{\n"
1272 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 "       gl_FrontColor = gl_Color;\n"
1275 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1276 "#endif\n"
1277 "\n"
1278 "       // transform unnormalized eye direction into tangent space\n"
1279 "#ifdef USEOFFSETMAPPING\n"
1280 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1281 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1282 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1283 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1284 "#endif\n"
1285 "\n"
1286 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1287 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1288 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1289 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1290 "}\n"
1291 "#endif // VERTEX_SHADER\n"
1292 "\n"
1293 "#ifdef FRAGMENT_SHADER\n"
1294 "void main(void)\n"
1295 "{\n"
1296 "#ifdef USEOFFSETMAPPING\n"
1297 "       // apply offsetmapping\n"
1298 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1299 "#define TexCoord TexCoordOffset\n"
1300 "#endif\n"
1301 "\n"
1302 "#ifdef USEALPHAKILL\n"
1303 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1304 "               discard;\n"
1305 "#endif\n"
1306 "\n"
1307 "#ifdef USEVERTEXTEXTUREBLEND\n"
1308 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1309 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1310 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1311 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1312 "#endif\n"
1313 "\n"
1314 "#ifdef USEVERTEXTEXTUREBLEND\n"
1315 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1316 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1317 "#else\n"
1318 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1319 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1320 "#endif\n"
1321 "\n"
1322 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1323 "}\n"
1324 "#endif // FRAGMENT_SHADER\n"
1325 "#else // !MODE_DEFERREDGEOMETRY\n"
1326 "\n"
1327 "\n"
1328 "\n"
1329 "\n"
1330 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1331 "#ifdef VERTEX_SHADER\n"
1332 "uniform mat4 ModelViewMatrix;\n"
1333 "void main(void)\n"
1334 "{\n"
1335 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1336 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1337 "}\n"
1338 "#endif // VERTEX_SHADER\n"
1339 "\n"
1340 "#ifdef FRAGMENT_SHADER\n"
1341 "uniform mat4 ViewToLight;\n"
1342 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1343 "uniform vec2 ScreenToDepth;\n"
1344 "uniform myhalf3 DeferredColor_Ambient;\n"
1345 "uniform myhalf3 DeferredColor_Diffuse;\n"
1346 "#ifdef USESPECULAR\n"
1347 "uniform myhalf3 DeferredColor_Specular;\n"
1348 "uniform myhalf SpecularPower;\n"
1349 "#endif\n"
1350 "uniform myhalf2 PixelToScreenTexCoord;\n"
1351 "void main(void)\n"
1352 "{\n"
1353 "       // calculate viewspace pixel position\n"
1354 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1355 "       vec3 position;\n"
1356 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1357 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1358 "       // decode viewspace pixel normal\n"
1359 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1360 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1361 "       // surfacenormal = pixel normal in viewspace\n"
1362 "       // LightVector = pixel to light in viewspace\n"
1363 "       // CubeVector = position in lightspace\n"
1364 "       // eyevector = pixel to view in viewspace\n"
1365 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1366 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1367 "#ifdef USEDIFFUSE\n"
1368 "       // calculate diffuse shading\n"
1369 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1370 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1371 "#endif\n"
1372 "#ifdef USESPECULAR\n"
1373 "       // calculate directional shading\n"
1374 "       vec3 eyevector = position * -1.0;\n"
1375 "#  ifdef USEEXACTSPECULARMATH\n"
1376 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1377 "#  else\n"
1378 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1379 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1380 "#  endif\n"
1381 "#endif\n"
1382 "\n"
1383 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1384 "       fade *= ShadowMapCompare(CubeVector);\n"
1385 "#endif\n"
1386 "\n"
1387 "#ifdef USEDIFFUSE\n"
1388 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1389 "#else\n"
1390 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1391 "#endif\n"
1392 "#ifdef USESPECULAR\n"
1393 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1394 "#else\n"
1395 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1396 "#endif\n"
1397 "\n"
1398 "# ifdef USECUBEFILTER\n"
1399 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1400 "       gl_FragData[0].rgb *= cubecolor;\n"
1401 "       gl_FragData[1].rgb *= cubecolor;\n"
1402 "# endif\n"
1403 "}\n"
1404 "#endif // FRAGMENT_SHADER\n"
1405 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1406 "\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "#ifdef VERTEX_SHADER\n"
1411 "uniform mat4 TexMatrix;\n"
1412 "#ifdef USEVERTEXTEXTUREBLEND\n"
1413 "uniform mat4 BackgroundTexMatrix;\n"
1414 "#endif\n"
1415 "#ifdef MODE_LIGHTSOURCE\n"
1416 "uniform mat4 ModelToLight;\n"
1417 "#endif\n"
1418 "#ifdef USESHADOWMAPORTHO\n"
1419 "uniform mat4 ShadowMapMatrix;\n"
1420 "#endif\n"
1421 "void main(void)\n"
1422 "{\n"
1423 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1424 "       gl_FrontColor = gl_Color;\n"
1425 "#endif\n"
1426 "       // copy the surface texcoord\n"
1427 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1428 "#ifdef USEVERTEXTEXTUREBLEND\n"
1429 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1430 "#endif\n"
1431 "#ifdef USELIGHTMAP\n"
1432 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1433 "#endif\n"
1434 "\n"
1435 "#ifdef MODE_LIGHTSOURCE\n"
1436 "       // transform vertex position into light attenuation/cubemap space\n"
1437 "       // (-1 to +1 across the light box)\n"
1438 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1439 "\n"
1440 "# ifdef USEDIFFUSE\n"
1441 "       // transform unnormalized light direction into tangent space\n"
1442 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1443 "       //  normalize it per pixel)\n"
1444 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1445 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1446 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1447 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1448 "# endif\n"
1449 "#endif\n"
1450 "\n"
1451 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1452 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1453 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1454 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1455 "#endif\n"
1456 "\n"
1457 "       // transform unnormalized eye direction into tangent space\n"
1458 "#ifdef USEEYEVECTOR\n"
1459 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1460 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1461 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1462 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1463 "#endif\n"
1464 "\n"
1465 "#ifdef USEFOG\n"
1466 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1467 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1468 "#endif\n"
1469 "\n"
1470 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1471 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1472 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1473 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1474 "#endif\n"
1475 "\n"
1476 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1477 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1478 "\n"
1479 "#ifdef USESHADOWMAPORTHO\n"
1480 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1481 "#endif\n"
1482 "\n"
1483 "#ifdef USEREFLECTION\n"
1484 "       ModelViewProjectionPosition = gl_Position;\n"
1485 "#endif\n"
1486 "}\n"
1487 "#endif // VERTEX_SHADER\n"
1488 "\n"
1489 "\n"
1490 "\n"
1491 "\n"
1492 "#ifdef FRAGMENT_SHADER\n"
1493 "#ifdef USEDEFERREDLIGHTMAP\n"
1494 "uniform myhalf2 PixelToScreenTexCoord;\n"
1495 "uniform myhalf3 DeferredMod_Diffuse;\n"
1496 "uniform myhalf3 DeferredMod_Specular;\n"
1497 "#endif\n"
1498 "uniform myhalf3 Color_Ambient;\n"
1499 "uniform myhalf3 Color_Diffuse;\n"
1500 "uniform myhalf3 Color_Specular;\n"
1501 "uniform myhalf SpecularPower;\n"
1502 "#ifdef USEGLOW\n"
1503 "uniform myhalf3 Color_Glow;\n"
1504 "#endif\n"
1505 "uniform myhalf Alpha;\n"
1506 "#ifdef USEREFLECTION\n"
1507 "uniform vec4 DistortScaleRefractReflect;\n"
1508 "uniform vec4 ScreenScaleRefractReflect;\n"
1509 "uniform vec4 ScreenCenterRefractReflect;\n"
1510 "uniform myhalf4 ReflectColor;\n"
1511 "#endif\n"
1512 "#ifdef USEREFLECTCUBE\n"
1513 "uniform mat4 ModelToReflectCube;\n"
1514 "uniform sampler2D Texture_ReflectMask;\n"
1515 "uniform samplerCube Texture_ReflectCube;\n"
1516 "#endif\n"
1517 "#ifdef MODE_LIGHTDIRECTION\n"
1518 "uniform myhalf3 LightColor;\n"
1519 "#endif\n"
1520 "#ifdef MODE_LIGHTSOURCE\n"
1521 "uniform myhalf3 LightColor;\n"
1522 "#endif\n"
1523 "void main(void)\n"
1524 "{\n"
1525 "#ifdef USEOFFSETMAPPING\n"
1526 "       // apply offsetmapping\n"
1527 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1528 "#define TexCoord TexCoordOffset\n"
1529 "#endif\n"
1530 "\n"
1531 "       // combine the diffuse textures (base, pants, shirt)\n"
1532 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1533 "#ifdef USEALPHAKILL\n"
1534 "       if (color.a < 0.5)\n"
1535 "               discard;\n"
1536 "#endif\n"
1537 "       color.a *= Alpha;\n"
1538 "#ifdef USECOLORMAPPING\n"
1539 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1540 "#endif\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1543 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1544 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1545 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1546 "       color.a = 1.0;\n"
1547 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1548 "#endif\n"
1549 "\n"
1550 "       // get the surface normal\n"
1551 "#ifdef USEVERTEXTEXTUREBLEND\n"
1552 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1553 "#else\n"
1554 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1555 "#endif\n"
1556 "\n"
1557 "       // get the material colors\n"
1558 "       myhalf3 diffusetex = color.rgb;\n"
1559 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1560 "# ifdef USEVERTEXTEXTUREBLEND\n"
1561 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1562 "# else\n"
1563 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1564 "# endif\n"
1565 "#endif\n"
1566 "\n"
1567 "#ifdef USEREFLECTCUBE\n"
1568 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1569 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1570 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1571 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1572 "#endif\n"
1573 "\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "#ifdef MODE_LIGHTSOURCE\n"
1578 "       // light source\n"
1579 "#ifdef USEDIFFUSE\n"
1580 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1581 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1582 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1583 "#ifdef USESPECULAR\n"
1584 "#ifdef USEEXACTSPECULARMATH\n"
1585 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1586 "#else\n"
1587 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1588 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1589 "#endif\n"
1590 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1591 "#endif\n"
1592 "#else\n"
1593 "       color.rgb = diffusetex * Color_Ambient;\n"
1594 "#endif\n"
1595 "       color.rgb *= LightColor;\n"
1596 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1597 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1598 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1599 "#endif\n"
1600 "# ifdef USECUBEFILTER\n"
1601 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1602 "# endif\n"
1603 "#endif // MODE_LIGHTSOURCE\n"
1604 "\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "#ifdef MODE_LIGHTDIRECTION\n"
1609 "#define SHADING\n"
1610 "#ifdef USEDIFFUSE\n"
1611 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1612 "#endif\n"
1613 "#define lightcolor LightColor\n"
1614 "#endif // MODE_LIGHTDIRECTION\n"
1615 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1616 "#define SHADING\n"
1617 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1618 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1619 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1620 "       // convert modelspace light vector to tangentspace\n"
1621 "       myhalf3 lightnormal;\n"
1622 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1623 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1624 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1625 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1626 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1627 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1628 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1629 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1630 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1631 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1632 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1633 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1634 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1635 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1636 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1637 "#define SHADING\n"
1638 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1639 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1640 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1641 "#endif\n"
1642 "\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "#ifdef MODE_LIGHTMAP\n"
1647 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1648 "#endif // MODE_LIGHTMAP\n"
1649 "#ifdef MODE_VERTEXCOLOR\n"
1650 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1651 "#endif // MODE_VERTEXCOLOR\n"
1652 "#ifdef MODE_FLATCOLOR\n"
1653 "       color.rgb = diffusetex * Color_Ambient;\n"
1654 "#endif // MODE_FLATCOLOR\n"
1655 "\n"
1656 "\n"
1657 "\n"
1658 "\n"
1659 "#ifdef SHADING\n"
1660 "# ifdef USEDIFFUSE\n"
1661 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1662 "#  ifdef USESPECULAR\n"
1663 "#   ifdef USEEXACTSPECULARMATH\n"
1664 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1665 "#   else\n"
1666 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1667 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1668 "#   endif\n"
1669 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1670 "#  else\n"
1671 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1672 "#  endif\n"
1673 "# else\n"
1674 "       color.rgb = diffusetex * Color_Ambient;\n"
1675 "# endif\n"
1676 "#endif\n"
1677 "\n"
1678 "#ifdef USESHADOWMAPORTHO\n"
1679 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1680 "#endif\n"
1681 "\n"
1682 "#ifdef USEDEFERREDLIGHTMAP\n"
1683 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1684 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1685 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1686 "#endif\n"
1687 "\n"
1688 "#ifdef USEGLOW\n"
1689 "#ifdef USEVERTEXTEXTUREBLEND\n"
1690 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1691 "#else\n"
1692 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1693 "#endif\n"
1694 "#endif\n"
1695 "\n"
1696 "#ifdef USEFOG\n"
1697 "#ifdef MODE_LIGHTSOURCE\n"
1698 "       color.rgb *= myhalf(FogVertex());\n"
1699 "#else\n"
1700 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1701 "#endif\n"
1702 "#endif\n"
1703 "\n"
1704 "       // 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"
1705 "#ifdef USEREFLECTION\n"
1706 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1707 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1708 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1709 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1710 "       // FIXME temporary hack to detect the case that the reflection\n"
1711 "       // gets blackened at edges due to leaving the area that contains actual\n"
1712 "       // content.\n"
1713 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1714 "       // 'appening.\n"
1715 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1716 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1717 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1718 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1719 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1720 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1721 "#endif\n"
1722 "\n"
1723 "       gl_FragColor = vec4(color);\n"
1724 "}\n"
1725 "#endif // FRAGMENT_SHADER\n"
1726 "\n"
1727 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1728 "#endif // !MODE_DEFERREDGEOMETRY\n"
1729 "#endif // !MODE_WATER\n"
1730 "#endif // !MODE_REFRACTION\n"
1731 "#endif // !MODE_BLOOMBLUR\n"
1732 "#endif // !MODE_GENERIC\n"
1733 "#endif // !MODE_POSTPROCESS\n"
1734 "#endif // !MODE_SHOWDEPTH\n"
1735 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1736 ;
1737
1738 /*
1739 =========================================================================================================================================================
1740
1741
1742
1743 =========================================================================================================================================================
1744
1745
1746
1747 =========================================================================================================================================================
1748
1749
1750
1751 =========================================================================================================================================================
1752
1753
1754
1755 =========================================================================================================================================================
1756
1757
1758
1759 =========================================================================================================================================================
1760
1761
1762
1763 =========================================================================================================================================================
1764 */
1765
1766 const char *builtincgshaderstring =
1767 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1768 "// written by Forest 'LordHavoc' Hale\n"
1769 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1770 "\n"
1771 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1772 "# define USEFOG\n"
1773 "#endif\n"
1774 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1775 "#define USELIGHTMAP\n"
1776 "#endif\n"
1777 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1778 "#define USEEYEVECTOR\n"
1779 "#endif\n"
1780 "\n"
1781 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1782 "#ifdef VERTEX_SHADER\n"
1783 "void main\n"
1784 "(\n"
1785 "float4 gl_Vertex : POSITION,\n"
1786 "uniform float4x4 ModelViewProjectionMatrix,\n"
1787 "out float4 gl_Position : POSITION\n"
1788 ")\n"
1789 "{\n"
1790 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1791 "}\n"
1792 "#endif\n"
1793 "#else // !MODE_DEPTH_ORSHADOW\n"
1794 "\n"
1795 "\n"
1796 "\n"
1797 "\n"
1798 "#ifdef MODE_SHOWDEPTH\n"
1799 "#ifdef VERTEX_SHADER\n"
1800 "void main\n"
1801 "(\n"
1802 "float4 gl_Vertex : POSITION,\n"
1803 "uniform float4x4 ModelViewProjectionMatrix,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float4 gl_FrontColor : COLOR0\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1810 "}\n"
1811 "#endif\n"
1812 "\n"
1813 "#ifdef FRAGMENT_SHADER\n"
1814 "void main\n"
1815 "(\n"
1816 "float4 gl_FrontColor : COLOR0,\n"
1817 "out float4 gl_FragColor : COLOR\n"
1818 ")\n"
1819 "{\n"
1820 "       gl_FragColor = gl_FrontColor;\n"
1821 "}\n"
1822 "#endif\n"
1823 "#else // !MODE_SHOWDEPTH\n"
1824 "\n"
1825 "\n"
1826 "\n"
1827 "\n"
1828 "#ifdef MODE_POSTPROCESS\n"
1829 "\n"
1830 "#ifdef VERTEX_SHADER\n"
1831 "void main\n"
1832 "(\n"
1833 "float4 gl_Vertex : POSITION,\n"
1834 "uniform float4x4 ModelViewProjectionMatrix,\n"
1835 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1836 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1837 "out float4 gl_Position : POSITION,\n"
1838 "out float2 TexCoord1 : TEXCOORD0,\n"
1839 "out float2 TexCoord2 : TEXCOORD1\n"
1840 ")\n"
1841 "{\n"
1842 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1843 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1844 "#ifdef USEBLOOM\n"
1845 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1846 "#endif\n"
1847 "}\n"
1848 "#endif\n"
1849 "\n"
1850 "#ifdef FRAGMENT_SHADER\n"
1851 "void main\n"
1852 "(\n"
1853 "float2 TexCoord1 : TEXCOORD0,\n"
1854 "float2 TexCoord2 : TEXCOORD1,\n"
1855 "uniform sampler2D Texture_First,\n"
1856 "#ifdef USEBLOOM\n"
1857 "uniform sampler2D Texture_Second,\n"
1858 "#endif\n"
1859 "#ifdef USEGAMMARAMPS\n"
1860 "uniform sampler2D Texture_GammaRamps,\n"
1861 "#endif\n"
1862 "#ifdef USESATURATION\n"
1863 "uniform float Saturation,\n"
1864 "#endif\n"
1865 "#ifdef USEVIEWTINT\n"
1866 "uniform float4 ViewTintColor,\n"
1867 "#endif\n"
1868 "uniform float4 UserVec1,\n"
1869 "uniform float4 UserVec2,\n"
1870 "uniform float4 UserVec3,\n"
1871 "uniform float4 UserVec4,\n"
1872 "uniform float ClientTime,\n"
1873 "uniform float2 PixelSize,\n"
1874 "out float4 gl_FragColor : COLOR\n"
1875 ")\n"
1876 "{\n"
1877 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1878 "#ifdef USEBLOOM\n"
1879 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1880 "#endif\n"
1881 "#ifdef USEVIEWTINT\n"
1882 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1883 "#endif\n"
1884 "\n"
1885 "#ifdef USEPOSTPROCESSING\n"
1886 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1887 "// 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"
1888 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1889 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1890 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1891 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1892 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1893 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1894 "#endif\n"
1895 "\n"
1896 "#ifdef USESATURATION\n"
1897 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1898 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1899 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1900 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1901 "#endif\n"
1902 "\n"
1903 "#ifdef USEGAMMARAMPS\n"
1904 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1905 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1906 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1907 "#endif\n"
1908 "}\n"
1909 "#endif\n"
1910 "#else // !MODE_POSTPROCESS\n"
1911 "\n"
1912 "\n"
1913 "\n"
1914 "\n"
1915 "#ifdef MODE_GENERIC\n"
1916 "#ifdef VERTEX_SHADER\n"
1917 "void main\n"
1918 "(\n"
1919 "float4 gl_Vertex : POSITION,\n"
1920 "uniform float4x4 ModelViewProjectionMatrix,\n"
1921 "float4 gl_Color : COLOR0,\n"
1922 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1923 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1924 "out float4 gl_Position : POSITION,\n"
1925 "out float4 gl_FrontColor : COLOR,\n"
1926 "out float2 TexCoord1 : TEXCOORD0,\n"
1927 "out float2 TexCoord2 : TEXCOORD1\n"
1928 ")\n"
1929 "{\n"
1930 "       gl_FrontColor = gl_Color;\n"
1931 "#ifdef USEDIFFUSE\n"
1932 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1933 "#endif\n"
1934 "#ifdef USESPECULAR\n"
1935 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1936 "#endif\n"
1937 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1938 "}\n"
1939 "#endif\n"
1940 "\n"
1941 "#ifdef FRAGMENT_SHADER\n"
1942 "\n"
1943 "void main\n"
1944 "(\n"
1945 "float4 gl_FrontColor : COLOR,\n"
1946 "float2 TexCoord1 : TEXCOORD0,\n"
1947 "float2 TexCoord2 : TEXCOORD1,\n"
1948 "#ifdef USEDIFFUSE\n"
1949 "uniform sampler2D Texture_First,\n"
1950 "#endif\n"
1951 "#ifdef USESPECULAR\n"
1952 "uniform sampler2D Texture_Second,\n"
1953 "#endif\n"
1954 "out float4 gl_FragColor : COLOR\n"
1955 ")\n"
1956 "{\n"
1957 "       gl_FragColor = gl_FrontColor;\n"
1958 "#ifdef USEDIFFUSE\n"
1959 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1960 "#endif\n"
1961 "\n"
1962 "#ifdef USESPECULAR\n"
1963 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1964 "# ifdef USECOLORMAPPING\n"
1965 "       gl_FragColor *= tex2;\n"
1966 "# endif\n"
1967 "# ifdef USEGLOW\n"
1968 "       gl_FragColor += tex2;\n"
1969 "# endif\n"
1970 "# ifdef USEVERTEXTEXTUREBLEND\n"
1971 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1972 "# endif\n"
1973 "#endif\n"
1974 "}\n"
1975 "#endif\n"
1976 "#else // !MODE_GENERIC\n"
1977 "\n"
1978 "\n"
1979 "\n"
1980 "\n"
1981 "#ifdef MODE_BLOOMBLUR\n"
1982 "#ifdef VERTEX_SHADER\n"
1983 "void main\n"
1984 "(\n"
1985 "float4 gl_Vertex : POSITION,\n"
1986 "uniform float4x4 ModelViewProjectionMatrix,\n"
1987 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1988 "out float4 gl_Position : POSITION,\n"
1989 "out float2 TexCoord : TEXCOORD0\n"
1990 ")\n"
1991 "{\n"
1992 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1993 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1994 "}\n"
1995 "#endif\n"
1996 "\n"
1997 "#ifdef FRAGMENT_SHADER\n"
1998 "\n"
1999 "void main\n"
2000 "(\n"
2001 "float2 TexCoord : TEXCOORD0,\n"
2002 "uniform sampler2D Texture_First,\n"
2003 "uniform float4 BloomBlur_Parameters,\n"
2004 "out float4 gl_FragColor : COLOR\n"
2005 ")\n"
2006 "{\n"
2007 "       int i;\n"
2008 "       float2 tc = TexCoord;\n"
2009 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2010 "       tc += BloomBlur_Parameters.xy;\n"
2011 "       for (i = 1;i < SAMPLES;i++)\n"
2012 "       {\n"
2013 "               color += tex2D(Texture_First, tc).rgb;\n"
2014 "               tc += BloomBlur_Parameters.xy;\n"
2015 "       }\n"
2016 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2017 "}\n"
2018 "#endif\n"
2019 "#else // !MODE_BLOOMBLUR\n"
2020 "#ifdef MODE_REFRACTION\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2027 "uniform float4x4 TexMatrix,\n"
2028 "uniform float3 EyePosition,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float2 TexCoord : TEXCOORD0,\n"
2031 "out float3 EyeVector : TEXCOORD1,\n"
2032 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2033 ")\n"
2034 "{\n"
2035 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2036 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2037 "       ModelViewProjectionPosition = gl_Position;\n"
2038 "}\n"
2039 "#endif\n"
2040 "\n"
2041 "#ifdef FRAGMENT_SHADER\n"
2042 "void main\n"
2043 "(\n"
2044 "float2 TexCoord : TEXCOORD0,\n"
2045 "float3 EyeVector : TEXCOORD1,\n"
2046 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2047 "uniform sampler2D Texture_Normal,\n"
2048 "uniform sampler2D Texture_Refraction,\n"
2049 "uniform sampler2D Texture_Reflection,\n"
2050 "uniform float4 DistortScaleRefractReflect,\n"
2051 "uniform float4 ScreenScaleRefractReflect,\n"
2052 "uniform float4 ScreenCenterRefractReflect,\n"
2053 "uniform float4 RefractColor,\n"
2054 "out float4 gl_FragColor : COLOR\n"
2055 ")\n"
2056 "{\n"
2057 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2058 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2059 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2061 "       // FIXME temporary hack to detect the case that the reflection\n"
2062 "       // gets blackened at edges due to leaving the area that contains actual\n"
2063 "       // content.\n"
2064 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2065 "       // 'appening.\n"
2066 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2067 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2068 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2069 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2070 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2071 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2072 "}\n"
2073 "#endif\n"
2074 "#else // !MODE_REFRACTION\n"
2075 "\n"
2076 "\n"
2077 "\n"
2078 "\n"
2079 "#ifdef MODE_WATER\n"
2080 "#ifdef VERTEX_SHADER\n"
2081 "\n"
2082 "void main\n"
2083 "(\n"
2084 "float4 gl_Vertex : POSITION,\n"
2085 "uniform float4x4 ModelViewProjectionMatrix,\n"
2086 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2087 "uniform float4x4 TexMatrix,\n"
2088 "uniform float3 EyePosition,\n"
2089 "out float4 gl_Position : POSITION,\n"
2090 "out float2 TexCoord : TEXCOORD0,\n"
2091 "out float3 EyeVector : TEXCOORD1,\n"
2092 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2093 ")\n"
2094 "{\n"
2095 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2096 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2097 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2098 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2099 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2100 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "       ModelViewProjectionPosition = gl_Position;\n"
2102 "}\n"
2103 "#endif\n"
2104 "\n"
2105 "#ifdef FRAGMENT_SHADER\n"
2106 "void main\n"
2107 "(\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "float3 EyeVector : TEXCOORD1,\n"
2110 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2111 "uniform sampler2D Texture_Normal,\n"
2112 "uniform sampler2D Texture_Refraction,\n"
2113 "uniform sampler2D Texture_Reflection,\n"
2114 "uniform float4 DistortScaleRefractReflect,\n"
2115 "uniform float4 ScreenScaleRefractReflect,\n"
2116 "uniform float4 ScreenCenterRefractReflect,\n"
2117 "uniform float4 RefractColor,\n"
2118 "uniform float4 ReflectColor,\n"
2119 "uniform float ReflectFactor,\n"
2120 "uniform float ReflectOffset,\n"
2121 "out float4 gl_FragColor : COLOR\n"
2122 ")\n"
2123 "{\n"
2124 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2125 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2126 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2128 "       // FIXME temporary hack to detect the case that the reflection\n"
2129 "       // gets blackened at edges due to leaving the area that contains actual\n"
2130 "       // content.\n"
2131 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2132 "       // 'appening.\n"
2133 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2134 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2135 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2136 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2137 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2138 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2139 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2140 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2142 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2143 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2144 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2145 "}\n"
2146 "#endif\n"
2147 "#else // !MODE_WATER\n"
2148 "\n"
2149 "\n"
2150 "\n"
2151 "\n"
2152 "// 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"
2153 "\n"
2154 "// fragment shader specific:\n"
2155 "#ifdef FRAGMENT_SHADER\n"
2156 "\n"
2157 "#ifdef USEFOG\n"
2158 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2159 "{\n"
2160 "       float fogfrac;\n"
2161 "#ifdef USEFOGOUTSIDE\n"
2162 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2163 "#else\n"
2164 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2165 "#endif\n"
2166 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2167 "}\n"
2168 "#endif\n"
2169 "\n"
2170 "#ifdef USEOFFSETMAPPING\n"
2171 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2172 "{\n"
2173 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2174 "       // 14 sample relief mapping: linear search and then binary search\n"
2175 "       // this basically steps forward a small amount repeatedly until it finds\n"
2176 "       // itself inside solid, then jitters forward and back using decreasing\n"
2177 "       // amounts to find the impact\n"
2178 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2179 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2180 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 "       float3 RT = float3(TexCoord, 1);\n"
2182 "       OffsetVector *= 0.1;\n"
2183 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2184 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2193 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2194 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2195 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2196 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2197 "       return RT.xy;\n"
2198 "#else\n"
2199 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2200 "       // this basically moves forward the full distance, and then backs up based\n"
2201 "       // on height of samples\n"
2202 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2203 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2204 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2205 "       TexCoord += OffsetVector;\n"
2206 "       OffsetVector *= 0.333;\n"
2207 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2208 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 "       return TexCoord;\n"
2211 "#endif\n"
2212 "}\n"
2213 "#endif // USEOFFSETMAPPING\n"
2214 "\n"
2215 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2216 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2217 "# ifdef USESHADOWMAPORTHO\n"
2218 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2219 "# else\n"
2220 "#  ifdef USESHADOWMAPVSDCT\n"
2221 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2222 "{\n"
2223 "   float3 adir = abs(dir);\n"
2224 "   float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2225 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
2226 "   float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2227 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2228 "   stc.z += ShadowMap_Parameters.z;\n"
2229 "   return stc;\n"
2230 "}\n"
2231 "#  else\n"
2232 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2233 "{\n"
2234 "       float3 adir = abs(dir);\n"
2235 "       float2 tc;\n"
2236 "       float2 offset;\n"
2237 "       float ma;\n"
2238 "       if (adir.x > adir.y)\n"
2239 "       {\n"
2240 "               if (adir.x > adir.z) // X\n"
2241 "               {\n"
2242 "                       ma = adir.x;\n"
2243 "                       tc = dir.zy;\n"
2244 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2245 "               }\n"
2246 "               else // Z\n"
2247 "               {\n"
2248 "                       ma = adir.z;\n"
2249 "                       tc = dir.xy;\n"
2250 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2251 "               }\n"
2252 "       }\n"
2253 "       else\n"
2254 "       {\n"
2255 "               if (adir.y > adir.z) // Y\n"
2256 "               {\n"
2257 "                       ma = adir.y;\n"
2258 "                       tc = dir.xz;\n"
2259 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2260 "               }\n"
2261 "               else // Z\n"
2262 "               {\n"
2263 "                       ma = adir.z;\n"
2264 "                       tc = dir.xy;\n"
2265 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2266 "               }\n"
2267 "       }\n"
2268 "\n"
2269 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2270 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2271 "       stc.z += ShadowMap_Parameters.z;\n"
2272 "       return stc;\n"
2273 "}\n"
2274 "#  endif\n"
2275 "# endif\n"
2276 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2277 "\n"
2278 "#ifdef USESHADOWMAPCUBE\n"
2279 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2280 "{\n"
2281 "    float3 adir = abs(dir);\n"
2282 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2283 "}\n"
2284 "#endif\n"
2285 "\n"
2286 "# ifdef USESHADOWMAPRECT\n"
2287 "#ifdef USESHADOWMAPVSDCT\n"
2288 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2289 "#else\n"
2290 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2291 "#endif\n"
2292 "{\n"
2293 "#ifdef USESHADOWMAPVSDCT\n"
2294 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2295 "#else\n"
2296 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2297 "#endif\n"
2298 "       float f;\n"
2299 "#  ifdef USESHADOWSAMPLER\n"
2300 "\n"
2301 "#    ifdef USESHADOWMAPPCF\n"
2302 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2303 "    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"
2304 "#    else\n"
2305 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2306 "#    endif\n"
2307 "\n"
2308 "#  else\n"
2309 "\n"
2310 "#    ifdef USESHADOWMAPPCF\n"
2311 "#      if USESHADOWMAPPCF > 1\n"
2312 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2313 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2314 "    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"
2315 "    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"
2316 "    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"
2317 "    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"
2318 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2319 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2320 "#      else\n"
2321 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2322 "    float2 offset = frac(shadowmaptc.xy);\n"
2323 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2324 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2325 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2326 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2327 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2328 "#      endif\n"
2329 "#    else\n"
2330 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2331 "#    endif\n"
2332 "\n"
2333 "#  endif\n"
2334 "#  ifdef USESHADOWMAPORTHO\n"
2335 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2336 "#  else\n"
2337 "       return f;\n"
2338 "#  endif\n"
2339 "}\n"
2340 "# endif\n"
2341 "\n"
2342 "# ifdef USESHADOWMAP2D\n"
2343 "#ifdef USESHADOWMAPVSDCT\n"
2344 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2345 "#else\n"
2346 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2347 "#endif\n"
2348 "{\n"
2349 "#ifdef USESHADOWMAPVSDCT\n"
2350 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2351 "#else\n"
2352 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2353 "#endif\n"
2354 "    float f;\n"
2355 "\n"
2356 "#  ifdef USESHADOWSAMPLER\n"
2357 "#    ifdef USESHADOWMAPPCF\n"
2358 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2359 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2360 "    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"
2361 "#    else\n"
2362 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2363 "#    endif\n"
2364 "#  else\n"
2365 "#    ifdef USESHADOWMAPPCF\n"
2366 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2367 "#      ifdef GL_ARB_texture_gather\n"
2368 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2369 "#      else\n"
2370 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2371 "#      endif\n"
2372 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2373 "    center *= ShadowMap_TextureScale;\n"
2374 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2375 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2376 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2377 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2378 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2379 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2380 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2381 "#     else\n"
2382 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2383 "#      if USESHADOWMAPPCF > 1\n"
2384 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2385 "    center *= ShadowMap_TextureScale;\n"
2386 "    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"
2387 "    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"
2388 "    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"
2389 "    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"
2390 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2391 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2392 "#      else\n"
2393 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2394 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2395 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2396 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2397 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2398 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2399 "#      endif\n"
2400 "#     endif\n"
2401 "#    else\n"
2402 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2403 "#    endif\n"
2404 "#  endif\n"
2405 "#  ifdef USESHADOWMAPORTHO\n"
2406 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2407 "#  else\n"
2408 "       return f;\n"
2409 "#  endif\n"
2410 "}\n"
2411 "# endif\n"
2412 "\n"
2413 "# ifdef USESHADOWMAPCUBE\n"
2414 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2415 "{\n"
2416 "    // apply depth texture cubemap as light filter\n"
2417 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2418 "    float f;\n"
2419 "#  ifdef USESHADOWSAMPLER\n"
2420 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2421 "#  else\n"
2422 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2423 "#  endif\n"
2424 "    return f;\n"
2425 "}\n"
2426 "# endif\n"
2427 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2428 "#endif // FRAGMENT_SHADER\n"
2429 "\n"
2430 "\n"
2431 "\n"
2432 "\n"
2433 "#ifdef MODE_DEFERREDGEOMETRY\n"
2434 "#ifdef VERTEX_SHADER\n"
2435 "void main\n"
2436 "(\n"
2437 "float4 gl_Vertex : POSITION,\n"
2438 "uniform float4x4 ModelViewProjectionMatrix,\n"
2439 "#ifdef USEVERTEXTEXTUREBLEND\n"
2440 "float4 gl_Color : COLOR0,\n"
2441 "#endif\n"
2442 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2443 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2444 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2445 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2446 "uniform float4x4 TexMatrix,\n"
2447 "#ifdef USEVERTEXTEXTUREBLEND\n"
2448 "uniform float4x4 BackgroundTexMatrix,\n"
2449 "#endif\n"
2450 "uniform float4x4 ModelViewMatrix,\n"
2451 "#ifdef USEOFFSETMAPPING\n"
2452 "uniform float3 EyePosition,\n"
2453 "#endif\n"
2454 "out float4 gl_Position : POSITION,\n"
2455 "out float4 gl_FrontColor : COLOR,\n"
2456 "out float4 TexCoordBoth : TEXCOORD0,\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "out float3 EyeVector : TEXCOORD2,\n"
2459 "#endif\n"
2460 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2461 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2462 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2463 ")\n"
2464 "{\n"
2465 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 "       gl_FrontColor = gl_Color;\n"
2468 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2469 "#endif\n"
2470 "\n"
2471 "       // transform unnormalized eye direction into tangent space\n"
2472 "#ifdef USEOFFSETMAPPING\n"
2473 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2474 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2475 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2476 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2477 "#endif\n"
2478 "\n"
2479 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2480 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2481 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2482 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2483 "}\n"
2484 "#endif // VERTEX_SHADER\n"
2485 "\n"
2486 "#ifdef FRAGMENT_SHADER\n"
2487 "void main\n"
2488 "(\n"
2489 "float4 TexCoordBoth : TEXCOORD0,\n"
2490 "float3 EyeVector : TEXCOORD2,\n"
2491 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2492 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2493 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2494 "uniform sampler2D Texture_Normal,\n"
2495 "#ifdef USEALPHAKILL\n"
2496 "uniform sampler2D Texture_Color,\n"
2497 "#endif\n"
2498 "uniform sampler2D Texture_Gloss,\n"
2499 "#ifdef USEVERTEXTEXTUREBLEND\n"
2500 "uniform sampler2D Texture_SecondaryNormal,\n"
2501 "uniform sampler2D Texture_SecondaryGloss,\n"
2502 "#endif\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "uniform float OffsetMapping_Scale,\n"
2505 "#endif\n"
2506 "uniform half SpecularPower,\n"
2507 "out float4 gl_FragColor : COLOR\n"
2508 ")\n"
2509 "{\n"
2510 "       float2 TexCoord = TexCoordBoth.xy;\n"
2511 "#ifdef USEOFFSETMAPPING\n"
2512 "       // apply offsetmapping\n"
2513 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2514 "#define TexCoord TexCoordOffset\n"
2515 "#endif\n"
2516 "\n"
2517 "#ifdef USEALPHAKILL\n"
2518 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2519 "               discard;\n"
2520 "#endif\n"
2521 "\n"
2522 "#ifdef USEVERTEXTEXTUREBLEND\n"
2523 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2524 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2525 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2526 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2527 "#endif\n"
2528 "\n"
2529 "#ifdef USEVERTEXTEXTUREBLEND\n"
2530 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2531 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2532 "#else\n"
2533 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2534 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2535 "#endif\n"
2536 "\n"
2537 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2538 "}\n"
2539 "#endif // FRAGMENT_SHADER\n"
2540 "#else // !MODE_DEFERREDGEOMETRY\n"
2541 "\n"
2542 "\n"
2543 "\n"
2544 "\n"
2545 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2546 "#ifdef VERTEX_SHADER\n"
2547 "void main\n"
2548 "(\n"
2549 "float4 gl_Vertex : POSITION,\n"
2550 "uniform float4x4 ModelViewProjectionMatrix,\n"
2551 "uniform float4x4 ModelViewMatrix,\n"
2552 "out float4 gl_Position : POSITION,\n"
2553 "out float4 ModelViewPosition : TEXCOORD0\n"
2554 ")\n"
2555 "{\n"
2556 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2557 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2558 "}\n"
2559 "#endif // VERTEX_SHADER\n"
2560 "\n"
2561 "#ifdef FRAGMENT_SHADER\n"
2562 "void main\n"
2563 "(\n"
2564 "float2 Pixel : WPOS,\n"
2565 "float4 ModelViewPosition : TEXCOORD0,\n"
2566 "uniform float4x4 ViewToLight,\n"
2567 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2568 "uniform float3 LightPosition,\n"
2569 "uniform half2 PixelToScreenTexCoord,\n"
2570 "uniform half3 DeferredColor_Ambient,\n"
2571 "uniform half3 DeferredColor_Diffuse,\n"
2572 "#ifdef USESPECULAR\n"
2573 "uniform half3 DeferredColor_Specular,\n"
2574 "uniform half SpecularPower,\n"
2575 "#endif\n"
2576 "uniform sampler2D Texture_Attenuation,\n"
2577 "uniform sampler2D Texture_ScreenDepth,\n"
2578 "uniform sampler2D Texture_ScreenNormalMap,\n"
2579 "\n"
2580 "#ifdef USESHADOWMAPRECT\n"
2581 "# ifdef USESHADOWSAMPLER\n"
2582 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2583 "# else\n"
2584 "uniform samplerRECT Texture_ShadowMapRect,\n"
2585 "# endif\n"
2586 "#endif\n"
2587 "\n"
2588 "#ifdef USESHADOWMAP2D\n"
2589 "# ifdef USESHADOWSAMPLER\n"
2590 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2591 "# else\n"
2592 "uniform sampler2D Texture_ShadowMap2D,\n"
2593 "# endif\n"
2594 "#endif\n"
2595 "\n"
2596 "#ifdef USESHADOWMAPVSDCT\n"
2597 "uniform samplerCUBE Texture_CubeProjection,\n"
2598 "#endif\n"
2599 "\n"
2600 "#ifdef USESHADOWMAPCUBE\n"
2601 "# ifdef USESHADOWSAMPLER\n"
2602 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2603 "# else\n"
2604 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2605 "# endif\n"
2606 "#endif\n"
2607 "\n"
2608 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2609 "uniform float2 ShadowMap_TextureScale,\n"
2610 "uniform float4 ShadowMap_Parameters,\n"
2611 "#endif\n"
2612 "\n"
2613 "out float4 gl_FragData0 : COLOR0,\n"
2614 "out float4 gl_FragData1 : COLOR1\n"
2615 ")\n"
2616 "{\n"
2617 "       // calculate viewspace pixel position\n"
2618 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2619 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2620 "       float3 position;\n"
2621 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2622 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2623 "       // decode viewspace pixel normal\n"
2624 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2625 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2626 "       // surfacenormal = pixel normal in viewspace\n"
2627 "       // LightVector = pixel to light in viewspace\n"
2628 "       // CubeVector = position in lightspace\n"
2629 "       // eyevector = pixel to view in viewspace\n"
2630 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2631 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2632 "#ifdef USEDIFFUSE\n"
2633 "       // calculate diffuse shading\n"
2634 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2635 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2636 "#endif\n"
2637 "#ifdef USESPECULAR\n"
2638 "       // calculate directional shading\n"
2639 "       float3 eyevector = position * -1.0;\n"
2640 "#  ifdef USEEXACTSPECULARMATH\n"
2641 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2642 "#  else\n"
2643 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2644 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2645 "#  endif\n"
2646 "#endif\n"
2647 "\n"
2648 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2649 "       fade *= ShadowMapCompare(CubeVector,\n"
2650 "# if defined(USESHADOWMAP2D)\n"
2651 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2652 "# endif\n"
2653 "# if defined(USESHADOWMAPRECT)\n"
2654 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2655 "# endif\n"
2656 "# if defined(USESHADOWMAPCUBE)\n"
2657 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2658 "# endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPVSDCT\n"
2661 ", Texture_CubeProjection\n"
2662 "#endif\n"
2663 "       );\n"
2664 "#endif\n"
2665 "\n"
2666 "#ifdef USEDIFFUSE\n"
2667 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2668 "#else\n"
2669 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2670 "#endif\n"
2671 "#ifdef USESPECULAR\n"
2672 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2673 "#else\n"
2674 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2675 "#endif\n"
2676 "\n"
2677 "# ifdef USECUBEFILTER\n"
2678 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2679 "       gl_FragData0.rgb *= cubecolor;\n"
2680 "       gl_FragData1.rgb *= cubecolor;\n"
2681 "# endif\n"
2682 "}\n"
2683 "#endif // FRAGMENT_SHADER\n"
2684 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2685 "\n"
2686 "\n"
2687 "\n"
2688 "\n"
2689 "#ifdef VERTEX_SHADER\n"
2690 "void main\n"
2691 "(\n"
2692 "float4 gl_Vertex : POSITION,\n"
2693 "uniform float4x4 ModelViewProjectionMatrix,\n"
2694 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2695 "float4 gl_Color : COLOR0,\n"
2696 "#endif\n"
2697 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2698 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2699 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2700 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2701 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2702 "\n"
2703 "uniform float3 EyePosition,\n"
2704 "uniform float4x4 TexMatrix,\n"
2705 "#ifdef USEVERTEXTEXTUREBLEND\n"
2706 "uniform float4x4 BackgroundTexMatrix,\n"
2707 "#endif\n"
2708 "#ifdef MODE_LIGHTSOURCE\n"
2709 "uniform float4x4 ModelToLight,\n"
2710 "#endif\n"
2711 "#ifdef MODE_LIGHTSOURCE\n"
2712 "uniform float3 LightPosition,\n"
2713 "#endif\n"
2714 "#ifdef MODE_LIGHTDIRECTION\n"
2715 "uniform float3 LightDir,\n"
2716 "#endif\n"
2717 "uniform float4 FogPlane,\n"
2718 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2719 "uniform float3 LightPosition,\n"
2720 "#endif\n"
2721 "#ifdef USESHADOWMAPORTHO\n"
2722 "uniform float4x4 ShadowMapMatrix,\n"
2723 "#endif\n"
2724 "\n"
2725 "out float4 gl_FrontColor : COLOR,\n"
2726 "out float4 TexCoordBoth : TEXCOORD0,\n"
2727 "#ifdef USELIGHTMAP\n"
2728 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2729 "#endif\n"
2730 "#ifdef USEEYEVECTOR\n"
2731 "out float3 EyeVector : TEXCOORD2,\n"
2732 "#endif\n"
2733 "#ifdef USEREFLECTION\n"
2734 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2735 "#endif\n"
2736 "#ifdef USEFOG\n"
2737 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2738 "#endif\n"
2739 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2740 "out float3 LightVector : TEXCOORD5,\n"
2741 "#endif\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "out float3 CubeVector : TEXCOORD3,\n"
2744 "#endif\n"
2745 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2746 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2747 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2748 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2749 "#endif\n"
2750 "#ifdef USESHADOWMAPORTHO\n"
2751 "out float3 ShadowMapTC : TEXCOORD8,\n"
2752 "#endif\n"
2753 "out float4 gl_Position : POSITION\n"
2754 ")\n"
2755 "{\n"
2756 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2757 "       gl_FrontColor = gl_Color;\n"
2758 "#endif\n"
2759 "       // copy the surface texcoord\n"
2760 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2761 "#ifdef USEVERTEXTEXTUREBLEND\n"
2762 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2763 "#endif\n"
2764 "#ifdef USELIGHTMAP\n"
2765 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2766 "#endif\n"
2767 "\n"
2768 "#ifdef MODE_LIGHTSOURCE\n"
2769 "       // transform vertex position into light attenuation/cubemap space\n"
2770 "       // (-1 to +1 across the light box)\n"
2771 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2772 "\n"
2773 "# ifdef USEDIFFUSE\n"
2774 "       // transform unnormalized light direction into tangent space\n"
2775 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2776 "       //  normalize it per pixel)\n"
2777 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2778 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2779 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2780 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2781 "# endif\n"
2782 "#endif\n"
2783 "\n"
2784 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2785 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2786 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2787 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2788 "#endif\n"
2789 "\n"
2790 "       // transform unnormalized eye direction into tangent space\n"
2791 "#ifdef USEEYEVECTOR\n"
2792 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2796 "#endif\n"
2797 "\n"
2798 "#ifdef USEFOG\n"
2799 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2800 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2801 "#endif\n"
2802 "\n"
2803 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2804 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2805 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2806 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2807 "#endif\n"
2808 "\n"
2809 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2810 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2811 "\n"
2812 "#ifdef USESHADOWMAPORTHO\n"
2813 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2814 "#endif\n"
2815 "\n"
2816 "#ifdef USEREFLECTION\n"
2817 "       ModelViewProjectionPosition = gl_Position;\n"
2818 "#endif\n"
2819 "}\n"
2820 "#endif // VERTEX_SHADER\n"
2821 "\n"
2822 "\n"
2823 "\n"
2824 "\n"
2825 "#ifdef FRAGMENT_SHADER\n"
2826 "void main\n"
2827 "(\n"
2828 "#ifdef USEDEFERREDLIGHTMAP\n"
2829 "float2 Pixel : WPOS,\n"
2830 "#endif\n"
2831 "float4 gl_FrontColor : COLOR,\n"
2832 "float4 TexCoordBoth : TEXCOORD0,\n"
2833 "#ifdef USELIGHTMAP\n"
2834 "float2 TexCoordLightmap : TEXCOORD1,\n"
2835 "#endif\n"
2836 "#ifdef USEEYEVECTOR\n"
2837 "float3 EyeVector : TEXCOORD2,\n"
2838 "#endif\n"
2839 "#ifdef USEREFLECTION\n"
2840 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2841 "#endif\n"
2842 "#ifdef USEFOG\n"
2843 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2844 "#endif\n"
2845 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2846 "float3 LightVector : TEXCOORD5,\n"
2847 "#endif\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "float3 CubeVector : TEXCOORD3,\n"
2850 "#endif\n"
2851 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2852 "float4 ModelViewPosition : TEXCOORD0,\n"
2853 "#endif\n"
2854 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2855 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2856 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2857 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2858 "#endif\n"
2859 "#ifdef USESHADOWMAPORTHO\n"
2860 "float3 ShadowMapTC : TEXCOORD8\n"
2861 "#endif\n"
2862 "\n"
2863 "uniform sampler2D Texture_Normal,\n"
2864 "uniform sampler2D Texture_Color,\n"
2865 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2866 "uniform sampler2D Texture_Gloss,\n"
2867 "#endif\n"
2868 "#ifdef USEGLOW\n"
2869 "uniform sampler2D Texture_Glow,\n"
2870 "#endif\n"
2871 "#ifdef USEVERTEXTEXTUREBLEND\n"
2872 "uniform sampler2D Texture_SecondaryNormal,\n"
2873 "uniform sampler2D Texture_SecondaryColor,\n"
2874 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2875 "uniform sampler2D Texture_SecondaryGloss,\n"
2876 "#endif\n"
2877 "#ifdef USEGLOW\n"
2878 "uniform sampler2D Texture_SecondaryGlow,\n"
2879 "#endif\n"
2880 "#endif\n"
2881 "#ifdef USECOLORMAPPING\n"
2882 "uniform sampler2D Texture_Pants,\n"
2883 "uniform sampler2D Texture_Shirt,\n"
2884 "#endif\n"
2885 "#ifdef USEFOG\n"
2886 "uniform sampler2D Texture_FogMask,\n"
2887 "#endif\n"
2888 "#ifdef USELIGHTMAP\n"
2889 "uniform sampler2D Texture_Lightmap,\n"
2890 "#endif\n"
2891 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2892 "uniform sampler2D Texture_Deluxemap,\n"
2893 "#endif\n"
2894 "#ifdef USEREFLECTION\n"
2895 "uniform sampler2D Texture_Reflection,\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2899 "uniform sampler2D Texture_ScreenDepth,\n"
2900 "uniform sampler2D Texture_ScreenNormalMap,\n"
2901 "#endif\n"
2902 "#ifdef USEDEFERREDLIGHTMAP\n"
2903 "uniform sampler2D Texture_ScreenDiffuse,\n"
2904 "uniform sampler2D Texture_ScreenSpecular,\n"
2905 "#endif\n"
2906 "\n"
2907 "#ifdef USECOLORMAPPING\n"
2908 "uniform half3 Color_Pants,\n"
2909 "uniform half3 Color_Shirt,\n"
2910 "#endif\n"
2911 "#ifdef USEFOG\n"
2912 "uniform float3 FogColor,\n"
2913 "uniform float FogRangeRecip,\n"
2914 "uniform float FogPlaneViewDist,\n"
2915 "uniform float FogHeightFade,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USEOFFSETMAPPING\n"
2919 "uniform float OffsetMapping_Scale,\n"
2920 "#endif\n"
2921 "\n"
2922 "#ifdef USEDEFERREDLIGHTMAP\n"
2923 "uniform half2 PixelToScreenTexCoord,\n"
2924 "uniform half3 DeferredMod_Diffuse,\n"
2925 "uniform half3 DeferredMod_Specular,\n"
2926 "#endif\n"
2927 "uniform half3 Color_Ambient,\n"
2928 "uniform half3 Color_Diffuse,\n"
2929 "uniform half3 Color_Specular,\n"
2930 "uniform half SpecularPower,\n"
2931 "#ifdef USEGLOW\n"
2932 "uniform half3 Color_Glow,\n"
2933 "#endif\n"
2934 "uniform half Alpha,\n"
2935 "#ifdef USEREFLECTION\n"
2936 "uniform float4 DistortScaleRefractReflect,\n"
2937 "uniform float4 ScreenScaleRefractReflect,\n"
2938 "uniform float4 ScreenCenterRefractReflect,\n"
2939 "uniform half4 ReflectColor,\n"
2940 "#endif\n"
2941 "#ifdef USEREFLECTCUBE\n"
2942 "uniform float4x4 ModelToReflectCube,\n"
2943 "uniform sampler2D Texture_ReflectMask,\n"
2944 "uniform samplerCUBE Texture_ReflectCube,\n"
2945 "#endif\n"
2946 "#ifdef MODE_LIGHTDIRECTION\n"
2947 "uniform half3 LightColor,\n"
2948 "#endif\n"
2949 "#ifdef MODE_LIGHTSOURCE\n"
2950 "uniform half3 LightColor,\n"
2951 "#endif\n"
2952 "\n"
2953 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2954 "uniform sampler2D Texture_Attenuation,\n"
2955 "uniform samplerCUBE Texture_Cube,\n"
2956 "#endif\n"
2957 "\n"
2958 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2959 "\n"
2960 "#ifdef USESHADOWMAPRECT\n"
2961 "# ifdef USESHADOWSAMPLER\n"
2962 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2963 "# else\n"
2964 "uniform samplerRECT Texture_ShadowMapRect,\n"
2965 "# endif\n"
2966 "#endif\n"
2967 "\n"
2968 "#ifdef USESHADOWMAP2D\n"
2969 "# ifdef USESHADOWSAMPLER\n"
2970 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2971 "# else\n"
2972 "uniform sampler2D Texture_ShadowMap2D,\n"
2973 "# endif\n"
2974 "#endif\n"
2975 "\n"
2976 "#ifdef USESHADOWMAPVSDCT\n"
2977 "uniform samplerCUBE Texture_CubeProjection,\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef USESHADOWMAPCUBE\n"
2981 "# ifdef USESHADOWSAMPLER\n"
2982 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2983 "# else\n"
2984 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2985 "# endif\n"
2986 "#endif\n"
2987 "\n"
2988 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2989 "uniform float2 ShadowMap_TextureScale,\n"
2990 "uniform float4 ShadowMap_Parameters,\n"
2991 "#endif\n"
2992 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2993 "\n"
2994 "out float4 gl_FragColor : COLOR\n"
2995 ")\n"
2996 "{\n"
2997 "       float2 TexCoord = TexCoordBoth.xy;\n"
2998 "#ifdef USEVERTEXTEXTUREBLEND\n"
2999 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3000 "#endif\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "       // apply offsetmapping\n"
3003 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3004 "#define TexCoord TexCoordOffset\n"
3005 "#endif\n"
3006 "\n"
3007 "       // combine the diffuse textures (base, pants, shirt)\n"
3008 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3009 "#ifdef USEALPHAKILL\n"
3010 "       if (color.a < 0.5)\n"
3011 "               discard;\n"
3012 "#endif\n"
3013 "       color.a *= Alpha;\n"
3014 "#ifdef USECOLORMAPPING\n"
3015 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3016 "#endif\n"
3017 "#ifdef USEVERTEXTEXTUREBLEND\n"
3018 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3019 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3020 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3021 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3022 "       color.a = 1.0;\n"
3023 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3024 "#endif\n"
3025 "\n"
3026 "       // get the surface normal\n"
3027 "#ifdef USEVERTEXTEXTUREBLEND\n"
3028 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3029 "#else\n"
3030 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3031 "#endif\n"
3032 "\n"
3033 "       // get the material colors\n"
3034 "       half3 diffusetex = color.rgb;\n"
3035 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3036 "# ifdef USEVERTEXTEXTUREBLEND\n"
3037 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3038 "# else\n"
3039 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3040 "# endif\n"
3041 "#endif\n"
3042 "\n"
3043 "#ifdef USEREFLECTCUBE\n"
3044 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3045 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3046 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3047 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3048 "#endif\n"
3049 "\n"
3050 "\n"
3051 "\n"
3052 "\n"
3053 "#ifdef MODE_LIGHTSOURCE\n"
3054 "       // light source\n"
3055 "#ifdef USEDIFFUSE\n"
3056 "       half3 lightnormal = half3(normalize(LightVector));\n"
3057 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3058 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3059 "#ifdef USESPECULAR\n"
3060 "#ifdef USEEXACTSPECULARMATH\n"
3061 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3062 "#else\n"
3063 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3064 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3065 "#endif\n"
3066 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3067 "#endif\n"
3068 "#else\n"
3069 "       color.rgb = diffusetex * Color_Ambient;\n"
3070 "#endif\n"
3071 "       color.rgb *= LightColor;\n"
3072 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3073 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3074 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3075 "# if defined(USESHADOWMAP2D)\n"
3076 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3077 "# endif\n"
3078 "# if defined(USESHADOWMAPRECT)\n"
3079 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3080 "# endif\n"
3081 "# if defined(USESHADOWMAPCUBE)\n"
3082 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3083 "# endif\n"
3084 "\n"
3085 "#ifdef USESHADOWMAPVSDCT\n"
3086 ", Texture_CubeProjection\n"
3087 "#endif\n"
3088 "       );\n"
3089 "\n"
3090 "#endif\n"
3091 "# ifdef USECUBEFILTER\n"
3092 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3093 "# endif\n"
3094 "#endif // MODE_LIGHTSOURCE\n"
3095 "\n"
3096 "\n"
3097 "\n"
3098 "\n"
3099 "#ifdef MODE_LIGHTDIRECTION\n"
3100 "#define SHADING\n"
3101 "#ifdef USEDIFFUSE\n"
3102 "       half3 lightnormal = half3(normalize(LightVector));\n"
3103 "#endif\n"
3104 "#define lightcolor LightColor\n"
3105 "#endif // MODE_LIGHTDIRECTION\n"
3106 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3107 "#define SHADING\n"
3108 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3109 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3110 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3111 "       // convert modelspace light vector to tangentspace\n"
3112 "       half3 lightnormal;\n"
3113 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3114 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3115 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3116 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3117 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3118 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3119 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3120 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3121 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3122 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3123 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3124 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3125 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3126 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3127 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3128 "#define SHADING\n"
3129 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3130 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3131 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3132 "#endif\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "\n"
3137 "#ifdef MODE_LIGHTMAP\n"
3138 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3139 "#endif // MODE_LIGHTMAP\n"
3140 "#ifdef MODE_VERTEXCOLOR\n"
3141 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3142 "#endif // MODE_VERTEXCOLOR\n"
3143 "#ifdef MODE_FLATCOLOR\n"
3144 "       color.rgb = diffusetex * Color_Ambient;\n"
3145 "#endif // MODE_FLATCOLOR\n"
3146 "\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "#ifdef SHADING\n"
3151 "# ifdef USEDIFFUSE\n"
3152 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3153 "#  ifdef USESPECULAR\n"
3154 "#   ifdef USEEXACTSPECULARMATH\n"
3155 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3156 "#   else\n"
3157 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3158 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3159 "#   endif\n"
3160 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3161 "#  else\n"
3162 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3163 "#  endif\n"
3164 "# else\n"
3165 "       color.rgb = diffusetex * Color_Ambient;\n"
3166 "# endif\n"
3167 "#endif\n"
3168 "\n"
3169 "#ifdef USESHADOWMAPORTHO\n"
3170 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3171 "# if defined(USESHADOWMAP2D)\n"
3172 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3173 "# endif\n"
3174 "# if defined(USESHADOWMAPRECT)\n"
3175 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3176 "# endif\n"
3177 "       );\n"
3178 "#endif\n"
3179 "\n"
3180 "#ifdef USEDEFERREDLIGHTMAP\n"
3181 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3182 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3183 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3184 "#endif\n"
3185 "\n"
3186 "#ifdef USEGLOW\n"
3187 "#ifdef USEVERTEXTEXTUREBLEND\n"
3188 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3189 "#else\n"
3190 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3191 "#endif\n"
3192 "#endif\n"
3193 "\n"
3194 "#ifdef USEFOG\n"
3195 "#ifdef MODE_LIGHTSOURCE\n"
3196 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3197 "#else\n"
3198 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3199 "#endif\n"
3200 "#endif\n"
3201 "\n"
3202 "       // 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"
3203 "#ifdef USEREFLECTION\n"
3204 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3205 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3206 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3207 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3208 "       // FIXME temporary hack to detect the case that the reflection\n"
3209 "       // gets blackened at edges due to leaving the area that contains actual\n"
3210 "       // content.\n"
3211 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3212 "       // 'appening.\n"
3213 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3214 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3215 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3216 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3217 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3218 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3219 "#endif\n"
3220 "\n"
3221 "       gl_FragColor = float4(color);\n"
3222 "}\n"
3223 "#endif // FRAGMENT_SHADER\n"
3224 "\n"
3225 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3226 "#endif // !MODE_DEFERREDGEOMETRY\n"
3227 "#endif // !MODE_WATER\n"
3228 "#endif // !MODE_REFRACTION\n"
3229 "#endif // !MODE_BLOOMBLUR\n"
3230 "#endif // !MODE_GENERIC\n"
3231 "#endif // !MODE_POSTPROCESS\n"
3232 "#endif // !MODE_SHOWDEPTH\n"
3233 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3234 ;
3235
3236 char *glslshaderstring = NULL;
3237 char *cgshaderstring = NULL;
3238
3239 //=======================================================================================================================================================
3240
3241 typedef struct shaderpermutationinfo_s
3242 {
3243         const char *pretext;
3244         const char *name;
3245 }
3246 shaderpermutationinfo_t;
3247
3248 typedef struct shadermodeinfo_s
3249 {
3250         const char *vertexfilename;
3251         const char *geometryfilename;
3252         const char *fragmentfilename;
3253         const char *pretext;
3254         const char *name;
3255 }
3256 shadermodeinfo_t;
3257
3258 typedef enum shaderpermutation_e
3259 {
3260         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3261         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3262         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3263         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3264         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3265         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3266         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3267         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3268         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3269         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3270         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3271         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3272         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3273         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3274         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3275         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3276         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3277         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3278         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3279         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3280         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3281         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3282         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3283         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3284         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3285         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3286         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3287         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3288         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3289         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3290 }
3291 shaderpermutation_t;
3292
3293 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3294 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3295 {
3296         {"#define USEDIFFUSE\n", " diffuse"},
3297         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3298         {"#define USEVIEWTINT\n", " viewtint"},
3299         {"#define USECOLORMAPPING\n", " colormapping"},
3300         {"#define USESATURATION\n", " saturation"},
3301         {"#define USEFOGINSIDE\n", " foginside"},
3302         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3303         {"#define USEGAMMARAMPS\n", " gammaramps"},
3304         {"#define USECUBEFILTER\n", " cubefilter"},
3305         {"#define USEGLOW\n", " glow"},
3306         {"#define USEBLOOM\n", " bloom"},
3307         {"#define USESPECULAR\n", " specular"},
3308         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3309         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3310         {"#define USEREFLECTION\n", " reflection"},
3311         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3312         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3313         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3314         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3315         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3316         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3317         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3318         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3319         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3320         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3321         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3322         {"#define USEALPHAKILL\n", " alphakill"},
3323         {"#define USEREFLECTCUBE\n", " reflectcube"},
3324 };
3325
3326 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3327 typedef enum shadermode_e
3328 {
3329         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3330         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3331         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3332         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3333         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3334         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3335         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3336         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3337         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3338         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3339         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3340         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3341         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3342         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3343         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3344         SHADERMODE_COUNT
3345 }
3346 shadermode_t;
3347
3348 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3349 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3350 {
3351         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3352         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3353         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3354         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3355         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3356         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3357         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3358         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3359         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3360         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3361         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3362         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3363         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3364         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3365         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3366 };
3367
3368 #ifdef SUPPORTCG
3369 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3370 {
3371         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3372         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3373         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3374         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3375         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3376         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3377         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3378         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3379         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3380         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3381         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3382         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3383         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3384         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3385         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3386 };
3387 #endif
3388
3389 struct r_glsl_permutation_s;
3390 typedef struct r_glsl_permutation_s
3391 {
3392         /// hash lookup data
3393         struct r_glsl_permutation_s *hashnext;
3394         unsigned int mode;
3395         unsigned int permutation;
3396
3397         /// indicates if we have tried compiling this permutation already
3398         qboolean compiled;
3399         /// 0 if compilation failed
3400         int program;
3401         /// locations of detected uniforms in program object, or -1 if not found
3402         int loc_Texture_First;
3403         int loc_Texture_Second;
3404         int loc_Texture_GammaRamps;
3405         int loc_Texture_Normal;
3406         int loc_Texture_Color;
3407         int loc_Texture_Gloss;
3408         int loc_Texture_Glow;
3409         int loc_Texture_SecondaryNormal;
3410         int loc_Texture_SecondaryColor;
3411         int loc_Texture_SecondaryGloss;
3412         int loc_Texture_SecondaryGlow;
3413         int loc_Texture_Pants;
3414         int loc_Texture_Shirt;
3415         int loc_Texture_FogMask;
3416         int loc_Texture_Lightmap;
3417         int loc_Texture_Deluxemap;
3418         int loc_Texture_Attenuation;
3419         int loc_Texture_Cube;
3420         int loc_Texture_Refraction;
3421         int loc_Texture_Reflection;
3422         int loc_Texture_ShadowMapRect;
3423         int loc_Texture_ShadowMapCube;
3424         int loc_Texture_ShadowMap2D;
3425         int loc_Texture_CubeProjection;
3426         int loc_Texture_ScreenDepth;
3427         int loc_Texture_ScreenNormalMap;
3428         int loc_Texture_ScreenDiffuse;
3429         int loc_Texture_ScreenSpecular;
3430         int loc_Texture_ReflectMask;
3431         int loc_Texture_ReflectCube;
3432         int loc_Alpha;
3433         int loc_BloomBlur_Parameters;
3434         int loc_ClientTime;
3435         int loc_Color_Ambient;
3436         int loc_Color_Diffuse;
3437         int loc_Color_Specular;
3438         int loc_Color_Glow;
3439         int loc_Color_Pants;
3440         int loc_Color_Shirt;
3441         int loc_DeferredColor_Ambient;
3442         int loc_DeferredColor_Diffuse;
3443         int loc_DeferredColor_Specular;
3444         int loc_DeferredMod_Diffuse;
3445         int loc_DeferredMod_Specular;
3446         int loc_DistortScaleRefractReflect;
3447         int loc_EyePosition;
3448         int loc_FogColor;
3449         int loc_FogHeightFade;
3450         int loc_FogPlane;
3451         int loc_FogPlaneViewDist;
3452         int loc_FogRangeRecip;
3453         int loc_LightColor;
3454         int loc_LightDir;
3455         int loc_LightPosition;
3456         int loc_OffsetMapping_Scale;
3457         int loc_PixelSize;
3458         int loc_ReflectColor;
3459         int loc_ReflectFactor;
3460         int loc_ReflectOffset;
3461         int loc_RefractColor;
3462         int loc_Saturation;
3463         int loc_ScreenCenterRefractReflect;
3464         int loc_ScreenScaleRefractReflect;
3465         int loc_ScreenToDepth;
3466         int loc_ShadowMap_Parameters;
3467         int loc_ShadowMap_TextureScale;
3468         int loc_SpecularPower;
3469         int loc_UserVec1;
3470         int loc_UserVec2;
3471         int loc_UserVec3;
3472         int loc_UserVec4;
3473         int loc_ViewTintColor;
3474         int loc_ViewToLight;
3475         int loc_ModelToLight;
3476         int loc_TexMatrix;
3477         int loc_BackgroundTexMatrix;
3478         int loc_ModelViewProjectionMatrix;
3479         int loc_ModelViewMatrix;
3480         int loc_PixelToScreenTexCoord;
3481         int loc_ModelToReflectCube;
3482         int loc_ShadowMapMatrix;        
3483 }
3484 r_glsl_permutation_t;
3485
3486 #define SHADERPERMUTATION_HASHSIZE 256
3487
3488 /// information about each possible shader permutation
3489 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3490 /// currently selected permutation
3491 r_glsl_permutation_t *r_glsl_permutation;
3492 /// storage for permutations linked in the hash table
3493 memexpandablearray_t r_glsl_permutationarray;
3494
3495 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3496 {
3497         //unsigned int hashdepth = 0;
3498         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3499         r_glsl_permutation_t *p;
3500         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3501         {
3502                 if (p->mode == mode && p->permutation == permutation)
3503                 {
3504                         //if (hashdepth > 10)
3505                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3506                         return p;
3507                 }
3508                 //hashdepth++;
3509         }
3510         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3511         p->mode = mode;
3512         p->permutation = permutation;
3513         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3514         r_glsl_permutationhash[mode][hashindex] = p;
3515         //if (hashdepth > 10)
3516         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3517         return p;
3518 }
3519
3520 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3521 {
3522         char *shaderstring;
3523         if (!filename || !filename[0])
3524                 return NULL;
3525         if (!strcmp(filename, "glsl/default.glsl"))
3526         {
3527                 if (!glslshaderstring)
3528                 {
3529                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3530                         if (glslshaderstring)
3531                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3532                         else
3533                                 glslshaderstring = (char *)builtinshaderstring;
3534                 }
3535                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3536                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3537                 return shaderstring;
3538         }
3539         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3540         if (shaderstring)
3541         {
3542                 if (printfromdisknotice)
3543                         Con_DPrintf("from disk %s... ", filename);
3544                 return shaderstring;
3545         }
3546         return shaderstring;
3547 }
3548
3549 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3550 {
3551         int i;
3552         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3553         int vertstrings_count = 0;
3554         int geomstrings_count = 0;
3555         int fragstrings_count = 0;
3556         char *vertexstring, *geometrystring, *fragmentstring;
3557         const char *vertstrings_list[32+3];
3558         const char *geomstrings_list[32+3];
3559         const char *fragstrings_list[32+3];
3560         char permutationname[256];
3561
3562         if (p->compiled)
3563                 return;
3564         p->compiled = true;
3565         p->program = 0;
3566
3567         permutationname[0] = 0;
3568         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3569         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3570         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3571
3572         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3573
3574         // the first pretext is which type of shader to compile as
3575         // (later these will all be bound together as a program object)
3576         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3577         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3578         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3579
3580         // the second pretext is the mode (for example a light source)
3581         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3582         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3583         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3584         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3585
3586         // now add all the permutation pretexts
3587         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3588         {
3589                 if (permutation & (1<<i))
3590                 {
3591                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3592                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3593                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3594                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3595                 }
3596                 else
3597                 {
3598                         // keep line numbers correct
3599                         vertstrings_list[vertstrings_count++] = "\n";
3600                         geomstrings_list[geomstrings_count++] = "\n";
3601                         fragstrings_list[fragstrings_count++] = "\n";
3602                 }
3603         }
3604
3605         // now append the shader text itself
3606         vertstrings_list[vertstrings_count++] = vertexstring;
3607         geomstrings_list[geomstrings_count++] = geometrystring;
3608         fragstrings_list[fragstrings_count++] = fragmentstring;
3609
3610         // if any sources were NULL, clear the respective list
3611         if (!vertexstring)
3612                 vertstrings_count = 0;
3613         if (!geometrystring)
3614                 geomstrings_count = 0;
3615         if (!fragmentstring)
3616                 fragstrings_count = 0;
3617
3618         // compile the shader program
3619         if (vertstrings_count + geomstrings_count + fragstrings_count)
3620                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3621         if (p->program)
3622         {
3623                 CHECKGLERROR
3624                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3625                 // look up all the uniform variable names we care about, so we don't
3626                 // have to look them up every time we set them
3627
3628                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3629                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3630                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3631                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3632                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3633                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3634                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3635                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3636                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3637                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3638                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3639                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3640                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3641                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3642                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3643                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3644                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3645                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3646                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3647                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3648                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3649                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3650                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3651                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3652                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3653                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3654                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3655                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3656                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3657                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3658                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3659                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3660                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3661                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3662                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3663                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3664                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3665                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3666                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3667                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3668                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3669                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3670                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3671                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3672                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3673                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3674                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3675                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3676                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3677                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3678                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3679                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3680                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3681                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3682                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3683                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3684                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3685                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3686                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3687                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3688                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3689                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3690                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3691                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3692                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3693                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3694                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3695                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3696                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3697                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3698                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3699                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3700                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3701                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3702                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3703                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3704                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3705                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3706                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3707                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3708                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3709                 // initialize the samplers to refer to the texture units we use
3710                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3711                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3712                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3713                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3714                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3715                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3716                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3717                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3718                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3719                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3720                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3721                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3722                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3723                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3724                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3725                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3726                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3727                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3728                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3729                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3730                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3731                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3732                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3733                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3734                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3735                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3736                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3737                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3738                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3739                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3740                 CHECKGLERROR
3741                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3742         }
3743         else
3744                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3745
3746         // free the strings
3747         if (vertexstring)
3748                 Mem_Free(vertexstring);
3749         if (geometrystring)
3750                 Mem_Free(geometrystring);
3751         if (fragmentstring)
3752                 Mem_Free(fragmentstring);
3753 }
3754
3755 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3756 {
3757         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3758         if (r_glsl_permutation != perm)
3759         {
3760                 r_glsl_permutation = perm;
3761                 if (!r_glsl_permutation->program)
3762                 {
3763                         if (!r_glsl_permutation->compiled)
3764                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3765                         if (!r_glsl_permutation->program)
3766                         {
3767                                 // remove features until we find a valid permutation
3768                                 int i;
3769                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3770                                 {
3771                                         // reduce i more quickly whenever it would not remove any bits
3772                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3773                                         if (!(permutation & j))
3774                                                 continue;
3775                                         permutation -= j;
3776                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3777                                         if (!r_glsl_permutation->compiled)
3778                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3779                                         if (r_glsl_permutation->program)
3780                                                 break;
3781                                 }
3782                                 if (i >= SHADERPERMUTATION_COUNT)
3783                                 {
3784                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3785                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3786                                         qglUseProgramObjectARB(0);CHECKGLERROR
3787                                         return; // no bit left to clear, entire mode is broken
3788                                 }
3789                         }
3790                 }
3791                 CHECKGLERROR
3792                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3793         }
3794         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3795         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3796         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3797 }
3798
3799 #ifdef SUPPORTCG
3800 #include <Cg/cgGL.h>
3801 struct r_cg_permutation_s;
3802 typedef struct r_cg_permutation_s
3803 {
3804         /// hash lookup data
3805         struct r_cg_permutation_s *hashnext;
3806         unsigned int mode;
3807         unsigned int permutation;
3808
3809         /// indicates if we have tried compiling this permutation already
3810         qboolean compiled;
3811         /// 0 if compilation failed
3812         CGprogram vprogram;
3813         CGprogram fprogram;
3814         /// locations of detected parameters in programs, or NULL if not found
3815         CGparameter vp_EyePosition;
3816         CGparameter vp_FogPlane;
3817         CGparameter vp_LightDir;
3818         CGparameter vp_LightPosition;
3819         CGparameter vp_ModelToLight;
3820         CGparameter vp_TexMatrix;
3821         CGparameter vp_BackgroundTexMatrix;
3822         CGparameter vp_ModelViewProjectionMatrix;
3823         CGparameter vp_ModelViewMatrix;
3824         CGparameter vp_ShadowMapMatrix;
3825
3826         CGparameter fp_Texture_First;
3827         CGparameter fp_Texture_Second;
3828         CGparameter fp_Texture_GammaRamps;
3829         CGparameter fp_Texture_Normal;
3830         CGparameter fp_Texture_Color;
3831         CGparameter fp_Texture_Gloss;
3832         CGparameter fp_Texture_Glow;
3833         CGparameter fp_Texture_SecondaryNormal;
3834         CGparameter fp_Texture_SecondaryColor;
3835         CGparameter fp_Texture_SecondaryGloss;
3836         CGparameter fp_Texture_SecondaryGlow;
3837         CGparameter fp_Texture_Pants;
3838         CGparameter fp_Texture_Shirt;
3839         CGparameter fp_Texture_FogMask;
3840         CGparameter fp_Texture_Lightmap;
3841         CGparameter fp_Texture_Deluxemap;
3842         CGparameter fp_Texture_Attenuation;
3843         CGparameter fp_Texture_Cube;
3844         CGparameter fp_Texture_Refraction;
3845         CGparameter fp_Texture_Reflection;
3846         CGparameter fp_Texture_ShadowMapRect;
3847         CGparameter fp_Texture_ShadowMapCube;
3848         CGparameter fp_Texture_ShadowMap2D;
3849         CGparameter fp_Texture_CubeProjection;
3850         CGparameter fp_Texture_ScreenDepth;
3851         CGparameter fp_Texture_ScreenNormalMap;
3852         CGparameter fp_Texture_ScreenDiffuse;
3853         CGparameter fp_Texture_ScreenSpecular;
3854         CGparameter fp_Texture_ReflectMask;
3855         CGparameter fp_Texture_ReflectCube;
3856         CGparameter fp_Alpha;
3857         CGparameter fp_BloomBlur_Parameters;
3858         CGparameter fp_ClientTime;
3859         CGparameter fp_Color_Ambient;
3860         CGparameter fp_Color_Diffuse;
3861         CGparameter fp_Color_Specular;
3862         CGparameter fp_Color_Glow;
3863         CGparameter fp_Color_Pants;
3864         CGparameter fp_Color_Shirt;
3865         CGparameter fp_DeferredColor_Ambient;
3866         CGparameter fp_DeferredColor_Diffuse;
3867         CGparameter fp_DeferredColor_Specular;
3868         CGparameter fp_DeferredMod_Diffuse;
3869         CGparameter fp_DeferredMod_Specular;
3870         CGparameter fp_DistortScaleRefractReflect;
3871         CGparameter fp_EyePosition;
3872         CGparameter fp_FogColor;
3873         CGparameter fp_FogHeightFade;
3874         CGparameter fp_FogPlane;
3875         CGparameter fp_FogPlaneViewDist;
3876         CGparameter fp_FogRangeRecip;
3877         CGparameter fp_LightColor;
3878         CGparameter fp_LightDir;
3879         CGparameter fp_LightPosition;
3880         CGparameter fp_OffsetMapping_Scale;
3881         CGparameter fp_PixelSize;
3882         CGparameter fp_ReflectColor;
3883         CGparameter fp_ReflectFactor;
3884         CGparameter fp_ReflectOffset;
3885         CGparameter fp_RefractColor;
3886         CGparameter fp_Saturation;
3887         CGparameter fp_ScreenCenterRefractReflect;
3888         CGparameter fp_ScreenScaleRefractReflect;
3889         CGparameter fp_ScreenToDepth;
3890         CGparameter fp_ShadowMap_Parameters;
3891         CGparameter fp_ShadowMap_TextureScale;
3892         CGparameter fp_SpecularPower;
3893         CGparameter fp_UserVec1;
3894         CGparameter fp_UserVec2;
3895         CGparameter fp_UserVec3;
3896         CGparameter fp_UserVec4;
3897         CGparameter fp_ViewTintColor;
3898         CGparameter fp_ViewToLight;
3899         CGparameter fp_PixelToScreenTexCoord;
3900         CGparameter fp_ModelToReflectCube;
3901 }
3902 r_cg_permutation_t;
3903
3904 /// information about each possible shader permutation
3905 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3906 /// currently selected permutation
3907 r_cg_permutation_t *r_cg_permutation;
3908 /// storage for permutations linked in the hash table
3909 memexpandablearray_t r_cg_permutationarray;
3910
3911 #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));}}
3912
3913 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3914 {
3915         //unsigned int hashdepth = 0;
3916         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3917         r_cg_permutation_t *p;
3918         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3919         {
3920                 if (p->mode == mode && p->permutation == permutation)
3921                 {
3922                         //if (hashdepth > 10)
3923                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3924                         return p;
3925                 }
3926                 //hashdepth++;
3927         }
3928         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3929         p->mode = mode;
3930         p->permutation = permutation;
3931         p->hashnext = r_cg_permutationhash[mode][hashindex];
3932         r_cg_permutationhash[mode][hashindex] = p;
3933         //if (hashdepth > 10)
3934         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3935         return p;
3936 }
3937
3938 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3939 {
3940         char *shaderstring;
3941         if (!filename || !filename[0])
3942                 return NULL;
3943         if (!strcmp(filename, "cg/default.cg"))
3944         {
3945                 if (!cgshaderstring)
3946                 {
3947                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3948                         if (cgshaderstring)
3949                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3950                         else
3951                                 cgshaderstring = (char *)builtincgshaderstring;
3952                 }
3953                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3954                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3955                 return shaderstring;
3956         }
3957         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3958         if (shaderstring)
3959         {
3960                 if (printfromdisknotice)
3961                         Con_DPrintf("from disk %s... ", filename);
3962                 return shaderstring;
3963         }
3964         return shaderstring;
3965 }
3966
3967 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3968 {
3969         // TODO: load or create .fp and .vp shader files
3970 }
3971
3972 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3973 {
3974         int i;
3975         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3976         int vertstrings_count = 0, vertstring_length = 0;
3977         int geomstrings_count = 0, geomstring_length = 0;
3978         int fragstrings_count = 0, fragstring_length = 0;
3979         char *t;
3980         char *vertexstring, *geometrystring, *fragmentstring;
3981         char *vertstring, *geomstring, *fragstring;
3982         const char *vertstrings_list[32+3];
3983         const char *geomstrings_list[32+3];
3984         const char *fragstrings_list[32+3];
3985         char permutationname[256];
3986         char cachename[256];
3987         CGprofile vertexProfile;
3988         CGprofile fragmentProfile;
3989
3990         if (p->compiled)
3991                 return;
3992         p->compiled = true;
3993         p->vprogram = NULL;
3994         p->fprogram = NULL;
3995
3996         permutationname[0] = 0;
3997         cachename[0] = 0;
3998         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3999         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4000         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4001
4002         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4003         strlcat(cachename, "cg/", sizeof(cachename));
4004
4005         // the first pretext is which type of shader to compile as
4006         // (later these will all be bound together as a program object)
4007         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4008         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4009         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4010
4011         // the second pretext is the mode (for example a light source)
4012         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4013         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4014         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4015         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4016         strlcat(cachename, modeinfo->name, sizeof(cachename));
4017
4018         // now add all the permutation pretexts
4019         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4020         {
4021                 if (permutation & (1<<i))
4022                 {
4023                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4024                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4025                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4026                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4027                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4028                 }
4029                 else
4030                 {
4031                         // keep line numbers correct
4032                         vertstrings_list[vertstrings_count++] = "\n";
4033                         geomstrings_list[geomstrings_count++] = "\n";
4034                         fragstrings_list[fragstrings_count++] = "\n";
4035                 }
4036         }
4037
4038         // replace spaces in the cachename with _ characters
4039         for (i = 0;cachename[i];i++)
4040                 if (cachename[i] == ' ')
4041                         cachename[i] = '_';
4042
4043         // now append the shader text itself
4044         vertstrings_list[vertstrings_count++] = vertexstring;
4045         geomstrings_list[geomstrings_count++] = geometrystring;
4046         fragstrings_list[fragstrings_count++] = fragmentstring;
4047
4048         // if any sources were NULL, clear the respective list
4049         if (!vertexstring)
4050                 vertstrings_count = 0;
4051         if (!geometrystring)
4052                 geomstrings_count = 0;
4053         if (!fragmentstring)
4054                 fragstrings_count = 0;
4055
4056         vertstring_length = 0;
4057         for (i = 0;i < vertstrings_count;i++)
4058                 vertstring_length += strlen(vertstrings_list[i]);
4059         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4060         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4061                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4062
4063         geomstring_length = 0;
4064         for (i = 0;i < geomstrings_count;i++)
4065                 geomstring_length += strlen(geomstrings_list[i]);
4066         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4067         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4068                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4069
4070         fragstring_length = 0;
4071         for (i = 0;i < fragstrings_count;i++)
4072                 fragstring_length += strlen(fragstrings_list[i]);
4073         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4074         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4075                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4076
4077         CHECKGLERROR
4078         CHECKCGERROR
4079         //vertexProfile = CG_PROFILE_ARBVP1;
4080         //fragmentProfile = CG_PROFILE_ARBFP1;
4081         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4082         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4083         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4084         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4085         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4086         CHECKGLERROR
4087
4088         // try to load the cached shader, or generate one
4089         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4090
4091         // if caching failed, do a dynamic compile for now
4092         CHECKCGERROR
4093         if (vertstring[0] && !p->vprogram)
4094                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4095         CHECKCGERROR
4096         if (fragstring[0] && !p->fprogram)
4097                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4098         CHECKCGERROR
4099
4100         // look up all the uniform variable names we care about, so we don't
4101         // have to look them up every time we set them
4102         if (p->vprogram)
4103         {
4104                 CHECKCGERROR
4105                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4106                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4107                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4108                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4109                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4110                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4111                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4112                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4113                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4114                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4115                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4116                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4117                 CHECKCGERROR
4118         }
4119         if (p->fprogram)
4120         {
4121                 CHECKCGERROR
4122                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4123                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4124                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4125                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4126                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4127                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4128                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4129                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4130                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4131                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4132                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4133                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4134                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4135                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4136                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4137                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4138                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4139                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4140                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4141                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4142                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4143                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4144                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4145                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4146                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4147                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4148                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4149                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4150                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4151                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4152                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4153                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4154                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4155                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4156                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4157                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4158                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4159                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4160                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4161                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4162                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4163                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4164                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4165                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4166                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4167                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4168                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4169                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4170                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4171                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4172                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4173                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4174                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4175                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4176                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4177                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4178                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4179                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4180                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4181                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4182                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4183                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4184                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4185                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4186                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4187                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4188                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4189                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4190                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4191                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4192                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4193                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4194                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4195                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4196                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4197                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4198                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4199                 CHECKCGERROR
4200         }
4201
4202         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4203                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4204         else
4205                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4206
4207         // free the strings
4208         if (vertstring)
4209                 Mem_Free(vertstring);
4210         if (geomstring)
4211                 Mem_Free(geomstring);
4212         if (fragstring)
4213                 Mem_Free(fragstring);
4214         if (vertexstring)
4215                 Mem_Free(vertexstring);
4216         if (geometrystring)
4217                 Mem_Free(geometrystring);
4218         if (fragmentstring)
4219                 Mem_Free(fragmentstring);
4220 }
4221
4222 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4223 {
4224         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4225         CHECKGLERROR
4226         CHECKCGERROR
4227         if (r_cg_permutation != perm)
4228         {
4229                 r_cg_permutation = perm;
4230                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4231                 {
4232                         if (!r_cg_permutation->compiled)
4233                                 R_CG_CompilePermutation(perm, mode, permutation);
4234                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4235                         {
4236                                 // remove features until we find a valid permutation
4237                                 int i;
4238                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4239                                 {
4240                                         // reduce i more quickly whenever it would not remove any bits
4241                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4242                                         if (!(permutation & j))
4243                                                 continue;
4244                                         permutation -= j;
4245                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4246                                         if (!r_cg_permutation->compiled)
4247                                                 R_CG_CompilePermutation(perm, mode, permutation);
4248                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4249                                                 break;
4250                                 }
4251                                 if (i >= SHADERPERMUTATION_COUNT)
4252                                 {
4253                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4254                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4255                                         return; // no bit left to clear, entire mode is broken
4256                                 }
4257                         }
4258                 }
4259                 CHECKGLERROR
4260                 CHECKCGERROR
4261                 if (r_cg_permutation->vprogram)
4262                 {
4263                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4264                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4266                 }
4267                 else
4268                 {
4269                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4270                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271                 }
4272                 if (r_cg_permutation->fprogram)
4273                 {
4274                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4275                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4277                 }
4278                 else
4279                 {
4280                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4281                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282                 }
4283         }
4284         CHECKCGERROR
4285         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4286         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4287         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4288 }
4289
4290 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4291 {
4292         cgGLSetTextureParameter(param, R_GetTexture(tex));
4293         cgGLEnableTextureParameter(param);
4294 }
4295 #endif
4296
4297 void R_GLSL_Restart_f(void)
4298 {
4299         unsigned int i, limit;
4300         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4301                 Mem_Free(glslshaderstring);
4302         glslshaderstring = NULL;
4303         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4304                 Mem_Free(cgshaderstring);
4305         cgshaderstring = NULL;
4306         switch(vid.renderpath)
4307         {
4308         case RENDERPATH_GL20:
4309                 {
4310                         r_glsl_permutation_t *p;
4311                         r_glsl_permutation = NULL;
4312                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4313                         for (i = 0;i < limit;i++)
4314                         {
4315                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4316                                 {
4317                                         GL_Backend_FreeProgram(p->program);
4318                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4319                                 }
4320                         }
4321                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4322                 }
4323                 break;
4324         case RENDERPATH_CGGL:
4325 #ifdef SUPPORTCG
4326                 {
4327                         r_cg_permutation_t *p;
4328                         r_cg_permutation = NULL;
4329                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4330                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4332                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4334                         for (i = 0;i < limit;i++)
4335                         {
4336                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4337                                 {
4338                                         if (p->vprogram)
4339                                                 cgDestroyProgram(p->vprogram);
4340                                         if (p->fprogram)
4341                                                 cgDestroyProgram(p->fprogram);
4342                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4343                                 }
4344                         }
4345                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4346                 }
4347                 break;
4348 #endif
4349         case RENDERPATH_GL13:
4350         case RENDERPATH_GL11:
4351                 break;
4352         }
4353 }
4354
4355 void R_GLSL_DumpShader_f(void)
4356 {
4357         int i;
4358         qfile_t *file;
4359
4360         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4361         if (file)
4362         {
4363                 FS_Print(file, "/* The engine may define the following macros:\n");
4364                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4365                 for (i = 0;i < SHADERMODE_COUNT;i++)
4366                         FS_Print(file, glslshadermodeinfo[i].pretext);
4367                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4368                         FS_Print(file, shaderpermutationinfo[i].pretext);
4369                 FS_Print(file, "*/\n");
4370                 FS_Print(file, builtinshaderstring);
4371                 FS_Close(file);
4372                 Con_Printf("glsl/default.glsl written\n");
4373         }
4374         else
4375                 Con_Printf("failed to write to glsl/default.glsl\n");
4376
4377 #ifdef SUPPORTCG
4378         file = FS_OpenRealFile("cg/default.cg", "w", false);
4379         if (file)
4380         {
4381                 FS_Print(file, "/* The engine may define the following macros:\n");
4382                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4383                 for (i = 0;i < SHADERMODE_COUNT;i++)
4384                         FS_Print(file, cgshadermodeinfo[i].pretext);
4385                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4386                         FS_Print(file, shaderpermutationinfo[i].pretext);
4387                 FS_Print(file, "*/\n");
4388                 FS_Print(file, builtincgshaderstring);
4389                 FS_Close(file);
4390                 Con_Printf("cg/default.cg written\n");
4391         }
4392         else
4393                 Con_Printf("failed to write to cg/default.cg\n");
4394 #endif
4395 }
4396
4397 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4398 {
4399         if (!second)
4400                 texturemode = GL_MODULATE;
4401         switch (vid.renderpath)
4402         {
4403         case RENDERPATH_GL20:
4404                 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))));
4405                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4406                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 CHECKCGERROR
4411                 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))));
4412                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4413                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4414 #endif
4415                 break;
4416         case RENDERPATH_GL13:
4417                 R_Mesh_TexBind(0, first );
4418                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4419                 R_Mesh_TexBind(1, second);
4420                 if (second)
4421                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4422                 break;
4423         case RENDERPATH_GL11:
4424                 R_Mesh_TexBind(0, first );
4425                 break;
4426         }
4427 }
4428
4429 void R_SetupShader_DepthOrShadow(void)
4430 {
4431         switch (vid.renderpath)
4432         {
4433         case RENDERPATH_GL20:
4434                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4435                 break;
4436         case RENDERPATH_CGGL:
4437 #ifdef SUPPORTCG
4438                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4439 #endif
4440                 break;
4441         case RENDERPATH_GL13:
4442                 R_Mesh_TexBind(0, 0);
4443                 R_Mesh_TexBind(1, 0);
4444                 break;
4445         case RENDERPATH_GL11:
4446                 R_Mesh_TexBind(0, 0);
4447                 break;
4448         }
4449 }
4450
4451 void R_SetupShader_ShowDepth(void)
4452 {
4453         switch (vid.renderpath)
4454         {
4455         case RENDERPATH_GL20:
4456                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4457                 break;
4458         case RENDERPATH_CGGL:
4459 #ifdef SUPPORTCG
4460                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4461 #endif
4462                 break;
4463         case RENDERPATH_GL13:
4464                 break;
4465         case RENDERPATH_GL11:
4466                 break;
4467         }
4468 }
4469
4470 extern qboolean r_shadow_usingdeferredprepass;
4471 extern cvar_t r_shadow_deferred_8bitrange;
4472 extern rtexture_t *r_shadow_attenuationgradienttexture;
4473 extern rtexture_t *r_shadow_attenuation2dtexture;
4474 extern rtexture_t *r_shadow_attenuation3dtexture;
4475 extern qboolean r_shadow_usingshadowmaprect;
4476 extern qboolean r_shadow_usingshadowmapcube;
4477 extern qboolean r_shadow_usingshadowmap2d;
4478 extern qboolean r_shadow_usingshadowmaportho;
4479 extern float r_shadow_shadowmap_texturescale[2];
4480 extern float r_shadow_shadowmap_parameters[4];
4481 extern qboolean r_shadow_shadowmapvsdct;
4482 extern qboolean r_shadow_shadowmapsampler;
4483 extern int r_shadow_shadowmappcf;
4484 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4485 extern rtexture_t *r_shadow_shadowmap2dtexture;
4486 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4487 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4488 extern matrix4x4_t r_shadow_shadowmapmatrix;
4489 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4490 extern int r_shadow_prepass_width;
4491 extern int r_shadow_prepass_height;
4492 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4493 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4494 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4495 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4496 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4497 {
4498         // select a permutation of the lighting shader appropriate to this
4499         // combination of texture, entity, light source, and fogging, only use the
4500         // minimum features necessary to avoid wasting rendering time in the
4501         // fragment shader on features that are not being used
4502         unsigned int permutation = 0;
4503         unsigned int mode = 0;
4504         float m16f[16];
4505         if (rsurfacepass == RSURFPASS_BACKGROUND)
4506         {
4507                 // distorted background
4508                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4509                         mode = SHADERMODE_WATER;
4510                 else
4511                         mode = SHADERMODE_REFRACTION;
4512                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4513                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4514                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4515                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4516                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4517                 R_Mesh_ColorPointer(NULL, 0, 0);
4518                 GL_AlphaTest(false);
4519                 GL_BlendFunc(GL_ONE, GL_ZERO);
4520         }
4521         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4522         {
4523                 if (r_glsl_offsetmapping.integer)
4524                 {
4525                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4526                         if (r_glsl_offsetmapping_reliefmapping.integer)
4527                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4528                 }
4529                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4530                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4531                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4532                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4533                 // normalmap (deferred prepass), may use alpha test on diffuse
4534                 mode = SHADERMODE_DEFERREDGEOMETRY;
4535                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4536                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4537                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4538                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4539                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4540                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4541                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4542                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4543                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4544                 else
4545                         R_Mesh_ColorPointer(NULL, 0, 0);
4546                 GL_AlphaTest(false);
4547                 GL_BlendFunc(GL_ONE, GL_ZERO);
4548         }
4549         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4550         {
4551                 if (r_glsl_offsetmapping.integer)
4552                 {
4553                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554                         if (r_glsl_offsetmapping_reliefmapping.integer)
4555                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4556                 }
4557                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4559                 // light source
4560                 mode = SHADERMODE_LIGHTSOURCE;
4561                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4562                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4563                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4564                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4565                 if (diffusescale > 0)
4566                         permutation |= SHADERPERMUTATION_DIFFUSE;
4567                 if (specularscale > 0)
4568                 {
4569                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4570                         if (r_shadow_glossexact.integer)
4571                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4572                 }
4573                 if (r_refdef.fogenabled)
4574                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4575                 if (rsurface.texture->colormapping)
4576                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4577                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4578                 {
4579                         if (r_shadow_usingshadowmaprect)
4580                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4581                         if (r_shadow_usingshadowmap2d)
4582                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4583                         if (r_shadow_usingshadowmapcube)
4584                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4585                         else if(r_shadow_shadowmapvsdct)
4586                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4587
4588                         if (r_shadow_shadowmapsampler)
4589                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4590                         if (r_shadow_shadowmappcf > 1)
4591                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4592                         else if (r_shadow_shadowmappcf)
4593                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4594                 }
4595                 if (rsurface.texture->reflectmasktexture)
4596                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4597                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4598                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4599                 {
4600                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4601                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4602                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4603                 }
4604                 else
4605                 {
4606                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4607                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4608                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4609                 }
4610                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4611                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4612                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4613                 else
4614                         R_Mesh_ColorPointer(NULL, 0, 0);
4615                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4616                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4617         }
4618         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4619         {
4620                 if (r_glsl_offsetmapping.integer)
4621                 {
4622                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623                         if (r_glsl_offsetmapping_reliefmapping.integer)
4624                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4625                 }
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 // unshaded geometry (fullbright or ambient model lighting)
4629                 mode = SHADERMODE_FLATCOLOR;
4630                 ambientscale = diffusescale = specularscale = 0;
4631                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4632                         permutation |= SHADERPERMUTATION_GLOW;
4633                 if (r_refdef.fogenabled)
4634                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4635                 if (rsurface.texture->colormapping)
4636                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4637                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4638                 {
4639                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4640                         if (r_shadow_usingshadowmaprect)
4641                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4642                         if (r_shadow_usingshadowmap2d)
4643                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4644
4645                         if (r_shadow_shadowmapsampler)
4646                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4647                         if (r_shadow_shadowmappcf > 1)
4648                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4649                         else if (r_shadow_shadowmappcf)
4650                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4651                 }
4652                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4653                         permutation |= SHADERPERMUTATION_REFLECTION;
4654                 if (rsurface.texture->reflectmasktexture)
4655                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4656                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4657                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4658                 {
4659                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4660                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4661                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4662                 }
4663                 else
4664                 {
4665                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4666                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4667                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4668                 }
4669                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4670                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4671                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4672                 else
4673                         R_Mesh_ColorPointer(NULL, 0, 0);
4674                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4675                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4676         }
4677         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4678         {
4679                 if (r_glsl_offsetmapping.integer)
4680                 {
4681                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4682                         if (r_glsl_offsetmapping_reliefmapping.integer)
4683                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4684                 }
4685                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4686                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4687                 // directional model lighting
4688                 mode = SHADERMODE_LIGHTDIRECTION;
4689                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4690                         permutation |= SHADERPERMUTATION_GLOW;
4691                 permutation |= SHADERPERMUTATION_DIFFUSE;
4692                 if (specularscale > 0)
4693                 {
4694                         permutation |= SHADERPERMUTATION_SPECULAR;
4695                         if (r_shadow_glossexact.integer)
4696                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4697                 }
4698                 if (r_refdef.fogenabled)
4699                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4700                 if (rsurface.texture->colormapping)
4701                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4702                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4703                 {
4704                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4705                         if (r_shadow_usingshadowmaprect)
4706                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4707                         if (r_shadow_usingshadowmap2d)
4708                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4709
4710                         if (r_shadow_shadowmapsampler)
4711                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4712                         if (r_shadow_shadowmappcf > 1)
4713                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4714                         else if (r_shadow_shadowmappcf)
4715                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4716                 }
4717                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4718                         permutation |= SHADERPERMUTATION_REFLECTION;
4719                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4720                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4721                 if (rsurface.texture->reflectmasktexture)
4722                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4723                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4724                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4725                 {
4726                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4727                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4728                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4729                 }
4730                 else
4731                 {
4732                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4733                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4734                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4735                 }
4736                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4737                 R_Mesh_ColorPointer(NULL, 0, 0);
4738                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4740         }
4741         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4742         {
4743                 if (r_glsl_offsetmapping.integer)
4744                 {
4745                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4746                         if (r_glsl_offsetmapping_reliefmapping.integer)
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4748                 }
4749                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4750                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4751                 // ambient model lighting
4752                 mode = SHADERMODE_LIGHTDIRECTION;
4753                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4754                         permutation |= SHADERPERMUTATION_GLOW;
4755                 if (r_refdef.fogenabled)
4756                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4757                 if (rsurface.texture->colormapping)
4758                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4759                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4760                 {
4761                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4762                         if (r_shadow_usingshadowmaprect)
4763                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4764                         if (r_shadow_usingshadowmap2d)
4765                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4766
4767                         if (r_shadow_shadowmapsampler)
4768                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4769                         if (r_shadow_shadowmappcf > 1)
4770                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4771                         else if (r_shadow_shadowmappcf)
4772                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4773                 }
4774                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4775                         permutation |= SHADERPERMUTATION_REFLECTION;
4776                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4777                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4778                 if (rsurface.texture->reflectmasktexture)
4779                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4780                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4781                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4782                 {
4783                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4784                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4785                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4786                 }
4787                 else
4788                 {
4789                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4790                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4791                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4792                 }
4793                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4794                 R_Mesh_ColorPointer(NULL, 0, 0);
4795                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4796                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4797         }
4798         else
4799         {
4800                 if (r_glsl_offsetmapping.integer)
4801                 {
4802                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803                         if (r_glsl_offsetmapping_reliefmapping.integer)
4804                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4805                 }
4806                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4807                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4808                 // lightmapped wall
4809                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4810                         permutation |= SHADERPERMUTATION_GLOW;
4811                 if (r_refdef.fogenabled)
4812                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4813                 if (rsurface.texture->colormapping)
4814                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4815                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4816                 {
4817                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4818                         if (r_shadow_usingshadowmaprect)
4819                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820                         if (r_shadow_usingshadowmap2d)
4821                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4822
4823                         if (r_shadow_shadowmapsampler)
4824                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4825                         if (r_shadow_shadowmappcf > 1)
4826                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4827                         else if (r_shadow_shadowmappcf)
4828                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4829                 }
4830                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4831                         permutation |= SHADERPERMUTATION_REFLECTION;
4832                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4833                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4834                 if (rsurface.texture->reflectmasktexture)
4835                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4837                 {
4838                         // deluxemapping (light direction texture)
4839                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4840                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4841                         else
4842                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4843                         permutation |= SHADERPERMUTATION_DIFFUSE;
4844                         if (specularscale > 0)
4845                         {
4846                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4847                                 if (r_shadow_glossexact.integer)
4848                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4849                         }
4850                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4851                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4852                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4853                         else
4854                                 R_Mesh_ColorPointer(NULL, 0, 0);
4855                 }
4856                 else if (r_glsl_deluxemapping.integer >= 2)
4857                 {
4858                         // fake deluxemapping (uniform light direction in tangentspace)
4859                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4860                         permutation |= SHADERPERMUTATION_DIFFUSE;
4861                         if (specularscale > 0)
4862                         {
4863                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4864                                 if (r_shadow_glossexact.integer)
4865                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4866                         }
4867                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4868                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4869                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4870                         else
4871                                 R_Mesh_ColorPointer(NULL, 0, 0);
4872                 }
4873                 else if (rsurface.uselightmaptexture)
4874                 {
4875                         // ordinary lightmapping (q1bsp, q3bsp)
4876                         mode = SHADERMODE_LIGHTMAP;
4877                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4878                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4879                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4880                         else
4881                                 R_Mesh_ColorPointer(NULL, 0, 0);
4882                 }
4883                 else
4884                 {
4885                         // ordinary vertex coloring (q3bsp)
4886                         mode = SHADERMODE_VERTEXCOLOR;
4887                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4889                 }
4890                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4891                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4892                 {
4893                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4894                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4895                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4896                 }
4897                 else
4898                 {
4899                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4900                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4901                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4902                 }
4903                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4904                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4905         }
4906         switch(vid.renderpath)
4907         {
4908         case RENDERPATH_GL20:
4909                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4910                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4911                 if (mode == SHADERMODE_LIGHTSOURCE)
4912                 {
4913                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4914                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4915                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4916                         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);
4917                         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);
4918                         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);
4919         
4920                         // additive passes are only darkened by fog, not tinted
4921                         if (r_glsl_permutation->loc_FogColor >= 0)
4922                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4923                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4924                 }
4925                 else
4926                 {
4927                         if (mode == SHADERMODE_FLATCOLOR)
4928                         {
4929                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4930                         }
4931                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4932                         {
4933                                 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]);
4934                                 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]);
4935                                 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);
4936                                 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);
4937                                 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);
4938                                 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]);
4939                                 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]);
4940                         }
4941                         else
4942                         {
4943                                 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]);
4944                                 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]);
4945                                 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);
4946                                 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);
4947                                 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);
4948                         }
4949                         // additive passes are only darkened by fog, not tinted
4950                         if (r_glsl_permutation->loc_FogColor >= 0)
4951                         {
4952                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4953                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4954                                 else
4955                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4956                         }
4957                         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);
4958                         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]);
4959                         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]);
4960                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4961                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4962                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4963                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4964                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4965                 }
4966                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4967                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4968                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4969                 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]);
4970                 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]);
4971
4972                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4973                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4974                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4975                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4976                 {
4977                         if (rsurface.texture->pantstexture)
4978                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4979                         else
4980                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4981                 }
4982                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4983                 {
4984                         if (rsurface.texture->shirttexture)
4985                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4986                         else
4987                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4988                 }
4989                 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]);
4990                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4991                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4992                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4993                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4994                 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]);
4995                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4996
4997         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4998         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4999         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5000                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5001                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5002                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5003                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5004                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5005                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5006                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5007                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5008                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5009                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5010                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5011                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5012                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5013                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5014                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5015                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5016                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5017                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5018                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5019                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5020                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5021                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5022                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5023                 {
5024                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5025                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5026                         if (rsurface.rtlight)
5027                         {
5028                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5029                                 if (r_shadow_usingshadowmapcube)
5030                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5031                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5032                         }
5033                 }
5034                 CHECKGLERROR
5035                 break;
5036         case RENDERPATH_CGGL:
5037 #ifdef SUPPORTCG
5038                 R_SetupShader_SetPermutationCG(mode, permutation);
5039                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5040                 if (mode == SHADERMODE_LIGHTSOURCE)
5041                 {
5042                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5043                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5044                 }
5045                 else
5046                 {
5047                         if (mode == SHADERMODE_LIGHTDIRECTION)
5048                         {
5049                                 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
5050                         }
5051                 }
5052                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5053                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5054                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5055                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5056                 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
5057                 CHECKGLERROR
5058
5059                 if (mode == SHADERMODE_LIGHTSOURCE)
5060                 {
5061                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5062                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5063                         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
5064                         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
5065                         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
5066
5067                         // additive passes are only darkened by fog, not tinted
5068                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5069                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5070                 }
5071                 else
5072                 {
5073                         if (mode == SHADERMODE_FLATCOLOR)
5074                         {
5075                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5076                         }
5077                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5078                         {
5079                                 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
5080                                 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
5081                                 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
5082                                 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
5083                                 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
5084                                 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
5085                                 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
5086                         }
5087                         else
5088                         {
5089                                 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
5090                                 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
5091                                 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
5092                                 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
5093                                 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
5094                         }
5095                         // additive passes are only darkened by fog, not tinted
5096                         if (r_cg_permutation->fp_FogColor)
5097                         {
5098                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5099                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5100                                 else
5101                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5102                                 CHECKCGERROR
5103                         }
5104                         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
5105                         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
5106                         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
5107                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5108                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5109                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5110                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5111                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5112                 }
5113                 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
5114                 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
5115                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5116                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5117                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5118                 if (r_cg_permutation->fp_Color_Pants)
5119                 {
5120                         if (rsurface.texture->pantstexture)
5121                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5122                         else
5123                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5124                         CHECKCGERROR
5125                 }
5126                 if (r_cg_permutation->fp_Color_Shirt)
5127                 {
5128                         if (rsurface.texture->shirttexture)
5129                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5130                         else
5131                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5132                         CHECKCGERROR
5133                 }
5134                 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
5135                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5136                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5137                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5138                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5139                 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
5140                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5141
5142         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5143         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5144         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5145                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5146                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5147                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5148                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5149                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5150                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5151                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5152                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5153                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5154                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5155                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5156                 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
5157                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5158                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5159                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5160                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5161                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5162                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5163                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5164                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5165                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5166                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5167                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5168                 {
5169                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5170                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5171                         if (rsurface.rtlight)
5172                         {
5173                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5174                                 if (r_shadow_usingshadowmapcube)
5175                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5176                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5177                         }
5178                 }
5179
5180                 CHECKGLERROR
5181 #endif
5182                 break;
5183         case RENDERPATH_GL13:
5184         case RENDERPATH_GL11:
5185                 break;
5186         }
5187 }
5188
5189 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5190 {
5191         // select a permutation of the lighting shader appropriate to this
5192         // combination of texture, entity, light source, and fogging, only use the
5193         // minimum features necessary to avoid wasting rendering time in the
5194         // fragment shader on features that are not being used
5195         unsigned int permutation = 0;
5196         unsigned int mode = 0;
5197         const float *lightcolorbase = rtlight->currentcolor;
5198         float ambientscale = rtlight->ambientscale;
5199         float diffusescale = rtlight->diffusescale;
5200         float specularscale = rtlight->specularscale;
5201         // this is the location of the light in view space
5202         vec3_t viewlightorigin;
5203         // this transforms from view space (camera) to light space (cubemap)
5204         matrix4x4_t viewtolight;
5205         matrix4x4_t lighttoview;
5206         float viewtolight16f[16];
5207         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5208         // light source
5209         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5210         if (rtlight->currentcubemap != r_texture_whitecube)
5211                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5212         if (diffusescale > 0)
5213                 permutation |= SHADERPERMUTATION_DIFFUSE;
5214         if (specularscale > 0)
5215         {
5216                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5217                 if (r_shadow_glossexact.integer)
5218                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5219         }
5220         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5221         {
5222                 if (r_shadow_usingshadowmaprect)
5223                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5224                 if (r_shadow_usingshadowmap2d)
5225                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5226                 if (r_shadow_usingshadowmapcube)
5227                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5228                 else if(r_shadow_shadowmapvsdct)
5229                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5230
5231                 if (r_shadow_shadowmapsampler)
5232                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5233                 if (r_shadow_shadowmappcf > 1)
5234                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5235                 else if (r_shadow_shadowmappcf)
5236                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5237         }
5238         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5239         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5240         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5241         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5242         switch(vid.renderpath)
5243         {
5244         case RENDERPATH_GL20:
5245                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5246                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5247                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5248                 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);
5249                 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);
5250                 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);
5251                 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]);
5252                 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]);
5253                 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));
5254                 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]);
5255                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5256
5257                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5258                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5259                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5260                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5261                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5262                 if (r_shadow_usingshadowmapcube)
5263                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5264                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5265                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5266                 break;
5267         case RENDERPATH_CGGL:
5268 #ifdef SUPPORTCG
5269                 R_SetupShader_SetPermutationCG(mode, permutation);
5270                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5271                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5272                 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
5273                 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
5274                 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
5275                 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
5276                 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
5277                 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
5278                 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
5279                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5280
5281                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5282                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5286                 if (r_shadow_usingshadowmapcube)
5287                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5288                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5290 #endif
5291                 break;
5292         case RENDERPATH_GL13:
5293         case RENDERPATH_GL11:
5294                 break;
5295         }
5296 }
5297
5298 #define SKINFRAME_HASH 1024
5299
5300 typedef struct
5301 {
5302         int loadsequence; // incremented each level change
5303         memexpandablearray_t array;
5304         skinframe_t *hash[SKINFRAME_HASH];
5305 }
5306 r_skinframe_t;
5307 r_skinframe_t r_skinframe;
5308
5309 void R_SkinFrame_PrepareForPurge(void)
5310 {
5311         r_skinframe.loadsequence++;
5312         // wrap it without hitting zero
5313         if (r_skinframe.loadsequence >= 200)
5314                 r_skinframe.loadsequence = 1;
5315 }
5316
5317 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5318 {
5319         if (!skinframe)
5320                 return;
5321         // mark the skinframe as used for the purging code
5322         skinframe->loadsequence = r_skinframe.loadsequence;
5323 }
5324
5325 void R_SkinFrame_Purge(void)
5326 {
5327         int i;
5328         skinframe_t *s;
5329         for (i = 0;i < SKINFRAME_HASH;i++)
5330         {
5331                 for (s = r_skinframe.hash[i];s;s = s->next)
5332                 {
5333                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5334                         {
5335                                 if (s->merged == s->base)
5336                                         s->merged = NULL;
5337                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5338                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5339                                 R_PurgeTexture(s->merged);s->merged = NULL;
5340                                 R_PurgeTexture(s->base  );s->base   = NULL;
5341                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5342                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5343                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5344                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5345                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5346                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5347                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5348                                 s->loadsequence = 0;
5349                         }
5350                 }
5351         }
5352 }
5353
5354 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5355         skinframe_t *item;
5356         char basename[MAX_QPATH];
5357
5358         Image_StripImageExtension(name, basename, sizeof(basename));
5359
5360         if( last == NULL ) {
5361                 int hashindex;
5362                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5363                 item = r_skinframe.hash[hashindex];
5364         } else {
5365                 item = last->next;
5366         }
5367
5368         // linearly search through the hash bucket
5369         for( ; item ; item = item->next ) {
5370                 if( !strcmp( item->basename, basename ) ) {
5371                         return item;
5372                 }
5373         }
5374         return NULL;
5375 }
5376
5377 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5378 {
5379         skinframe_t *item;
5380         int hashindex;
5381         char basename[MAX_QPATH];
5382
5383         Image_StripImageExtension(name, basename, sizeof(basename));
5384
5385         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5386         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5387                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5388                         break;
5389
5390         if (!item) {
5391                 rtexture_t *dyntexture;
5392                 // check whether its a dynamic texture
5393                 dyntexture = CL_GetDynTexture( basename );
5394                 if (!add && !dyntexture)
5395                         return NULL;
5396                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5397                 memset(item, 0, sizeof(*item));
5398                 strlcpy(item->basename, basename, sizeof(item->basename));
5399                 item->base = dyntexture; // either NULL or dyntexture handle
5400                 item->textureflags = textureflags;
5401                 item->comparewidth = comparewidth;
5402                 item->compareheight = compareheight;
5403                 item->comparecrc = comparecrc;
5404                 item->next = r_skinframe.hash[hashindex];
5405                 r_skinframe.hash[hashindex] = item;
5406         }
5407         else if( item->base == NULL )
5408         {
5409                 rtexture_t *dyntexture;
5410                 // check whether its a dynamic texture
5411                 // 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]
5412                 dyntexture = CL_GetDynTexture( basename );
5413                 item->base = dyntexture; // either NULL or dyntexture handle
5414         }
5415
5416         R_SkinFrame_MarkUsed(item);
5417         return item;
5418 }
5419
5420 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5421         { \
5422                 unsigned long long avgcolor[5], wsum; \
5423                 int pix, comp, w; \
5424                 avgcolor[0] = 0; \
5425                 avgcolor[1] = 0; \
5426                 avgcolor[2] = 0; \
5427                 avgcolor[3] = 0; \
5428                 avgcolor[4] = 0; \
5429                 wsum = 0; \
5430                 for(pix = 0; pix < cnt; ++pix) \
5431                 { \
5432                         w = 0; \
5433                         for(comp = 0; comp < 3; ++comp) \
5434                                 w += getpixel; \
5435                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5436                         { \
5437                                 ++wsum; \
5438                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5439                                 w = getpixel; \
5440                                 for(comp = 0; comp < 3; ++comp) \
5441                                         avgcolor[comp] += getpixel * w; \
5442                                 avgcolor[3] += w; \
5443                         } \
5444                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5445                         avgcolor[4] += getpixel; \
5446                 } \
5447                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5448                         avgcolor[3] = 1; \
5449                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5450                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5451                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5452                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5453         }
5454
5455 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5456 {
5457         int j;
5458         unsigned char *pixels;
5459         unsigned char *bumppixels;
5460         unsigned char *basepixels = NULL;
5461         int basepixels_width = 0;
5462         int basepixels_height = 0;
5463         skinframe_t *skinframe;
5464         rtexture_t *ddsbase = NULL;
5465         qboolean ddshasalpha = false;
5466         float ddsavgcolor[4];
5467         char basename[MAX_QPATH];
5468
5469         if (cls.state == ca_dedicated)
5470                 return NULL;
5471
5472         // return an existing skinframe if already loaded
5473         // if loading of the first image fails, don't make a new skinframe as it
5474         // would cause all future lookups of this to be missing
5475         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5476         if (skinframe && skinframe->base)
5477                 return skinframe;
5478
5479         Image_StripImageExtension(name, basename, sizeof(basename));
5480
5481         // check for DDS texture file first
5482         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5483         {
5484                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5485                 if (basepixels == NULL)
5486                         return NULL;
5487         }
5488
5489         if (developer_loading.integer)
5490                 Con_Printf("loading skin \"%s\"\n", name);
5491
5492         // we've got some pixels to store, so really allocate this new texture now
5493         if (!skinframe)
5494                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5495         skinframe->stain = NULL;
5496         skinframe->merged = NULL;
5497         skinframe->base = NULL;
5498         skinframe->pants = NULL;
5499         skinframe->shirt = NULL;
5500         skinframe->nmap = NULL;
5501         skinframe->gloss = NULL;
5502         skinframe->glow = NULL;
5503         skinframe->fog = NULL;
5504         skinframe->reflect = NULL;
5505         skinframe->hasalpha = false;
5506
5507         if (ddsbase)
5508         {
5509                 skinframe->base = ddsbase;
5510                 skinframe->hasalpha = ddshasalpha;
5511                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5512                 if (r_loadfog && skinframe->hasalpha)
5513                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5514                 //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]);
5515         }
5516         else
5517         {
5518                 basepixels_width = image_width;
5519                 basepixels_height = image_height;
5520                 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);
5521                 if (textureflags & TEXF_ALPHA)
5522                 {
5523                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5524                         {
5525                                 if (basepixels[j] < 255)
5526                                 {
5527                                         skinframe->hasalpha = true;
5528                                         break;
5529                                 }
5530                         }
5531                         if (r_loadfog && skinframe->hasalpha)
5532                         {
5533                                 // has transparent pixels
5534                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5535                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5536                                 {
5537                                         pixels[j+0] = 255;
5538                                         pixels[j+1] = 255;
5539                                         pixels[j+2] = 255;
5540                                         pixels[j+3] = basepixels[j+3];
5541                                 }
5542                                 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);
5543                                 Mem_Free(pixels);
5544                         }
5545                 }
5546                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5547                 //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]);
5548                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5549                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5550                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5551                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5552         }
5553
5554         if (r_loaddds)
5555         {
5556                 if (r_loadnormalmap)
5557                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5558                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5559                 if (r_loadgloss)
5560                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5561                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5562                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5563                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5564         }
5565
5566         // _norm is the name used by tenebrae and has been adopted as standard
5567         if (r_loadnormalmap && skinframe->nmap == NULL)
5568         {
5569                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5570                 {
5571                         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);
5572                         Mem_Free(pixels);
5573                         pixels = NULL;
5574                 }
5575                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5576                 {
5577                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5578                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5579                         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);
5580                         Mem_Free(pixels);
5581                         Mem_Free(bumppixels);
5582                 }
5583                 else if (r_shadow_bumpscale_basetexture.value > 0)
5584                 {
5585                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5586                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5587                         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);
5588                         Mem_Free(pixels);
5589                 }
5590                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5591                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5592         }
5593
5594         // _luma is supported only for tenebrae compatibility
5595         // _glow is the preferred name
5596         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5597         {
5598                 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);
5599                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5600                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5601                 Mem_Free(pixels);pixels = NULL;
5602         }
5603
5604         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5605         {
5606                 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);
5607                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5608                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5609                 Mem_Free(pixels);
5610                 pixels = NULL;
5611         }
5612
5613         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5614         {
5615                 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);
5616                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5617                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5618                 Mem_Free(pixels);
5619                 pixels = NULL;
5620         }
5621
5622         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5623         {
5624                 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);
5625                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5626                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5627                 Mem_Free(pixels);
5628                 pixels = NULL;
5629         }
5630
5631         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5632         {
5633                 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);
5634                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5635                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5636                 Mem_Free(pixels);
5637                 pixels = NULL;
5638         }
5639
5640         if (basepixels)
5641                 Mem_Free(basepixels);
5642
5643         return skinframe;
5644 }
5645
5646 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5647 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5648 {
5649         int i;
5650         unsigned char *temp1, *temp2;
5651         skinframe_t *skinframe;
5652
5653         if (cls.state == ca_dedicated)
5654                 return NULL;
5655
5656         // if already loaded just return it, otherwise make a new skinframe
5657         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5658         if (skinframe && skinframe->base)
5659                 return skinframe;
5660
5661         skinframe->stain = NULL;
5662         skinframe->merged = NULL;
5663         skinframe->base = NULL;
5664         skinframe->pants = NULL;
5665         skinframe->shirt = NULL;
5666         skinframe->nmap = NULL;
5667         skinframe->gloss = NULL;
5668         skinframe->glow = NULL;
5669         skinframe->fog = NULL;
5670         skinframe->reflect = NULL;
5671         skinframe->hasalpha = false;
5672
5673         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5674         if (!skindata)
5675                 return NULL;
5676
5677         if (developer_loading.integer)
5678                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5679
5680         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5681         {
5682                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5683                 temp2 = temp1 + width * height * 4;
5684                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5685                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5686                 Mem_Free(temp1);
5687         }
5688         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5689         if (textureflags & TEXF_ALPHA)
5690         {
5691                 for (i = 3;i < width * height * 4;i += 4)
5692                 {
5693                         if (skindata[i] < 255)
5694                         {
5695                                 skinframe->hasalpha = true;
5696                                 break;
5697                         }
5698                 }
5699                 if (r_loadfog && skinframe->hasalpha)
5700                 {
5701                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5702                         memcpy(fogpixels, skindata, width * height * 4);
5703                         for (i = 0;i < width * height * 4;i += 4)
5704                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5705                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5706                         Mem_Free(fogpixels);
5707                 }
5708         }
5709
5710         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5711         //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]);
5712
5713         return skinframe;
5714 }
5715
5716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5717 {
5718         int i;
5719         int featuresmask;
5720         skinframe_t *skinframe;
5721
5722         if (cls.state == ca_dedicated)
5723                 return NULL;
5724
5725         // if already loaded just return it, otherwise make a new skinframe
5726         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5727         if (skinframe && skinframe->base)
5728                 return skinframe;
5729
5730         skinframe->stain = NULL;
5731         skinframe->merged = NULL;
5732         skinframe->base = NULL;
5733         skinframe->pants = NULL;
5734         skinframe->shirt = NULL;
5735         skinframe->nmap = NULL;
5736         skinframe->gloss = NULL;
5737         skinframe->glow = NULL;
5738         skinframe->fog = NULL;
5739         skinframe->reflect = NULL;
5740         skinframe->hasalpha = false;
5741
5742         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5743         if (!skindata)
5744                 return NULL;
5745
5746         if (developer_loading.integer)
5747                 Con_Printf("loading quake skin \"%s\"\n", name);
5748
5749         // 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)
5750         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5751         memcpy(skinframe->qpixels, skindata, width*height);
5752         skinframe->qwidth = width;
5753         skinframe->qheight = height;
5754
5755         featuresmask = 0;
5756         for (i = 0;i < width * height;i++)
5757                 featuresmask |= palette_featureflags[skindata[i]];
5758
5759         skinframe->hasalpha = false;
5760         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5761         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5762         skinframe->qgeneratemerged = true;
5763         skinframe->qgeneratebase = skinframe->qhascolormapping;
5764         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5765
5766         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5767         //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]);
5768
5769         return skinframe;
5770 }
5771
5772 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5773 {
5774         int width;
5775         int height;
5776         unsigned char *skindata;
5777
5778         if (!skinframe->qpixels)
5779                 return;
5780
5781         if (!skinframe->qhascolormapping)
5782                 colormapped = false;
5783
5784         if (colormapped)
5785         {
5786                 if (!skinframe->qgeneratebase)
5787                         return;
5788         }
5789         else
5790         {
5791                 if (!skinframe->qgeneratemerged)
5792                         return;
5793         }
5794
5795         width = skinframe->qwidth;
5796         height = skinframe->qheight;
5797         skindata = skinframe->qpixels;
5798
5799         if (skinframe->qgeneratenmap)
5800         {
5801                 unsigned char *temp1, *temp2;
5802                 skinframe->qgeneratenmap = false;
5803                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5804                 temp2 = temp1 + width * height * 4;
5805                 // use either a custom palette or the quake palette
5806                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5807                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5808                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5809                 Mem_Free(temp1);
5810         }
5811
5812         if (skinframe->qgenerateglow)
5813         {
5814                 skinframe->qgenerateglow = false;
5815                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5816         }
5817
5818         if (colormapped)
5819         {
5820                 skinframe->qgeneratebase = false;
5821                 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);
5822                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5823                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5824         }
5825         else
5826         {
5827                 skinframe->qgeneratemerged = false;
5828                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5829         }
5830
5831         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5832         {
5833                 Mem_Free(skinframe->qpixels);
5834                 skinframe->qpixels = NULL;
5835         }
5836 }
5837
5838 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)
5839 {
5840         int i;
5841         skinframe_t *skinframe;
5842
5843         if (cls.state == ca_dedicated)
5844                 return NULL;
5845
5846         // if already loaded just return it, otherwise make a new skinframe
5847         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5848         if (skinframe && skinframe->base)
5849                 return skinframe;
5850
5851         skinframe->stain = NULL;
5852         skinframe->merged = NULL;
5853         skinframe->base = NULL;
5854         skinframe->pants = NULL;
5855         skinframe->shirt = NULL;
5856         skinframe->nmap = NULL;
5857         skinframe->gloss = NULL;
5858         skinframe->glow = NULL;
5859         skinframe->fog = NULL;
5860         skinframe->reflect = NULL;
5861         skinframe->hasalpha = false;
5862
5863         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5864         if (!skindata)
5865                 return NULL;
5866
5867         if (developer_loading.integer)
5868                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5869
5870         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5871         if (textureflags & TEXF_ALPHA)
5872         {
5873                 for (i = 0;i < width * height;i++)
5874                 {
5875                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5876                         {
5877                                 skinframe->hasalpha = true;
5878                                 break;
5879                         }
5880                 }
5881                 if (r_loadfog && skinframe->hasalpha)
5882                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5883         }
5884
5885         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5886         //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]);
5887
5888         return skinframe;
5889 }
5890
5891 skinframe_t *R_SkinFrame_LoadMissing(void)
5892 {
5893         skinframe_t *skinframe;
5894
5895         if (cls.state == ca_dedicated)
5896                 return NULL;
5897
5898         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5899         skinframe->stain = NULL;
5900         skinframe->merged = NULL;
5901         skinframe->base = NULL;
5902         skinframe->pants = NULL;
5903         skinframe->shirt = NULL;
5904         skinframe->nmap = NULL;
5905         skinframe->gloss = NULL;
5906         skinframe->glow = NULL;
5907         skinframe->fog = NULL;
5908         skinframe->reflect = NULL;
5909         skinframe->hasalpha = false;
5910
5911         skinframe->avgcolor[0] = rand() / RAND_MAX;
5912         skinframe->avgcolor[1] = rand() / RAND_MAX;
5913         skinframe->avgcolor[2] = rand() / RAND_MAX;
5914         skinframe->avgcolor[3] = 1;
5915
5916         return skinframe;
5917 }
5918
5919 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5920 typedef struct suffixinfo_s
5921 {
5922         char *suffix;
5923         qboolean flipx, flipy, flipdiagonal;
5924 }
5925 suffixinfo_t;
5926 static suffixinfo_t suffix[3][6] =
5927 {
5928         {
5929                 {"px",   false, false, false},
5930                 {"nx",   false, false, false},
5931                 {"py",   false, false, false},
5932                 {"ny",   false, false, false},
5933                 {"pz",   false, false, false},
5934                 {"nz",   false, false, false}
5935         },
5936         {
5937                 {"posx", false, false, false},
5938                 {"negx", false, false, false},
5939                 {"posy", false, false, false},
5940                 {"negy", false, false, false},
5941                 {"posz", false, false, false},
5942                 {"negz", false, false, false}
5943         },
5944         {
5945                 {"rt",    true, false,  true},
5946                 {"lf",   false,  true,  true},
5947                 {"ft",    true,  true, false},
5948                 {"bk",   false, false, false},
5949                 {"up",    true, false,  true},
5950                 {"dn",    true, false,  true}
5951         }
5952 };
5953
5954 static int componentorder[4] = {0, 1, 2, 3};
5955
5956 rtexture_t *R_LoadCubemap(const char *basename)
5957 {
5958         int i, j, cubemapsize;
5959         unsigned char *cubemappixels, *image_buffer;
5960         rtexture_t *cubemaptexture;
5961         char name[256];
5962         // must start 0 so the first loadimagepixels has no requested width/height
5963         cubemapsize = 0;
5964         cubemappixels = NULL;
5965         cubemaptexture = NULL;
5966         // keep trying different suffix groups (posx, px, rt) until one loads
5967         for (j = 0;j < 3 && !cubemappixels;j++)
5968         {
5969                 // load the 6 images in the suffix group
5970                 for (i = 0;i < 6;i++)
5971                 {
5972                         // generate an image name based on the base and and suffix
5973                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5974                         // load it
5975                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5976                         {
5977                                 // an image loaded, make sure width and height are equal
5978                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5979                                 {
5980                                         // if this is the first image to load successfully, allocate the cubemap memory
5981                                         if (!cubemappixels && image_width >= 1)
5982                                         {
5983                                                 cubemapsize = image_width;
5984                                                 // note this clears to black, so unavailable sides are black
5985                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5986                                         }
5987                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5988                                         if (cubemappixels)
5989                                                 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);
5990                                 }
5991                                 else
5992                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5993                                 // free the image
5994                                 Mem_Free(image_buffer);
5995                         }
5996                 }
5997         }
5998         // if a cubemap loaded, upload it
5999         if (cubemappixels)
6000         {
6001                 if (developer_loading.integer)
6002                         Con_Printf("loading cubemap \"%s\"\n", basename);
6003
6004                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6005                 Mem_Free(cubemappixels);
6006         }
6007         else
6008         {
6009                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6010                 if (developer_loading.integer)
6011                 {
6012                         Con_Printf("(tried tried images ");
6013                         for (j = 0;j < 3;j++)
6014                                 for (i = 0;i < 6;i++)
6015                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6016                         Con_Print(" and was unable to find any of them).\n");
6017                 }
6018         }
6019         return cubemaptexture;
6020 }
6021
6022 rtexture_t *R_GetCubemap(const char *basename)
6023 {
6024         int i;
6025         for (i = 0;i < r_texture_numcubemaps;i++)
6026                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6027                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6028         if (i >= MAX_CUBEMAPS)
6029                 return r_texture_whitecube;
6030         r_texture_numcubemaps++;
6031         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6032         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6033         return r_texture_cubemaps[i].texture;
6034 }
6035
6036 void R_FreeCubemaps(void)
6037 {
6038         int i;
6039         for (i = 0;i < r_texture_numcubemaps;i++)
6040         {
6041                 if (developer_loading.integer)
6042                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6043                 if (r_texture_cubemaps[i].texture)
6044                         R_FreeTexture(r_texture_cubemaps[i].texture);
6045         }
6046         r_texture_numcubemaps = 0;
6047 }
6048
6049 void R_Main_FreeViewCache(void)
6050 {
6051         if (r_refdef.viewcache.entityvisible)
6052                 Mem_Free(r_refdef.viewcache.entityvisible);
6053         if (r_refdef.viewcache.world_pvsbits)
6054                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6055         if (r_refdef.viewcache.world_leafvisible)
6056                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6057         if (r_refdef.viewcache.world_surfacevisible)
6058                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6059         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6060 }
6061
6062 void R_Main_ResizeViewCache(void)
6063 {
6064         int numentities = r_refdef.scene.numentities;
6065         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6066         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6067         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6068         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6069         if (r_refdef.viewcache.maxentities < numentities)
6070         {
6071                 r_refdef.viewcache.maxentities = numentities;
6072                 if (r_refdef.viewcache.entityvisible)
6073                         Mem_Free(r_refdef.viewcache.entityvisible);
6074                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6075         }
6076         if (r_refdef.viewcache.world_numclusters != numclusters)
6077         {
6078                 r_refdef.viewcache.world_numclusters = numclusters;
6079                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6080                 if (r_refdef.viewcache.world_pvsbits)
6081                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6082                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6083         }
6084         if (r_refdef.viewcache.world_numleafs != numleafs)
6085         {
6086                 r_refdef.viewcache.world_numleafs = numleafs;
6087                 if (r_refdef.viewcache.world_leafvisible)
6088                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6089                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6090         }
6091         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6092         {
6093                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6094                 if (r_refdef.viewcache.world_surfacevisible)
6095                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6096                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6097         }
6098 }
6099
6100 extern rtexture_t *loadingscreentexture;
6101 void gl_main_start(void)
6102 {
6103         loadingscreentexture = NULL;
6104         r_texture_blanknormalmap = NULL;
6105         r_texture_white = NULL;
6106         r_texture_grey128 = NULL;
6107         r_texture_black = NULL;
6108         r_texture_whitecube = NULL;
6109         r_texture_normalizationcube = NULL;
6110         r_texture_fogattenuation = NULL;
6111         r_texture_gammaramps = NULL;
6112         r_texture_numcubemaps = 0;
6113
6114         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6115         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6116
6117         switch(vid.renderpath)
6118         {
6119         case RENDERPATH_GL20:
6120         case RENDERPATH_CGGL:
6121                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6122                 Cvar_SetValueQuick(&gl_combine, 1);
6123                 Cvar_SetValueQuick(&r_glsl, 1);
6124                 r_loadnormalmap = true;
6125                 r_loadgloss = true;
6126                 r_loadfog = false;
6127                 break;
6128         case RENDERPATH_GL13:
6129                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6130                 Cvar_SetValueQuick(&gl_combine, 1);
6131                 Cvar_SetValueQuick(&r_glsl, 0);
6132                 r_loadnormalmap = false;
6133                 r_loadgloss = false;
6134                 r_loadfog = true;
6135                 break;
6136         case RENDERPATH_GL11:
6137                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6138                 Cvar_SetValueQuick(&gl_combine, 0);
6139                 Cvar_SetValueQuick(&r_glsl, 0);
6140                 r_loadnormalmap = false;
6141                 r_loadgloss = false;
6142                 r_loadfog = true;
6143                 break;
6144         }
6145
6146         R_AnimCache_Free();
6147         R_FrameData_Reset();
6148
6149         r_numqueries = 0;
6150         r_maxqueries = 0;
6151         memset(r_queries, 0, sizeof(r_queries));
6152
6153         r_qwskincache = NULL;
6154         r_qwskincache_size = 0;
6155
6156         // set up r_skinframe loading system for textures
6157         memset(&r_skinframe, 0, sizeof(r_skinframe));
6158         r_skinframe.loadsequence = 1;
6159         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6160
6161         r_main_texturepool = R_AllocTexturePool();
6162         R_BuildBlankTextures();
6163         R_BuildNoTexture();
6164         if (vid.support.arb_texture_cube_map)
6165         {
6166                 R_BuildWhiteCube();
6167                 R_BuildNormalizationCube();
6168         }
6169         r_texture_fogattenuation = NULL;
6170         r_texture_gammaramps = NULL;
6171         //r_texture_fogintensity = NULL;
6172         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6173         memset(&r_waterstate, 0, sizeof(r_waterstate));
6174         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6175         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6176         glslshaderstring = NULL;
6177 #ifdef SUPPORTCG
6178         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6179         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6180         cgshaderstring = NULL;
6181 #endif
6182         memset(&r_svbsp, 0, sizeof (r_svbsp));
6183
6184         r_refdef.fogmasktable_density = 0;
6185 }
6186
6187 void gl_main_shutdown(void)
6188 {
6189         R_AnimCache_Free();
6190         R_FrameData_Reset();
6191
6192         R_Main_FreeViewCache();
6193
6194         if (r_maxqueries)
6195                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6196
6197         r_numqueries = 0;
6198         r_maxqueries = 0;
6199         memset(r_queries, 0, sizeof(r_queries));
6200
6201         r_qwskincache = NULL;
6202         r_qwskincache_size = 0;
6203
6204         // clear out the r_skinframe state
6205         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6206         memset(&r_skinframe, 0, sizeof(r_skinframe));
6207
6208         if (r_svbsp.nodes)
6209                 Mem_Free(r_svbsp.nodes);
6210         memset(&r_svbsp, 0, sizeof (r_svbsp));
6211         R_FreeTexturePool(&r_main_texturepool);
6212         loadingscreentexture = NULL;
6213         r_texture_blanknormalmap = NULL;
6214         r_texture_white = NULL;
6215         r_texture_grey128 = NULL;
6216         r_texture_black = NULL;
6217         r_texture_whitecube = NULL;
6218         r_texture_normalizationcube = NULL;
6219         r_texture_fogattenuation = NULL;
6220         r_texture_gammaramps = NULL;
6221         r_texture_numcubemaps = 0;
6222         //r_texture_fogintensity = NULL;
6223         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6224         memset(&r_waterstate, 0, sizeof(r_waterstate));
6225         R_GLSL_Restart_f();
6226 }
6227
6228 extern void CL_ParseEntityLump(char *entitystring);
6229 void gl_main_newmap(void)
6230 {
6231         // FIXME: move this code to client
6232         int l;
6233         char *entities, entname[MAX_QPATH];
6234         if (r_qwskincache)
6235                 Mem_Free(r_qwskincache);
6236         r_qwskincache = NULL;
6237         r_qwskincache_size = 0;
6238         if (cl.worldmodel)
6239         {
6240                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6241                 l = (int)strlen(entname) - 4;
6242                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6243                 {
6244                         memcpy(entname + l, ".ent", 5);
6245                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6246                         {
6247                                 CL_ParseEntityLump(entities);
6248                                 Mem_Free(entities);
6249                                 return;
6250                         }
6251                 }
6252                 if (cl.worldmodel->brush.entities)
6253                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6254         }
6255         R_Main_FreeViewCache();
6256
6257         R_FrameData_Reset();
6258 }
6259
6260 void GL_Main_Init(void)
6261 {
6262         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6263
6264         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6265         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6266         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6267         if (gamemode == GAME_NEHAHRA)
6268         {
6269                 Cvar_RegisterVariable (&gl_fogenable);
6270                 Cvar_RegisterVariable (&gl_fogdensity);
6271                 Cvar_RegisterVariable (&gl_fogred);
6272                 Cvar_RegisterVariable (&gl_foggreen);
6273                 Cvar_RegisterVariable (&gl_fogblue);
6274                 Cvar_RegisterVariable (&gl_fogstart);
6275                 Cvar_RegisterVariable (&gl_fogend);
6276                 Cvar_RegisterVariable (&gl_skyclip);
6277         }
6278         Cvar_RegisterVariable(&r_motionblur);
6279         Cvar_RegisterVariable(&r_motionblur_maxblur);
6280         Cvar_RegisterVariable(&r_motionblur_bmin);
6281         Cvar_RegisterVariable(&r_motionblur_vmin);
6282         Cvar_RegisterVariable(&r_motionblur_vmax);
6283         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6284         Cvar_RegisterVariable(&r_motionblur_randomize);
6285         Cvar_RegisterVariable(&r_damageblur);
6286         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6287         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6288         Cvar_RegisterVariable(&r_equalize_entities_by);
6289         Cvar_RegisterVariable(&r_equalize_entities_to);
6290         Cvar_RegisterVariable(&r_depthfirst);
6291         Cvar_RegisterVariable(&r_useinfinitefarclip);
6292         Cvar_RegisterVariable(&r_farclip_base);
6293         Cvar_RegisterVariable(&r_farclip_world);
6294         Cvar_RegisterVariable(&r_nearclip);
6295         Cvar_RegisterVariable(&r_showbboxes);
6296         Cvar_RegisterVariable(&r_showsurfaces);
6297         Cvar_RegisterVariable(&r_showtris);
6298         Cvar_RegisterVariable(&r_shownormals);
6299         Cvar_RegisterVariable(&r_showlighting);
6300         Cvar_RegisterVariable(&r_showshadowvolumes);
6301         Cvar_RegisterVariable(&r_showcollisionbrushes);
6302         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6303         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6304         Cvar_RegisterVariable(&r_showdisabledepthtest);
6305         Cvar_RegisterVariable(&r_drawportals);
6306         Cvar_RegisterVariable(&r_drawentities);
6307         Cvar_RegisterVariable(&r_cullentities_trace);
6308         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6309         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6310         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6311         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6312         Cvar_RegisterVariable(&r_drawviewmodel);
6313         Cvar_RegisterVariable(&r_speeds);
6314         Cvar_RegisterVariable(&r_fullbrights);
6315         Cvar_RegisterVariable(&r_wateralpha);
6316         Cvar_RegisterVariable(&r_dynamic);
6317         Cvar_RegisterVariable(&r_fullbright);
6318         Cvar_RegisterVariable(&r_shadows);
6319         Cvar_RegisterVariable(&r_shadows_darken);
6320         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6321         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6322         Cvar_RegisterVariable(&r_shadows_throwdistance);
6323         Cvar_RegisterVariable(&r_shadows_throwdirection);
6324         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6325         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6326         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6327         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6328         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6329         Cvar_RegisterVariable(&r_fog_exp2);
6330         Cvar_RegisterVariable(&r_drawfog);
6331         Cvar_RegisterVariable(&r_transparentdepthmasking);
6332         Cvar_RegisterVariable(&r_texture_dds_load);
6333         Cvar_RegisterVariable(&r_texture_dds_save);
6334         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6335         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6336         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6337         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6338         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6339         Cvar_RegisterVariable(&r_textureunits);
6340         Cvar_RegisterVariable(&gl_combine);
6341         Cvar_RegisterVariable(&r_glsl);
6342         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6343         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6344         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6345         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6346         Cvar_RegisterVariable(&r_glsl_postprocess);
6347         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6348         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6349         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6350         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6351         Cvar_RegisterVariable(&r_water);
6352         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6353         Cvar_RegisterVariable(&r_water_clippingplanebias);
6354         Cvar_RegisterVariable(&r_water_refractdistort);
6355         Cvar_RegisterVariable(&r_water_reflectdistort);
6356         Cvar_RegisterVariable(&r_lerpsprites);
6357         Cvar_RegisterVariable(&r_lerpmodels);
6358         Cvar_RegisterVariable(&r_lerplightstyles);
6359         Cvar_RegisterVariable(&r_waterscroll);
6360         Cvar_RegisterVariable(&r_bloom);
6361         Cvar_RegisterVariable(&r_bloom_colorscale);
6362         Cvar_RegisterVariable(&r_bloom_brighten);
6363         Cvar_RegisterVariable(&r_bloom_blur);
6364         Cvar_RegisterVariable(&r_bloom_resolution);
6365         Cvar_RegisterVariable(&r_bloom_colorexponent);
6366         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6367         Cvar_RegisterVariable(&r_hdr);
6368         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6369         Cvar_RegisterVariable(&r_hdr_glowintensity);
6370         Cvar_RegisterVariable(&r_hdr_range);
6371         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6372         Cvar_RegisterVariable(&developer_texturelogging);
6373         Cvar_RegisterVariable(&gl_lightmaps);
6374         Cvar_RegisterVariable(&r_test);
6375         Cvar_RegisterVariable(&r_batchmode);
6376         Cvar_RegisterVariable(&r_glsl_saturation);
6377         Cvar_RegisterVariable(&r_framedatasize);
6378         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6379                 Cvar_SetValue("r_fullbrights", 0);
6380         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6381
6382         Cvar_RegisterVariable(&r_track_sprites);
6383         Cvar_RegisterVariable(&r_track_sprites_flags);
6384         Cvar_RegisterVariable(&r_track_sprites_scalew);
6385         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6386         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6387         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6388 }
6389
6390 extern void R_Textures_Init(void);
6391 extern void GL_Draw_Init(void);
6392 extern void GL_Main_Init(void);
6393 extern void R_Shadow_Init(void);
6394 extern void R_Sky_Init(void);
6395 extern void GL_Surf_Init(void);
6396 extern void R_Particles_Init(void);
6397 extern void R_Explosion_Init(void);
6398 extern void gl_backend_init(void);
6399 extern void Sbar_Init(void);
6400 extern void R_LightningBeams_Init(void);
6401 extern void Mod_RenderInit(void);
6402 extern void Font_Init(void);
6403
6404 void Render_Init(void)
6405 {
6406         gl_backend_init();
6407         R_Textures_Init();
6408         GL_Main_Init();
6409         Font_Init();
6410         GL_Draw_Init();
6411         R_Shadow_Init();
6412         R_Sky_Init();
6413         GL_Surf_Init();
6414         Sbar_Init();
6415         R_Particles_Init();
6416         R_Explosion_Init();
6417         R_LightningBeams_Init();
6418         Mod_RenderInit();
6419 }
6420
6421 /*
6422 ===============
6423 GL_Init
6424 ===============
6425 */
6426 extern char *ENGINE_EXTENSIONS;
6427 void GL_Init (void)
6428 {
6429         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6430         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6431         gl_version = (const char *)qglGetString(GL_VERSION);
6432         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6433
6434         if (!gl_extensions)
6435                 gl_extensions = "";
6436         if (!gl_platformextensions)
6437                 gl_platformextensions = "";
6438
6439         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6440         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6441         Con_Printf("GL_VERSION: %s\n", gl_version);
6442         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6443         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6444
6445         VID_CheckExtensions();
6446
6447         // LordHavoc: report supported extensions
6448         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6449
6450         // clear to black (loading plaque will be seen over this)
6451         CHECKGLERROR
6452         qglClearColor(0,0,0,1);CHECKGLERROR
6453         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6454 }
6455
6456 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6457 {
6458         int i;
6459         mplane_t *p;
6460         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6461         {
6462                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6463                 if (i == 4)
6464                         continue;
6465                 p = r_refdef.view.frustum + i;
6466                 switch(p->signbits)
6467                 {
6468                 default:
6469                 case 0:
6470                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6471                                 return true;
6472                         break;
6473                 case 1:
6474                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6475                                 return true;
6476                         break;
6477                 case 2:
6478                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6479                                 return true;
6480                         break;
6481                 case 3:
6482                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6483                                 return true;
6484                         break;
6485                 case 4:
6486                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6487                                 return true;
6488                         break;
6489                 case 5:
6490                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6491                                 return true;
6492                         break;
6493                 case 6:
6494                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6495                                 return true;
6496                         break;
6497                 case 7:
6498                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6499                                 return true;
6500                         break;
6501                 }
6502         }
6503         return false;
6504 }
6505
6506 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6507 {
6508         int i;
6509         const mplane_t *p;
6510         for (i = 0;i < numplanes;i++)
6511         {
6512                 p = planes + i;
6513                 switch(p->signbits)
6514                 {
6515                 default:
6516                 case 0:
6517                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6518                                 return true;
6519                         break;
6520                 case 1:
6521                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6522                                 return true;
6523                         break;
6524                 case 2:
6525                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6526                                 return true;
6527                         break;
6528                 case 3:
6529                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6530                                 return true;
6531                         break;
6532                 case 4:
6533                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6534                                 return true;
6535                         break;
6536                 case 5:
6537                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6538                                 return true;
6539                         break;
6540                 case 6:
6541                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6542                                 return true;
6543                         break;
6544                 case 7:
6545                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6546                                 return true;
6547                         break;
6548                 }
6549         }
6550         return false;
6551 }
6552
6553 //==================================================================================
6554
6555 // LordHavoc: this stores temporary data used within the same frame
6556
6557 qboolean r_framedata_failed;
6558 static size_t r_framedata_size;
6559 static size_t r_framedata_current;
6560 static void *r_framedata_base;
6561
6562 void R_FrameData_Reset(void)
6563 {
6564         if (r_framedata_base)
6565                 Mem_Free(r_framedata_base);
6566         r_framedata_base = NULL;
6567         r_framedata_size = 0;
6568         r_framedata_current = 0;
6569         r_framedata_failed = false;
6570 }
6571
6572 void R_FrameData_NewFrame(void)
6573 {
6574         size_t wantedsize;
6575         if (r_framedata_failed)
6576                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6577         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6578         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6579         if (r_framedata_size != wantedsize)
6580         {
6581                 r_framedata_size = wantedsize;
6582                 if (r_framedata_base)
6583                         Mem_Free(r_framedata_base);
6584                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6585         }
6586         r_framedata_current = 0;
6587         r_framedata_failed = false;
6588 }
6589
6590 void *R_FrameData_Alloc(size_t size)
6591 {
6592         void *data;
6593
6594         // align to 16 byte boundary
6595         size = (size + 15) & ~15;
6596         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6597         r_framedata_current += size;
6598
6599         // check overflow
6600         if (r_framedata_current > r_framedata_size)
6601                 r_framedata_failed = true;
6602
6603         // return NULL on everything after a failure
6604         if (r_framedata_failed)
6605                 return NULL;
6606
6607         return data;
6608 }
6609
6610 void *R_FrameData_Store(size_t size, void *data)
6611 {
6612         void *d = R_FrameData_Alloc(size);
6613         if (d)
6614                 memcpy(d, data, size);
6615         return d;
6616 }
6617
6618 //==================================================================================
6619
6620 // LordHavoc: animcache originally written by Echon, rewritten since then
6621
6622 /**
6623  * Animation cache prevents re-generating mesh data for an animated model
6624  * multiple times in one frame for lighting, shadowing, reflections, etc.
6625  */
6626
6627 void R_AnimCache_Free(void)
6628 {
6629 }
6630
6631 void R_AnimCache_ClearCache(void)
6632 {
6633         int i;
6634         entity_render_t *ent;
6635
6636         for (i = 0;i < r_refdef.scene.numentities;i++)
6637         {
6638                 ent = r_refdef.scene.entities[i];
6639                 ent->animcache_vertex3f = NULL;
6640                 ent->animcache_normal3f = NULL;
6641                 ent->animcache_svector3f = NULL;
6642                 ent->animcache_tvector3f = NULL;
6643         }
6644 }
6645
6646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6647 {
6648         dp_model_t *model = ent->model;
6649         int numvertices;
6650         // see if it's already cached this frame
6651         if (ent->animcache_vertex3f)
6652         {
6653                 // add normals/tangents if needed
6654                 if (wantnormals || wanttangents)
6655                 {
6656                         if (ent->animcache_normal3f)
6657                                 wantnormals = false;
6658                         if (ent->animcache_svector3f)
6659                                 wanttangents = false;
6660                         if (wantnormals || wanttangents)
6661                         {
6662                                 numvertices = model->surfmesh.num_vertices;
6663                                 if (wantnormals)
6664                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6665                                 if (wanttangents)
6666                                 {
6667                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6668                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6669                                 }
6670                                 if (!r_framedata_failed)
6671                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6672                         }
6673                 }
6674         }
6675         else
6676         {
6677                 // see if this ent is worth caching
6678                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6679                         return false;
6680                 // get some memory for this entity and generate mesh data
6681                 numvertices = model->surfmesh.num_vertices;
6682                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6683                 if (wantnormals)
6684                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6685                 if (wanttangents)
6686                 {
6687                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6688                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6689                 }
6690                 if (!r_framedata_failed)
6691                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6692         }
6693         return !r_framedata_failed;
6694 }
6695
6696 void R_AnimCache_CacheVisibleEntities(void)
6697 {
6698         int i;
6699         qboolean wantnormals = !r_showsurfaces.integer;
6700         qboolean wanttangents = !r_showsurfaces.integer;
6701
6702         switch(vid.renderpath)
6703         {
6704         case RENDERPATH_GL20:
6705         case RENDERPATH_CGGL:
6706                 break;
6707         case RENDERPATH_GL13:
6708         case RENDERPATH_GL11:
6709                 wanttangents = false;
6710                 break;
6711         }
6712
6713         // TODO: thread this
6714         // NOTE: R_PrepareRTLights() also caches entities
6715
6716         for (i = 0;i < r_refdef.scene.numentities;i++)
6717                 if (r_refdef.viewcache.entityvisible[i])
6718                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6719
6720         if (r_shadows.integer)
6721                 for (i = 0;i < r_refdef.scene.numentities;i++)
6722                         if (!r_refdef.viewcache.entityvisible[i])
6723                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6724 }
6725
6726 //==================================================================================
6727
6728 static void R_View_UpdateEntityLighting (void)
6729 {
6730         int i;
6731         entity_render_t *ent;
6732         vec3_t tempdiffusenormal, avg;
6733         vec_t f, fa, fd, fdd;
6734
6735         for (i = 0;i < r_refdef.scene.numentities;i++)
6736         {
6737                 ent = r_refdef.scene.entities[i];
6738
6739                 // skip unseen models
6740                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6741                         continue;
6742
6743                 // skip bsp models
6744                 if (ent->model && ent->model->brush.num_leafs)
6745                 {
6746                         // TODO: use modellight for r_ambient settings on world?
6747                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6748                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6749                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6750                         continue;
6751                 }
6752
6753                 // fetch the lighting from the worldmodel data
6754                 VectorClear(ent->modellight_ambient);
6755                 VectorClear(ent->modellight_diffuse);
6756                 VectorClear(tempdiffusenormal);
6757                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6758                 {
6759                         vec3_t org;
6760                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6761                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6762                         if(ent->flags & RENDER_EQUALIZE)
6763                         {
6764                                 // first fix up ambient lighting...
6765                                 if(r_equalize_entities_minambient.value > 0)
6766                                 {
6767                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6768                                         if(fd > 0)
6769                                         {
6770                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6771                                                 if(fa < r_equalize_entities_minambient.value * fd)
6772                                                 {
6773                                                         // solve:
6774                                                         //   fa'/fd' = minambient
6775                                                         //   fa'+0.25*fd' = fa+0.25*fd
6776                                                         //   ...
6777                                                         //   fa' = fd' * minambient
6778                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6779                                                         //   ...
6780                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6781                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6782                                                         //   ...
6783                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6784                                                         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
6785                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6786                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6787                                                 }
6788                                         }
6789                                 }
6790
6791                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6792                                 {
6793                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6794                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6795                                         if(f > 0)
6796                                         {
6797                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6798                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6799                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6800                                         }
6801                                 }
6802                         }
6803                 }
6804                 else // highly rare
6805                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6806
6807                 // move the light direction into modelspace coordinates for lighting code
6808                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6809                 if(VectorLength2(ent->modellight_lightdir) == 0)
6810                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6811                 VectorNormalize(ent->modellight_lightdir);
6812         }
6813 }
6814
6815 #define MAX_LINEOFSIGHTTRACES 64
6816
6817 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6818 {
6819         int i;
6820         vec3_t boxmins, boxmaxs;
6821         vec3_t start;
6822         vec3_t end;
6823         dp_model_t *model = r_refdef.scene.worldmodel;
6824
6825         if (!model || !model->brush.TraceLineOfSight)
6826                 return true;
6827
6828         // expand the box a little
6829         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6830         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6831         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6832         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6833         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6834         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6835
6836         // return true if eye is inside enlarged box
6837         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6838                 return true;
6839
6840         // try center
6841         VectorCopy(eye, start);
6842         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6843         if (model->brush.TraceLineOfSight(model, start, end))
6844                 return true;
6845
6846         // try various random positions
6847         for (i = 0;i < numsamples;i++)
6848         {
6849                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6850                 if (model->brush.TraceLineOfSight(model, start, end))
6851                         return true;
6852         }
6853
6854         return false;
6855 }
6856
6857
6858 static void R_View_UpdateEntityVisible (void)
6859 {
6860         int i;
6861         int renderimask;
6862         int samples;
6863         entity_render_t *ent;
6864
6865         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6866         if (!r_drawviewmodel.integer)
6867                 renderimask |= RENDER_VIEWMODEL;
6868         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6869         {
6870                 // worldmodel can check visibility
6871                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6872                 for (i = 0;i < r_refdef.scene.numentities;i++)
6873                 {
6874                         ent = r_refdef.scene.entities[i];
6875                         if (!(ent->flags & renderimask))
6876                         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)))
6877                         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))
6878                                 r_refdef.viewcache.entityvisible[i] = true;
6879                 }
6880                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6881                 {
6882                         for (i = 0;i < r_refdef.scene.numentities;i++)
6883                         {
6884                                 ent = r_refdef.scene.entities[i];
6885                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6886                                 {
6887                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6888                                         if (samples < 0)
6889                                                 continue; // temp entities do pvs only
6890                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6891                                                 ent->last_trace_visibility = realtime;
6892                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6893                                                 r_refdef.viewcache.entityvisible[i] = 0;
6894                                 }
6895                         }
6896                 }
6897         }
6898         else
6899         {
6900                 // no worldmodel or it can't check visibility
6901                 for (i = 0;i < r_refdef.scene.numentities;i++)
6902                 {
6903                         ent = r_refdef.scene.entities[i];
6904                         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));
6905                 }
6906         }
6907 }
6908
6909 /// only used if skyrendermasked, and normally returns false
6910 int R_DrawBrushModelsSky (void)
6911 {
6912         int i, sky;
6913         entity_render_t *ent;
6914
6915         sky = false;
6916         for (i = 0;i < r_refdef.scene.numentities;i++)
6917         {
6918                 if (!r_refdef.viewcache.entityvisible[i])
6919                         continue;
6920                 ent = r_refdef.scene.entities[i];
6921                 if (!ent->model || !ent->model->DrawSky)
6922                         continue;
6923                 ent->model->DrawSky(ent);
6924                 sky = true;
6925         }
6926         return sky;
6927 }
6928
6929 static void R_DrawNoModel(entity_render_t *ent);
6930 static void R_DrawModels(void)
6931 {
6932         int i;
6933         entity_render_t *ent;
6934
6935         for (i = 0;i < r_refdef.scene.numentities;i++)
6936         {
6937                 if (!r_refdef.viewcache.entityvisible[i])
6938                         continue;
6939                 ent = r_refdef.scene.entities[i];
6940                 r_refdef.stats.entities++;
6941                 if (ent->model && ent->model->Draw != NULL)
6942                         ent->model->Draw(ent);
6943                 else
6944                         R_DrawNoModel(ent);
6945         }
6946 }
6947
6948 static void R_DrawModelsDepth(void)
6949 {
6950         int i;
6951         entity_render_t *ent;
6952
6953         for (i = 0;i < r_refdef.scene.numentities;i++)
6954         {
6955                 if (!r_refdef.viewcache.entityvisible[i])
6956                         continue;
6957                 ent = r_refdef.scene.entities[i];
6958                 if (ent->model && ent->model->DrawDepth != NULL)
6959                         ent->model->DrawDepth(ent);
6960         }
6961 }
6962
6963 static void R_DrawModelsDebug(void)
6964 {
6965         int i;
6966         entity_render_t *ent;
6967
6968         for (i = 0;i < r_refdef.scene.numentities;i++)
6969         {
6970                 if (!r_refdef.viewcache.entityvisible[i])
6971                         continue;
6972                 ent = r_refdef.scene.entities[i];
6973                 if (ent->model && ent->model->DrawDebug != NULL)
6974                         ent->model->DrawDebug(ent);
6975         }
6976 }
6977
6978 static void R_DrawModelsAddWaterPlanes(void)
6979 {
6980         int i;
6981         entity_render_t *ent;
6982
6983         for (i = 0;i < r_refdef.scene.numentities;i++)
6984         {
6985                 if (!r_refdef.viewcache.entityvisible[i])
6986                         continue;
6987                 ent = r_refdef.scene.entities[i];
6988                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6989                         ent->model->DrawAddWaterPlanes(ent);
6990         }
6991 }
6992
6993 static void R_View_SetFrustum(void)
6994 {
6995         int i;
6996         double slopex, slopey;
6997         vec3_t forward, left, up, origin;
6998
6999         // we can't trust r_refdef.view.forward and friends in reflected scenes
7000         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7001
7002 #if 0
7003         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7004         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7005         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7006         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7007         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7008         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7009         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7010         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7011         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7012         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7013         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7014         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7015 #endif
7016
7017 #if 0
7018         zNear = r_refdef.nearclip;
7019         nudge = 1.0 - 1.0 / (1<<23);
7020         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7021         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7022         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7023         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7024         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7025         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7026         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7027         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7028 #endif
7029
7030
7031
7032 #if 0
7033         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7034         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7035         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7036         r_refdef.view.frustum[0].dist = m[15] - m[12];
7037
7038         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7039         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7040         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7041         r_refdef.view.frustum[1].dist = m[15] + m[12];
7042
7043         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7044         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7045         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7046         r_refdef.view.frustum[2].dist = m[15] - m[13];
7047
7048         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7049         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7050         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7051         r_refdef.view.frustum[3].dist = m[15] + m[13];
7052
7053         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7054         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7055         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7056         r_refdef.view.frustum[4].dist = m[15] - m[14];
7057
7058         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7059         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7060         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7061         r_refdef.view.frustum[5].dist = m[15] + m[14];
7062 #endif
7063
7064         if (r_refdef.view.useperspective)
7065         {
7066                 slopex = 1.0 / r_refdef.view.frustum_x;
7067                 slopey = 1.0 / r_refdef.view.frustum_y;
7068                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7069                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7070                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7071                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7072                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7073
7074                 // Leaving those out was a mistake, those were in the old code, and they
7075                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7076                 // I couldn't reproduce it after adding those normalizations. --blub
7077                 VectorNormalize(r_refdef.view.frustum[0].normal);
7078                 VectorNormalize(r_refdef.view.frustum[1].normal);
7079                 VectorNormalize(r_refdef.view.frustum[2].normal);
7080                 VectorNormalize(r_refdef.view.frustum[3].normal);
7081
7082                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7083                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7084                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7085                 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]);
7086                 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]);
7087
7088                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7089                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7090                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7091                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7092                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7093         }
7094         else
7095         {
7096                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7097                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7098                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7099                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7100                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7101                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7102                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7103                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7104                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7105                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7106         }
7107         r_refdef.view.numfrustumplanes = 5;
7108
7109         if (r_refdef.view.useclipplane)
7110         {
7111                 r_refdef.view.numfrustumplanes = 6;
7112                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7113         }
7114
7115         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7116                 PlaneClassify(r_refdef.view.frustum + i);
7117
7118         // LordHavoc: note to all quake engine coders, Quake had a special case
7119         // for 90 degrees which assumed a square view (wrong), so I removed it,
7120         // Quake2 has it disabled as well.
7121
7122         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7123         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7124         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7125         //PlaneClassify(&frustum[0]);
7126
7127         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7128         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7129         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7130         //PlaneClassify(&frustum[1]);
7131
7132         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7133         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7134         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7135         //PlaneClassify(&frustum[2]);
7136
7137         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7138         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7139         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7140         //PlaneClassify(&frustum[3]);
7141
7142         // nearclip plane
7143         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7144         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7145         //PlaneClassify(&frustum[4]);
7146 }
7147
7148 void R_View_Update(void)
7149 {
7150         R_Main_ResizeViewCache();
7151         R_View_SetFrustum();
7152         R_View_WorldVisibility(r_refdef.view.useclipplane);
7153         R_View_UpdateEntityVisible();
7154         R_View_UpdateEntityLighting();
7155 }
7156
7157 void R_SetupView(qboolean allowwaterclippingplane)
7158 {
7159         const float *customclipplane = NULL;
7160         float plane[4];
7161         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7162         {
7163                 // LordHavoc: couldn't figure out how to make this approach the
7164                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7165                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7166                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7167                         dist = r_refdef.view.clipplane.dist;
7168                 plane[0] = r_refdef.view.clipplane.normal[0];
7169                 plane[1] = r_refdef.view.clipplane.normal[1];
7170                 plane[2] = r_refdef.view.clipplane.normal[2];
7171                 plane[3] = dist;
7172                 customclipplane = plane;
7173         }
7174
7175         if (!r_refdef.view.useperspective)
7176                 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);
7177         else if (vid.stencil && r_useinfinitefarclip.integer)
7178                 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);
7179         else
7180                 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);
7181         R_SetViewport(&r_refdef.view.viewport);
7182 }
7183
7184 void R_EntityMatrix(const matrix4x4_t *matrix)
7185 {
7186         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7187         {
7188                 gl_modelmatrixchanged = false;
7189                 gl_modelmatrix = *matrix;
7190                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7191                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7192                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7193                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7194                 CHECKGLERROR
7195                 switch(vid.renderpath)
7196                 {
7197                 case RENDERPATH_GL20:
7198                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7199                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7200                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7201                         break;
7202                 case RENDERPATH_CGGL:
7203 #ifdef SUPPORTCG
7204                         CHECKCGERROR
7205                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7206                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7207                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7208 #endif
7209                         break;
7210                 case RENDERPATH_GL13:
7211                 case RENDERPATH_GL11:
7212                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7213                         break;
7214                 }
7215         }
7216 }
7217
7218 void R_ResetViewRendering2D(void)
7219 {
7220         r_viewport_t viewport;
7221         DrawQ_Finish();
7222
7223         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7224         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);
7225         R_SetViewport(&viewport);
7226         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7227         GL_Color(1, 1, 1, 1);
7228         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7229         GL_BlendFunc(GL_ONE, GL_ZERO);
7230         GL_AlphaTest(false);
7231         GL_ScissorTest(false);
7232         GL_DepthMask(false);
7233         GL_DepthRange(0, 1);
7234         GL_DepthTest(false);
7235         R_EntityMatrix(&identitymatrix);
7236         R_Mesh_ResetTextureState();
7237         GL_PolygonOffset(0, 0);
7238         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7239         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7240         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7241         qglStencilMask(~0);CHECKGLERROR
7242         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7243         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7244         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7245 }
7246
7247 void R_ResetViewRendering3D(void)
7248 {
7249         DrawQ_Finish();
7250
7251         R_SetupView(true);
7252         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7253         GL_Color(1, 1, 1, 1);
7254         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7255         GL_BlendFunc(GL_ONE, GL_ZERO);
7256         GL_AlphaTest(false);
7257         GL_ScissorTest(true);
7258         GL_DepthMask(true);
7259         GL_DepthRange(0, 1);
7260         GL_DepthTest(true);
7261         R_EntityMatrix(&identitymatrix);
7262         R_Mesh_ResetTextureState();
7263         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7264         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7265         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7266         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7267         qglStencilMask(~0);CHECKGLERROR
7268         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7269         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7270         GL_CullFace(r_refdef.view.cullface_back);
7271 }
7272
7273 void R_RenderScene(void);
7274 void R_RenderWaterPlanes(void);
7275
7276 static void R_Water_StartFrame(void)
7277 {
7278         int i;
7279         int waterwidth, waterheight, texturewidth, textureheight;
7280         r_waterstate_waterplane_t *p;
7281
7282         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7283                 return;
7284
7285         switch(vid.renderpath)
7286         {
7287         case RENDERPATH_GL20:
7288         case RENDERPATH_CGGL:
7289                 break;
7290         case RENDERPATH_GL13:
7291         case RENDERPATH_GL11:
7292                 return;
7293         }
7294
7295         // set waterwidth and waterheight to the water resolution that will be
7296         // used (often less than the screen resolution for faster rendering)
7297         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7298         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7299
7300         // calculate desired texture sizes
7301         // can't use water if the card does not support the texture size
7302         if (!r_water.integer || r_showsurfaces.integer)
7303                 texturewidth = textureheight = waterwidth = waterheight = 0;
7304         else if (vid.support.arb_texture_non_power_of_two)
7305         {
7306                 texturewidth = waterwidth;
7307                 textureheight = waterheight;
7308         }
7309         else
7310         {
7311                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7312                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7313         }
7314
7315         // allocate textures as needed
7316         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7317         {
7318                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7319                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7320                 {
7321                         if (p->texture_refraction)
7322                                 R_FreeTexture(p->texture_refraction);
7323                         p->texture_refraction = NULL;
7324                         if (p->texture_reflection)
7325                                 R_FreeTexture(p->texture_reflection);
7326                         p->texture_reflection = NULL;
7327                 }
7328                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7329                 r_waterstate.texturewidth = texturewidth;
7330                 r_waterstate.textureheight = textureheight;
7331         }
7332
7333         if (r_waterstate.texturewidth)
7334         {
7335                 r_waterstate.enabled = true;
7336
7337                 // when doing a reduced render (HDR) we want to use a smaller area
7338                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7339                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7340
7341                 // set up variables that will be used in shader setup
7342                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7343                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7344                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7345                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7346         }
7347
7348         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7349         r_waterstate.numwaterplanes = 0;
7350 }
7351
7352 void R_Water_AddWaterPlane(msurface_t *surface)
7353 {
7354         int triangleindex, planeindex;
7355         const int *e;
7356         vec3_t vert[3];
7357         vec3_t normal;
7358         vec3_t center;
7359         mplane_t plane;
7360         r_waterstate_waterplane_t *p;
7361         texture_t *t = R_GetCurrentTexture(surface->texture);
7362         // just use the first triangle with a valid normal for any decisions
7363         VectorClear(normal);
7364         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7365         {
7366                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7367                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7368                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7369                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7370                 if (VectorLength2(normal) >= 0.001)
7371                         break;
7372         }
7373
7374         VectorCopy(normal, plane.normal);
7375         VectorNormalize(plane.normal);
7376         plane.dist = DotProduct(vert[0], plane.normal);
7377         PlaneClassify(&plane);
7378         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7379         {
7380                 // skip backfaces (except if nocullface is set)
7381                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7382                         return;
7383                 VectorNegate(plane.normal, plane.normal);
7384                 plane.dist *= -1;
7385                 PlaneClassify(&plane);
7386         }
7387
7388
7389         // find a matching plane if there is one
7390         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7391                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7392                         break;
7393         if (planeindex >= r_waterstate.maxwaterplanes)
7394                 return; // nothing we can do, out of planes
7395
7396         // if this triangle does not fit any known plane rendered this frame, add one
7397         if (planeindex >= r_waterstate.numwaterplanes)
7398         {
7399                 // store the new plane
7400                 r_waterstate.numwaterplanes++;
7401                 p->plane = plane;
7402                 // clear materialflags and pvs
7403                 p->materialflags = 0;
7404                 p->pvsvalid = false;
7405         }
7406         // merge this surface's materialflags into the waterplane
7407         p->materialflags |= t->currentmaterialflags;
7408         // merge this surface's PVS into the waterplane
7409         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7410         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7411          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7412         {
7413                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7414                 p->pvsvalid = true;
7415         }
7416 }
7417
7418 static void R_Water_ProcessPlanes(void)
7419 {
7420         r_refdef_view_t originalview;
7421         r_refdef_view_t myview;
7422         int planeindex;
7423         r_waterstate_waterplane_t *p;
7424
7425         originalview = r_refdef.view;
7426
7427         // make sure enough textures are allocated
7428         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7429         {
7430                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7431                 {
7432                         if (!p->texture_refraction)
7433                                 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);
7434                         if (!p->texture_refraction)
7435                                 goto error;
7436                 }
7437
7438                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7439                 {
7440                         if (!p->texture_reflection)
7441                                 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);
7442                         if (!p->texture_reflection)
7443                                 goto error;
7444                 }
7445         }
7446
7447         // render views
7448         r_refdef.view = originalview;
7449         r_refdef.view.showdebug = false;
7450         r_refdef.view.width = r_waterstate.waterwidth;
7451         r_refdef.view.height = r_waterstate.waterheight;
7452         r_refdef.view.useclipplane = true;
7453         myview = r_refdef.view;
7454         r_waterstate.renderingscene = true;
7455         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7456         {
7457                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7458                 {
7459                         r_refdef.view = myview;
7460                         // render reflected scene and copy into texture
7461                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7462                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7463                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7464                         r_refdef.view.clipplane = p->plane;
7465                         // reverse the cullface settings for this render
7466                         r_refdef.view.cullface_front = GL_FRONT;
7467                         r_refdef.view.cullface_back = GL_BACK;
7468                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7469                         {
7470                                 r_refdef.view.usecustompvs = true;
7471                                 if (p->pvsvalid)
7472                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7473                                 else
7474                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7475                         }
7476
7477                         R_ResetViewRendering3D();
7478                         R_ClearScreen(r_refdef.fogenabled);
7479                         R_View_Update();
7480                         R_RenderScene();
7481
7482                         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);
7483                 }
7484
7485                 // render the normal view scene and copy into texture
7486                 // (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)
7487                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7488                 {
7489                         r_refdef.view = myview;
7490                         r_refdef.view.clipplane = p->plane;
7491                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7492                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7493                         PlaneClassify(&r_refdef.view.clipplane);
7494
7495                         R_ResetViewRendering3D();
7496                         R_ClearScreen(r_refdef.fogenabled);
7497                         R_View_Update();
7498                         R_RenderScene();
7499
7500                         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);
7501                 }
7502
7503         }
7504         r_waterstate.renderingscene = false;
7505         r_refdef.view = originalview;
7506         R_ResetViewRendering3D();
7507         R_ClearScreen(r_refdef.fogenabled);
7508         R_View_Update();
7509         return;
7510 error:
7511         r_refdef.view = originalview;
7512         r_waterstate.renderingscene = false;
7513         Cvar_SetValueQuick(&r_water, 0);
7514         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7515         return;
7516 }
7517
7518 void R_Bloom_StartFrame(void)
7519 {
7520         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7521
7522         switch(vid.renderpath)
7523         {
7524         case RENDERPATH_GL20:
7525         case RENDERPATH_CGGL:
7526                 break;
7527         case RENDERPATH_GL13:
7528         case RENDERPATH_GL11:
7529                 return;
7530         }
7531
7532         // set bloomwidth and bloomheight to the bloom resolution that will be
7533         // used (often less than the screen resolution for faster rendering)
7534         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7535         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7536         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7537         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7538         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7539
7540         // calculate desired texture sizes
7541         if (vid.support.arb_texture_non_power_of_two)
7542         {
7543                 screentexturewidth = r_refdef.view.width;
7544                 screentextureheight = r_refdef.view.height;
7545                 bloomtexturewidth = r_bloomstate.bloomwidth;
7546                 bloomtextureheight = r_bloomstate.bloomheight;
7547         }
7548         else
7549         {
7550                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7551                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7552                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7553                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7554         }
7555
7556         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))
7557         {
7558                 Cvar_SetValueQuick(&r_hdr, 0);
7559                 Cvar_SetValueQuick(&r_bloom, 0);
7560                 Cvar_SetValueQuick(&r_motionblur, 0);
7561                 Cvar_SetValueQuick(&r_damageblur, 0);
7562         }
7563
7564         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)))
7565                 screentexturewidth = screentextureheight = 0;
7566         if (!r_hdr.integer && !r_bloom.integer)
7567                 bloomtexturewidth = bloomtextureheight = 0;
7568
7569         // allocate textures as needed
7570         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7571         {
7572                 if (r_bloomstate.texture_screen)
7573                         R_FreeTexture(r_bloomstate.texture_screen);
7574                 r_bloomstate.texture_screen = NULL;
7575                 r_bloomstate.screentexturewidth = screentexturewidth;
7576                 r_bloomstate.screentextureheight = screentextureheight;
7577                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7578                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7579         }
7580         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7581         {
7582                 if (r_bloomstate.texture_bloom)
7583                         R_FreeTexture(r_bloomstate.texture_bloom);
7584                 r_bloomstate.texture_bloom = NULL;
7585                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7586                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7587                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7588                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7589         }
7590
7591         // when doing a reduced render (HDR) we want to use a smaller area
7592         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7593         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7594         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7595         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7596         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7597
7598         // set up a texcoord array for the full resolution screen image
7599         // (we have to keep this around to copy back during final render)
7600         r_bloomstate.screentexcoord2f[0] = 0;
7601         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7602         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7603         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7604         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7605         r_bloomstate.screentexcoord2f[5] = 0;
7606         r_bloomstate.screentexcoord2f[6] = 0;
7607         r_bloomstate.screentexcoord2f[7] = 0;
7608
7609         // set up a texcoord array for the reduced resolution bloom image
7610         // (which will be additive blended over the screen image)
7611         r_bloomstate.bloomtexcoord2f[0] = 0;
7612         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7613         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7614         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7615         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7616         r_bloomstate.bloomtexcoord2f[5] = 0;
7617         r_bloomstate.bloomtexcoord2f[6] = 0;
7618         r_bloomstate.bloomtexcoord2f[7] = 0;
7619
7620         if (r_hdr.integer || r_bloom.integer)
7621         {
7622                 r_bloomstate.enabled = true;
7623                 r_bloomstate.hdr = r_hdr.integer != 0;
7624         }
7625
7626         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);
7627 }
7628
7629 void R_Bloom_CopyBloomTexture(float colorscale)
7630 {
7631         r_refdef.stats.bloom++;
7632
7633         // scale down screen texture to the bloom texture size
7634         CHECKGLERROR
7635         R_SetViewport(&r_bloomstate.viewport);
7636         GL_BlendFunc(GL_ONE, GL_ZERO);
7637         GL_Color(colorscale, colorscale, colorscale, 1);
7638         // TODO: optimize with multitexture or GLSL
7639         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7640         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7641         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7642         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7643
7644         // we now have a bloom image in the framebuffer
7645         // copy it into the bloom image texture for later processing
7646         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);
7647         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7648 }
7649
7650 void R_Bloom_CopyHDRTexture(void)
7651 {
7652         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);
7653         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7654 }
7655
7656 void R_Bloom_MakeTexture(void)
7657 {
7658         int x, range, dir;
7659         float xoffset, yoffset, r, brighten;
7660
7661         r_refdef.stats.bloom++;
7662
7663         R_ResetViewRendering2D();
7664         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7665         R_Mesh_ColorPointer(NULL, 0, 0);
7666
7667         // we have a bloom image in the framebuffer
7668         CHECKGLERROR
7669         R_SetViewport(&r_bloomstate.viewport);
7670
7671         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7672         {
7673                 x *= 2;
7674                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7675                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7676                 GL_Color(r, r, r, 1);
7677                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7678                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7679                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7680                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7681
7682                 // copy the vertically blurred bloom view to a texture
7683                 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);
7684                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7685         }
7686
7687         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7688         brighten = r_bloom_brighten.value;
7689         if (r_hdr.integer)
7690                 brighten *= r_hdr_range.value;
7691         brighten = sqrt(brighten);
7692         if(range >= 1)
7693                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7694         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7695         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7696
7697         for (dir = 0;dir < 2;dir++)
7698         {
7699                 // blend on at multiple vertical offsets to achieve a vertical blur
7700                 // TODO: do offset blends using GLSL
7701                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7702                 GL_BlendFunc(GL_ONE, GL_ZERO);
7703                 for (x = -range;x <= range;x++)
7704                 {
7705                         if (!dir){xoffset = 0;yoffset = x;}
7706                         else {xoffset = x;yoffset = 0;}
7707                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7708                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7709                         // compute a texcoord array with the specified x and y offset
7710                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7711                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7712                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7713                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7714                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7715                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7716                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7717                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7718                         // this r value looks like a 'dot' particle, fading sharply to
7719                         // black at the edges
7720                         // (probably not realistic but looks good enough)
7721                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7722                         //r = brighten/(range*2+1);
7723                         r = brighten / (range * 2 + 1);
7724                         if(range >= 1)
7725                                 r *= (1 - x*x/(float)(range*range));
7726                         GL_Color(r, r, r, 1);
7727                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7728                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7729                         GL_BlendFunc(GL_ONE, GL_ONE);
7730                 }
7731
7732                 // copy the vertically blurred bloom view to a texture
7733                 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);
7734                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7735         }
7736
7737         // apply subtract last
7738         // (just like it would be in a GLSL shader)
7739         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7740         {
7741                 GL_BlendFunc(GL_ONE, GL_ZERO);
7742                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7743                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7744                 GL_Color(1, 1, 1, 1);
7745                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7746                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7747
7748                 GL_BlendFunc(GL_ONE, GL_ONE);
7749                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7750                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7751                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7752                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7753                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7754                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7755                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7756
7757                 // copy the darkened bloom view to a texture
7758                 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);
7759                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7760         }
7761 }
7762
7763 void R_HDR_RenderBloomTexture(void)
7764 {
7765         int oldwidth, oldheight;
7766         float oldcolorscale;
7767
7768         oldcolorscale = r_refdef.view.colorscale;
7769         oldwidth = r_refdef.view.width;
7770         oldheight = r_refdef.view.height;
7771         r_refdef.view.width = r_bloomstate.bloomwidth;
7772         r_refdef.view.height = r_bloomstate.bloomheight;
7773
7774         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7775         // TODO: add exposure compensation features
7776         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7777
7778         r_refdef.view.showdebug = false;
7779         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7780
7781         R_ResetViewRendering3D();
7782
7783         R_ClearScreen(r_refdef.fogenabled);
7784         if (r_timereport_active)
7785                 R_TimeReport("HDRclear");
7786
7787         R_View_Update();
7788         if (r_timereport_active)
7789                 R_TimeReport("visibility");
7790
7791         // only do secondary renders with HDR if r_hdr is 2 or higher
7792         r_waterstate.numwaterplanes = 0;
7793         if (r_waterstate.enabled && r_hdr.integer >= 2)
7794                 R_RenderWaterPlanes();
7795
7796         r_refdef.view.showdebug = true;
7797         R_RenderScene();
7798         r_waterstate.numwaterplanes = 0;
7799
7800         R_ResetViewRendering2D();
7801
7802         R_Bloom_CopyHDRTexture();
7803         R_Bloom_MakeTexture();
7804
7805         // restore the view settings
7806         r_refdef.view.width = oldwidth;
7807         r_refdef.view.height = oldheight;
7808         r_refdef.view.colorscale = oldcolorscale;
7809
7810         R_ResetViewRendering3D();
7811
7812         R_ClearScreen(r_refdef.fogenabled);
7813         if (r_timereport_active)
7814                 R_TimeReport("viewclear");
7815 }
7816
7817 static void R_BlendView(void)
7818 {
7819         unsigned int permutation;
7820         float uservecs[4][4];
7821
7822         switch (vid.renderpath)
7823         {
7824         case RENDERPATH_GL20:
7825         case RENDERPATH_CGGL:
7826                 permutation =
7827                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7828                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7829                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7830                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7831                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7832
7833                 if (r_bloomstate.texture_screen)
7834                 {
7835                         // make sure the buffer is available
7836                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7837
7838                         R_ResetViewRendering2D();
7839                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7840                         R_Mesh_ColorPointer(NULL, 0, 0);
7841
7842                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7843                         {
7844                                 // declare variables
7845                                 float speed;
7846                                 static float avgspeed;
7847
7848                                 speed = VectorLength(cl.movement_velocity);
7849
7850                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7851                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7852
7853                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7854                                 speed = bound(0, speed, 1);
7855                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7856
7857                                 // calculate values into a standard alpha
7858                                 cl.motionbluralpha = 1 - exp(-
7859                                                 (
7860                                                  (r_motionblur.value * speed / 80)
7861                                                  +
7862                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7863                                                 )
7864                                                 /
7865                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7866                                            );
7867
7868                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7869                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7870                                 // apply the blur
7871                                 if (cl.motionbluralpha > 0)
7872                                 {
7873                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7874                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7875                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7876                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7877                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7878                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7879                                 }
7880                         }
7881
7882                         // copy view into the screen texture
7883                         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);
7884                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7885                 }
7886                 else if (!r_bloomstate.texture_bloom)
7887                 {
7888                         // we may still have to do view tint...
7889                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7890                         {
7891                                 // apply a color tint to the whole view
7892                                 R_ResetViewRendering2D();
7893                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7894                                 R_Mesh_ColorPointer(NULL, 0, 0);
7895                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7896                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7897                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7898                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7899                         }
7900                         break; // no screen processing, no bloom, skip it
7901                 }
7902
7903                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7904                 {
7905                         // render simple bloom effect
7906                         // copy the screen and shrink it and darken it for the bloom process
7907                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7908                         // make the bloom texture
7909                         R_Bloom_MakeTexture();
7910                 }
7911
7912 #if _MSC_VER >= 1400
7913 #define sscanf sscanf_s
7914 #endif
7915                 memset(uservecs, 0, sizeof(uservecs));
7916                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7917                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7918                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7919                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7920
7921                 R_ResetViewRendering2D();
7922                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7923                 R_Mesh_ColorPointer(NULL, 0, 0);
7924                 GL_Color(1, 1, 1, 1);
7925                 GL_BlendFunc(GL_ONE, GL_ZERO);
7926                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7927                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7928
7929                 switch(vid.renderpath)
7930                 {
7931                 case RENDERPATH_GL20:
7932                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7933                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7934                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7935                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7936                         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]);
7937                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7938                         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]);
7939                         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]);
7940                         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]);
7941                         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]);
7942                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7943                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7944                         break;
7945                 case RENDERPATH_CGGL:
7946 #ifdef SUPPORTCG
7947                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7948                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7949                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7950                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7951                         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
7952                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7953                         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
7954                         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
7955                         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
7956                         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
7957                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7958                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7959 #endif
7960                         break;
7961                 default:
7962                         break;
7963                 }
7964                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7965                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7966                 break;
7967         case RENDERPATH_GL13:
7968         case RENDERPATH_GL11:
7969                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7970                 {
7971                         // apply a color tint to the whole view
7972                         R_ResetViewRendering2D();
7973                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7974                         R_Mesh_ColorPointer(NULL, 0, 0);
7975                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7976                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7977                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7978                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7979                 }
7980                 break;
7981         }
7982 }
7983
7984 matrix4x4_t r_waterscrollmatrix;
7985
7986 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7987 {
7988         if (r_refdef.fog_density)
7989         {
7990                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7991                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7992                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7993
7994                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7995                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7996                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7997                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7998
7999                 {
8000                         vec3_t fogvec;
8001                         VectorCopy(r_refdef.fogcolor, fogvec);
8002                         //   color.rgb *= ContrastBoost * SceneBrightness;
8003                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8004                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8005                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8006                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8007                 }
8008         }
8009 }
8010
8011 void R_UpdateVariables(void)
8012 {
8013         R_Textures_Frame();
8014
8015         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8016
8017         r_refdef.farclip = r_farclip_base.value;
8018         if (r_refdef.scene.worldmodel)
8019                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8020         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8021
8022         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8023                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8024         r_refdef.polygonfactor = 0;
8025         r_refdef.polygonoffset = 0;
8026         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8027         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8028
8029         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8030         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8031         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8032         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8033         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8034         if (r_showsurfaces.integer)
8035         {
8036                 r_refdef.scene.rtworld = false;
8037                 r_refdef.scene.rtworldshadows = false;
8038                 r_refdef.scene.rtdlight = false;
8039                 r_refdef.scene.rtdlightshadows = false;
8040                 r_refdef.lightmapintensity = 0;
8041         }
8042
8043         if (gamemode == GAME_NEHAHRA)
8044         {
8045                 if (gl_fogenable.integer)
8046                 {
8047                         r_refdef.oldgl_fogenable = true;
8048                         r_refdef.fog_density = gl_fogdensity.value;
8049                         r_refdef.fog_red = gl_fogred.value;
8050                         r_refdef.fog_green = gl_foggreen.value;
8051                         r_refdef.fog_blue = gl_fogblue.value;
8052                         r_refdef.fog_alpha = 1;
8053                         r_refdef.fog_start = 0;
8054                         r_refdef.fog_end = gl_skyclip.value;
8055                         r_refdef.fog_height = 1<<30;
8056                         r_refdef.fog_fadedepth = 128;
8057                 }
8058                 else if (r_refdef.oldgl_fogenable)
8059                 {
8060                         r_refdef.oldgl_fogenable = false;
8061                         r_refdef.fog_density = 0;
8062                         r_refdef.fog_red = 0;
8063                         r_refdef.fog_green = 0;
8064                         r_refdef.fog_blue = 0;
8065                         r_refdef.fog_alpha = 0;
8066                         r_refdef.fog_start = 0;
8067                         r_refdef.fog_end = 0;
8068                         r_refdef.fog_height = 1<<30;
8069                         r_refdef.fog_fadedepth = 128;
8070                 }
8071         }
8072
8073         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8074         r_refdef.fog_start = max(0, r_refdef.fog_start);
8075         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8076
8077         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8078
8079         if (r_refdef.fog_density && r_drawfog.integer)
8080         {
8081                 r_refdef.fogenabled = true;
8082                 // this is the point where the fog reaches 0.9986 alpha, which we
8083                 // consider a good enough cutoff point for the texture
8084                 // (0.9986 * 256 == 255.6)
8085                 if (r_fog_exp2.integer)
8086                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8087                 else
8088                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8089                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8090                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8091                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8092                 // fog color was already set
8093                 // update the fog texture
8094                 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)
8095                         R_BuildFogTexture();
8096         }
8097         else
8098                 r_refdef.fogenabled = false;
8099
8100         switch(vid.renderpath)
8101         {
8102         case RENDERPATH_GL20:
8103         case RENDERPATH_CGGL:
8104                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8105                 {
8106                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8107                         {
8108                                 // build GLSL gamma texture
8109 #define RAMPWIDTH 256
8110                                 unsigned short ramp[RAMPWIDTH * 3];
8111                                 unsigned char rampbgr[RAMPWIDTH][4];
8112                                 int i;
8113
8114                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8115
8116                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8117                                 for(i = 0; i < RAMPWIDTH; ++i)
8118                                 {
8119                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8120                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8121                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8122                                         rampbgr[i][3] = 0;
8123                                 }
8124                                 if (r_texture_gammaramps)
8125                                 {
8126                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8127                                 }
8128                                 else
8129                                 {
8130                                         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);
8131                                 }
8132                         }
8133                 }
8134                 else
8135                 {
8136                         // remove GLSL gamma texture
8137                 }
8138                 break;
8139         case RENDERPATH_GL13:
8140         case RENDERPATH_GL11:
8141                 break;
8142         }
8143 }
8144
8145 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8146 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8147 /*
8148 ================
8149 R_SelectScene
8150 ================
8151 */
8152 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8153         if( scenetype != r_currentscenetype ) {
8154                 // store the old scenetype
8155                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8156                 r_currentscenetype = scenetype;
8157                 // move in the new scene
8158                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8159         }
8160 }
8161
8162 /*
8163 ================
8164 R_GetScenePointer
8165 ================
8166 */
8167 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8168 {
8169         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8170         if( scenetype == r_currentscenetype ) {
8171                 return &r_refdef.scene;
8172         } else {
8173                 return &r_scenes_store[ scenetype ];
8174         }
8175 }
8176
8177 /*
8178 ================
8179 R_RenderView
8180 ================
8181 */
8182 void R_RenderView(void)
8183 {
8184         if (r_timereport_active)
8185                 R_TimeReport("start");
8186         r_textureframe++; // used only by R_GetCurrentTexture
8187         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8188
8189         if (!r_drawentities.integer)
8190                 r_refdef.scene.numentities = 0;
8191
8192         R_AnimCache_ClearCache();
8193         R_FrameData_NewFrame();
8194
8195         if (r_refdef.view.isoverlay)
8196         {
8197                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8198                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8199                 R_TimeReport("depthclear");
8200
8201                 r_refdef.view.showdebug = false;
8202
8203                 r_waterstate.enabled = false;
8204                 r_waterstate.numwaterplanes = 0;
8205
8206                 R_RenderScene();
8207
8208                 CHECKGLERROR
8209                 return;
8210         }
8211
8212         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8213                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8214
8215         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8216
8217         // break apart the view matrix into vectors for various purposes
8218         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8219         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8220         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8221         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8222         // make an inverted copy of the view matrix for tracking sprites
8223         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8224
8225         R_Shadow_UpdateWorldLightSelection();
8226
8227         R_Bloom_StartFrame();
8228         R_Water_StartFrame();
8229
8230         CHECKGLERROR
8231         if (r_timereport_active)
8232                 R_TimeReport("viewsetup");
8233
8234         R_ResetViewRendering3D();
8235
8236         if (r_refdef.view.clear || r_refdef.fogenabled)
8237         {
8238                 R_ClearScreen(r_refdef.fogenabled);
8239                 if (r_timereport_active)
8240                         R_TimeReport("viewclear");
8241         }
8242         r_refdef.view.clear = true;
8243
8244         // this produces a bloom texture to be used in R_BlendView() later
8245         if (r_hdr.integer && r_bloomstate.bloomwidth)
8246         {
8247                 R_HDR_RenderBloomTexture();
8248                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8249                 r_textureframe++; // used only by R_GetCurrentTexture
8250         }
8251
8252         r_refdef.view.showdebug = true;
8253
8254         R_View_Update();
8255         if (r_timereport_active)
8256                 R_TimeReport("visibility");
8257
8258         r_waterstate.numwaterplanes = 0;
8259         if (r_waterstate.enabled)
8260                 R_RenderWaterPlanes();
8261
8262         R_RenderScene();
8263         r_waterstate.numwaterplanes = 0;
8264
8265         R_BlendView();
8266         if (r_timereport_active)
8267                 R_TimeReport("blendview");
8268
8269         GL_Scissor(0, 0, vid.width, vid.height);
8270         GL_ScissorTest(false);
8271         CHECKGLERROR
8272 }
8273
8274 void R_RenderWaterPlanes(void)
8275 {
8276         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8277         {
8278                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8279                 if (r_timereport_active)
8280                         R_TimeReport("waterworld");
8281         }
8282
8283         // don't let sound skip if going slow
8284         if (r_refdef.scene.extraupdate)
8285                 S_ExtraUpdate ();
8286
8287         R_DrawModelsAddWaterPlanes();
8288         if (r_timereport_active)
8289                 R_TimeReport("watermodels");
8290
8291         if (r_waterstate.numwaterplanes)
8292         {
8293                 R_Water_ProcessPlanes();
8294                 if (r_timereport_active)
8295                         R_TimeReport("waterscenes");
8296         }
8297 }
8298
8299 extern void R_DrawLightningBeams (void);
8300 extern void VM_CL_AddPolygonsToMeshQueue (void);
8301 extern void R_DrawPortals (void);
8302 extern cvar_t cl_locs_show;
8303 static void R_DrawLocs(void);
8304 static void R_DrawEntityBBoxes(void);
8305 static void R_DrawModelDecals(void);
8306 extern void R_DrawModelShadows(void);
8307 extern void R_DrawModelShadowMaps(void);
8308 extern cvar_t cl_decals_newsystem;
8309 extern qboolean r_shadow_usingdeferredprepass;
8310 void R_RenderScene(void)
8311 {
8312         qboolean shadowmapping = false;
8313
8314         r_refdef.stats.renders++;
8315
8316         R_UpdateFogColor();
8317
8318         // don't let sound skip if going slow
8319         if (r_refdef.scene.extraupdate)
8320                 S_ExtraUpdate ();
8321
8322         R_MeshQueue_BeginScene();
8323
8324         R_SkyStartFrame();
8325
8326         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);
8327
8328         if (cl.csqc_vidvars.drawworld)
8329         {
8330                 // don't let sound skip if going slow
8331                 if (r_refdef.scene.extraupdate)
8332                         S_ExtraUpdate ();
8333
8334                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8335                 {
8336                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8337                         if (r_timereport_active)
8338                                 R_TimeReport("worldsky");
8339                 }
8340
8341                 if (R_DrawBrushModelsSky() && r_timereport_active)
8342                         R_TimeReport("bmodelsky");
8343
8344                 if (skyrendermasked && skyrenderlater)
8345                 {
8346                         // we have to force off the water clipping plane while rendering sky
8347                         R_SetupView(false);
8348                         R_Sky();
8349                         R_SetupView(true);
8350                         if (r_timereport_active)
8351                                 R_TimeReport("sky");
8352                 }
8353         }
8354
8355         R_AnimCache_CacheVisibleEntities();
8356         if (r_timereport_active)
8357                 R_TimeReport("animation");
8358
8359         R_Shadow_PrepareLights();
8360         if (r_timereport_active)
8361                 R_TimeReport("preparelights");
8362
8363         if (R_Shadow_ShadowMappingEnabled())
8364                 shadowmapping = true;
8365
8366         if (r_shadow_usingdeferredprepass)
8367                 R_Shadow_DrawPrepass();
8368
8369         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8370         {
8371                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8372                 if (r_timereport_active)
8373                         R_TimeReport("worlddepth");
8374         }
8375         if (r_depthfirst.integer >= 2)
8376         {
8377                 R_DrawModelsDepth();
8378                 if (r_timereport_active)
8379                         R_TimeReport("modeldepth");
8380         }
8381
8382         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8383         {
8384                 R_DrawModelShadowMaps();
8385                 R_ResetViewRendering3D();
8386                 // don't let sound skip if going slow
8387                 if (r_refdef.scene.extraupdate)
8388                         S_ExtraUpdate ();
8389         }
8390
8391         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8392         {
8393                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8394                 if (r_timereport_active)
8395                         R_TimeReport("world");
8396         }
8397
8398         // don't let sound skip if going slow
8399         if (r_refdef.scene.extraupdate)
8400                 S_ExtraUpdate ();
8401
8402         R_DrawModels();
8403         if (r_timereport_active)
8404                 R_TimeReport("models");
8405
8406         // don't let sound skip if going slow
8407         if (r_refdef.scene.extraupdate)
8408                 S_ExtraUpdate ();
8409
8410         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8411         {
8412                 R_DrawModelShadows();
8413                 R_ResetViewRendering3D();
8414                 // don't let sound skip if going slow
8415                 if (r_refdef.scene.extraupdate)
8416                         S_ExtraUpdate ();
8417         }
8418
8419         if (!r_shadow_usingdeferredprepass)
8420         {
8421                 R_Shadow_DrawLights();
8422                 if (r_timereport_active)
8423                         R_TimeReport("rtlights");
8424         }
8425
8426         // don't let sound skip if going slow
8427         if (r_refdef.scene.extraupdate)
8428                 S_ExtraUpdate ();
8429
8430         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8431         {
8432                 R_DrawModelShadows();
8433                 R_ResetViewRendering3D();
8434                 // don't let sound skip if going slow
8435                 if (r_refdef.scene.extraupdate)
8436                         S_ExtraUpdate ();
8437         }
8438
8439         if (cl.csqc_vidvars.drawworld)
8440         {
8441                 if (cl_decals_newsystem.integer)
8442                 {
8443                         R_DrawModelDecals();
8444                         if (r_timereport_active)
8445                                 R_TimeReport("modeldecals");
8446                 }
8447                 else
8448                 {
8449                         R_DrawDecals();
8450                         if (r_timereport_active)
8451                                 R_TimeReport("decals");
8452                 }
8453
8454                 R_DrawParticles();
8455                 if (r_timereport_active)
8456                         R_TimeReport("particles");
8457
8458                 R_DrawExplosions();
8459                 if (r_timereport_active)
8460                         R_TimeReport("explosions");
8461
8462                 R_DrawLightningBeams();
8463                 if (r_timereport_active)
8464                         R_TimeReport("lightning");
8465         }
8466
8467         VM_CL_AddPolygonsToMeshQueue();
8468
8469         if (r_refdef.view.showdebug)
8470         {
8471                 if (cl_locs_show.integer)
8472                 {
8473                         R_DrawLocs();
8474                         if (r_timereport_active)
8475                                 R_TimeReport("showlocs");
8476                 }
8477
8478                 if (r_drawportals.integer)
8479                 {
8480                         R_DrawPortals();
8481                         if (r_timereport_active)
8482                                 R_TimeReport("portals");
8483                 }
8484
8485                 if (r_showbboxes.value > 0)
8486                 {
8487                         R_DrawEntityBBoxes();
8488                         if (r_timereport_active)
8489                                 R_TimeReport("bboxes");
8490                 }
8491         }
8492
8493         R_MeshQueue_RenderTransparent();
8494         if (r_timereport_active)
8495                 R_TimeReport("drawtrans");
8496
8497         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8498         {
8499                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8500                 if (r_timereport_active)
8501                         R_TimeReport("worlddebug");
8502                 R_DrawModelsDebug();
8503                 if (r_timereport_active)
8504                         R_TimeReport("modeldebug");
8505         }
8506
8507         if (cl.csqc_vidvars.drawworld)
8508         {
8509                 R_Shadow_DrawCoronas();
8510                 if (r_timereport_active)
8511                         R_TimeReport("coronas");
8512         }
8513
8514         // don't let sound skip if going slow
8515         if (r_refdef.scene.extraupdate)
8516                 S_ExtraUpdate ();
8517
8518         R_ResetViewRendering2D();
8519 }
8520
8521 static const unsigned short bboxelements[36] =
8522 {
8523         5, 1, 3, 5, 3, 7,
8524         6, 2, 0, 6, 0, 4,
8525         7, 3, 2, 7, 2, 6,
8526         4, 0, 1, 4, 1, 5,
8527         4, 5, 7, 4, 7, 6,
8528         1, 0, 2, 1, 2, 3,
8529 };
8530
8531 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8532 {
8533         int i;
8534         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8535
8536         RSurf_ActiveWorldEntity();
8537
8538         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8539         GL_DepthMask(false);
8540         GL_DepthRange(0, 1);
8541         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8542         R_Mesh_ResetTextureState();
8543
8544         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8545         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8546         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8547         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8548         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8549         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8550         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8551         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8552         R_FillColors(color4f, 8, cr, cg, cb, ca);
8553         if (r_refdef.fogenabled)
8554         {
8555                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8556                 {
8557                         f1 = RSurf_FogVertex(v);
8558                         f2 = 1 - f1;
8559                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8560                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8561                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8562                 }
8563         }
8564         R_Mesh_VertexPointer(vertex3f, 0, 0);
8565         R_Mesh_ColorPointer(color4f, 0, 0);
8566         R_Mesh_ResetTextureState();
8567         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8568         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8569 }
8570
8571 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8572 {
8573         int i;
8574         float color[4];
8575         prvm_edict_t *edict;
8576         prvm_prog_t *prog_save = prog;
8577
8578         // this function draws bounding boxes of server entities
8579         if (!sv.active)
8580                 return;
8581
8582         GL_CullFace(GL_NONE);
8583         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8584
8585         prog = 0;
8586         SV_VM_Begin();
8587         for (i = 0;i < numsurfaces;i++)
8588         {
8589                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8590                 switch ((int)edict->fields.server->solid)
8591                 {
8592                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8593                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8594                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8595                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8596                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8597                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8598                 }
8599                 color[3] *= r_showbboxes.value;
8600                 color[3] = bound(0, color[3], 1);
8601                 GL_DepthTest(!r_showdisabledepthtest.integer);
8602                 GL_CullFace(r_refdef.view.cullface_front);
8603                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8604         }
8605         SV_VM_End();
8606         prog = prog_save;
8607 }
8608
8609 static void R_DrawEntityBBoxes(void)
8610 {
8611         int i;
8612         prvm_edict_t *edict;
8613         vec3_t center;
8614         prvm_prog_t *prog_save = prog;
8615
8616         // this function draws bounding boxes of server entities
8617         if (!sv.active)
8618                 return;
8619
8620         prog = 0;
8621         SV_VM_Begin();
8622         for (i = 0;i < prog->num_edicts;i++)
8623         {
8624                 edict = PRVM_EDICT_NUM(i);
8625                 if (edict->priv.server->free)
8626                         continue;
8627                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8628                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8629                         continue;
8630                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8631                         continue;
8632                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8633                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8634         }
8635         SV_VM_End();
8636         prog = prog_save;
8637 }
8638
8639 static const int nomodelelement3i[24] =
8640 {
8641         5, 2, 0,
8642         5, 1, 2,
8643         5, 0, 3,
8644         5, 3, 1,
8645         0, 2, 4,
8646         2, 1, 4,
8647         3, 0, 4,
8648         1, 3, 4
8649 };
8650
8651 static const unsigned short nomodelelement3s[24] =
8652 {
8653         5, 2, 0,
8654         5, 1, 2,
8655         5, 0, 3,
8656         5, 3, 1,
8657         0, 2, 4,
8658         2, 1, 4,
8659         3, 0, 4,
8660         1, 3, 4
8661 };
8662
8663 static const float nomodelvertex3f[6*3] =
8664 {
8665         -16,   0,   0,
8666          16,   0,   0,
8667           0, -16,   0,
8668           0,  16,   0,
8669           0,   0, -16,
8670           0,   0,  16
8671 };
8672
8673 static const float nomodelcolor4f[6*4] =
8674 {
8675         0.0f, 0.0f, 0.5f, 1.0f,
8676         0.0f, 0.0f, 0.5f, 1.0f,
8677         0.0f, 0.5f, 0.0f, 1.0f,
8678         0.0f, 0.5f, 0.0f, 1.0f,
8679         0.5f, 0.0f, 0.0f, 1.0f,
8680         0.5f, 0.0f, 0.0f, 1.0f
8681 };
8682
8683 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8684 {
8685         int i;
8686         float f1, f2, *c;
8687         float color4f[6*4];
8688
8689         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8690
8691         // this is only called once per entity so numsurfaces is always 1, and
8692         // surfacelist is always {0}, so this code does not handle batches
8693
8694         if (rsurface.ent_flags & RENDER_ADDITIVE)
8695         {
8696                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8697                 GL_DepthMask(false);
8698         }
8699         else if (rsurface.colormod[3] < 1)
8700         {
8701                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702                 GL_DepthMask(false);
8703         }
8704         else
8705         {
8706                 GL_BlendFunc(GL_ONE, GL_ZERO);
8707                 GL_DepthMask(true);
8708         }
8709         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8710         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8711         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8712         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8713         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8714         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8715         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8716         R_Mesh_ColorPointer(color4f, 0, 0);
8717         for (i = 0, c = color4f;i < 6;i++, c += 4)
8718         {
8719                 c[0] *= rsurface.colormod[0];
8720                 c[1] *= rsurface.colormod[1];
8721                 c[2] *= rsurface.colormod[2];
8722                 c[3] *= rsurface.colormod[3];
8723         }
8724         if (r_refdef.fogenabled)
8725         {
8726                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8727                 {
8728                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8729                         f2 = 1 - f1;
8730                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8731                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8732                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8733                 }
8734         }
8735         R_Mesh_ResetTextureState();
8736         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8737 }
8738
8739 void R_DrawNoModel(entity_render_t *ent)
8740 {
8741         vec3_t org;
8742         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8743         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8744                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8745         else
8746                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8747 }
8748
8749 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8750 {
8751         vec3_t right1, right2, diff, normal;
8752
8753         VectorSubtract (org2, org1, normal);
8754
8755         // calculate 'right' vector for start
8756         VectorSubtract (r_refdef.view.origin, org1, diff);
8757         CrossProduct (normal, diff, right1);
8758         VectorNormalize (right1);
8759
8760         // calculate 'right' vector for end
8761         VectorSubtract (r_refdef.view.origin, org2, diff);
8762         CrossProduct (normal, diff, right2);
8763         VectorNormalize (right2);
8764
8765         vert[ 0] = org1[0] + width * right1[0];
8766         vert[ 1] = org1[1] + width * right1[1];
8767         vert[ 2] = org1[2] + width * right1[2];
8768         vert[ 3] = org1[0] - width * right1[0];
8769         vert[ 4] = org1[1] - width * right1[1];
8770         vert[ 5] = org1[2] - width * right1[2];
8771         vert[ 6] = org2[0] - width * right2[0];
8772         vert[ 7] = org2[1] - width * right2[1];
8773         vert[ 8] = org2[2] - width * right2[2];
8774         vert[ 9] = org2[0] + width * right2[0];
8775         vert[10] = org2[1] + width * right2[1];
8776         vert[11] = org2[2] + width * right2[2];
8777 }
8778
8779 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8780 {
8781         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8782         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8783         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8784         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8785         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8786         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8787         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8788         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8789         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8790         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8791         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8792         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8793 }
8794
8795 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8796 {
8797         int i;
8798         float *vertex3f;
8799         float v[3];
8800         VectorSet(v, x, y, z);
8801         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8802                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8803                         break;
8804         if (i == mesh->numvertices)
8805         {
8806                 if (mesh->numvertices < mesh->maxvertices)
8807                 {
8808                         VectorCopy(v, vertex3f);
8809                         mesh->numvertices++;
8810                 }
8811                 return mesh->numvertices;
8812         }
8813         else
8814                 return i;
8815 }
8816
8817 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8818 {
8819         int i;
8820         int *e, element[3];
8821         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8823         e = mesh->element3i + mesh->numtriangles * 3;
8824         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8825         {
8826                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8827                 if (mesh->numtriangles < mesh->maxtriangles)
8828                 {
8829                         *e++ = element[0];
8830                         *e++ = element[1];
8831                         *e++ = element[2];
8832                         mesh->numtriangles++;
8833                 }
8834                 element[1] = element[2];
8835         }
8836 }
8837
8838 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8839 {
8840         int i;
8841         int *e, element[3];
8842         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8844         e = mesh->element3i + mesh->numtriangles * 3;
8845         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8846         {
8847                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8848                 if (mesh->numtriangles < mesh->maxtriangles)
8849                 {
8850                         *e++ = element[0];
8851                         *e++ = element[1];
8852                         *e++ = element[2];
8853                         mesh->numtriangles++;
8854                 }
8855                 element[1] = element[2];
8856         }
8857 }
8858
8859 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8860 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8861 {
8862         int planenum, planenum2;
8863         int w;
8864         int tempnumpoints;
8865         mplane_t *plane, *plane2;
8866         double maxdist;
8867         double temppoints[2][256*3];
8868         // figure out how large a bounding box we need to properly compute this brush
8869         maxdist = 0;
8870         for (w = 0;w < numplanes;w++)
8871                 maxdist = max(maxdist, fabs(planes[w].dist));
8872         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8873         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8874         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8875         {
8876                 w = 0;
8877                 tempnumpoints = 4;
8878                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8879                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8880                 {
8881                         if (planenum2 == planenum)
8882                                 continue;
8883                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
8884                         w = !w;
8885                 }
8886                 if (tempnumpoints < 3)
8887                         continue;
8888                 // generate elements forming a triangle fan for this polygon
8889                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8890         }
8891 }
8892
8893 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
8894 {
8895         texturelayer_t *layer;
8896         layer = t->currentlayers + t->currentnumlayers++;
8897         layer->type = type;
8898         layer->depthmask = depthmask;
8899         layer->blendfunc1 = blendfunc1;
8900         layer->blendfunc2 = blendfunc2;
8901         layer->texture = texture;
8902         layer->texmatrix = *matrix;
8903         layer->color[0] = r;
8904         layer->color[1] = g;
8905         layer->color[2] = b;
8906         layer->color[3] = a;
8907 }
8908
8909 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8910 {
8911         double index, f;
8912         index = parms[2] + r_refdef.scene.time * parms[3];
8913         index -= floor(index);
8914         switch (func)
8915         {
8916         default:
8917         case Q3WAVEFUNC_NONE:
8918         case Q3WAVEFUNC_NOISE:
8919         case Q3WAVEFUNC_COUNT:
8920                 f = 0;
8921                 break;
8922         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8923         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8924         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8925         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8926         case Q3WAVEFUNC_TRIANGLE:
8927                 index *= 4;
8928                 f = index - floor(index);
8929                 if (index < 1)
8930                         f = f;
8931                 else if (index < 2)
8932                         f = 1 - f;
8933                 else if (index < 3)
8934                         f = -f;
8935                 else
8936                         f = -(1 - f);
8937                 break;
8938         }
8939         return (float)(parms[0] + parms[1] * f);
8940 }
8941
8942 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8943 {
8944         int w, h, idx;
8945         float f;
8946         float tcmat[12];
8947         matrix4x4_t matrix, temp;
8948         switch(tcmod->tcmod)
8949         {
8950                 case Q3TCMOD_COUNT:
8951                 case Q3TCMOD_NONE:
8952                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8953                                 matrix = r_waterscrollmatrix;
8954                         else
8955                                 matrix = identitymatrix;
8956                         break;
8957                 case Q3TCMOD_ENTITYTRANSLATE:
8958                         // this is used in Q3 to allow the gamecode to control texcoord
8959                         // scrolling on the entity, which is not supported in darkplaces yet.
8960                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8961                         break;
8962                 case Q3TCMOD_ROTATE:
8963                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8964                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8965                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8966                         break;
8967                 case Q3TCMOD_SCALE:
8968                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8969                         break;
8970                 case Q3TCMOD_SCROLL:
8971                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8972                         break;
8973                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8974                         w = (int) tcmod->parms[0];
8975                         h = (int) tcmod->parms[1];
8976                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8977                         f = f - floor(f);
8978                         idx = (int) floor(f * w * h);
8979                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8980                         break;
8981                 case Q3TCMOD_STRETCH:
8982                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8983                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8984                         break;
8985                 case Q3TCMOD_TRANSFORM:
8986                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8987                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8988                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8989                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8990                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8991                         break;
8992                 case Q3TCMOD_TURBULENT:
8993                         // this is handled in the RSurf_PrepareVertices function
8994                         matrix = identitymatrix;
8995                         break;
8996         }
8997         temp = *texmatrix;
8998         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8999 }
9000
9001 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9002 {
9003         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9004         char name[MAX_QPATH];
9005         skinframe_t *skinframe;
9006         unsigned char pixels[296*194];
9007         strlcpy(cache->name, skinname, sizeof(cache->name));
9008         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9009         if (developer_loading.integer)
9010                 Con_Printf("loading %s\n", name);
9011         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9012         if (!skinframe || !skinframe->base)
9013         {
9014                 unsigned char *f;
9015                 fs_offset_t filesize;
9016                 skinframe = NULL;
9017                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9018                 if (f)
9019                 {
9020                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9021                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9022                         Mem_Free(f);
9023                 }
9024         }
9025         cache->skinframe = skinframe;
9026 }
9027
9028 texture_t *R_GetCurrentTexture(texture_t *t)
9029 {
9030         int i;
9031         const entity_render_t *ent = rsurface.entity;
9032         dp_model_t *model = ent->model;
9033         q3shaderinfo_layer_tcmod_t *tcmod;
9034
9035         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9036                 return t->currentframe;
9037         t->update_lastrenderframe = r_textureframe;
9038         t->update_lastrenderentity = (void *)ent;
9039
9040         // switch to an alternate material if this is a q1bsp animated material
9041         {
9042                 texture_t *texture = t;
9043                 int s = rsurface.ent_skinnum;
9044                 if ((unsigned int)s >= (unsigned int)model->numskins)
9045                         s = 0;
9046                 if (model->skinscenes)
9047                 {
9048                         if (model->skinscenes[s].framecount > 1)
9049                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9050                         else
9051                                 s = model->skinscenes[s].firstframe;
9052                 }
9053                 if (s > 0)
9054                         t = t + s * model->num_surfaces;
9055                 if (t->animated)
9056                 {
9057                         // use an alternate animation if the entity's frame is not 0,
9058                         // and only if the texture has an alternate animation
9059                         if (rsurface.ent_alttextures && t->anim_total[1])
9060                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9061                         else
9062                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9063                 }
9064                 texture->currentframe = t;
9065         }
9066
9067         // update currentskinframe to be a qw skin or animation frame
9068         if (rsurface.ent_qwskin >= 0)
9069         {
9070                 i = rsurface.ent_qwskin;
9071                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9072                 {
9073                         r_qwskincache_size = cl.maxclients;
9074                         if (r_qwskincache)
9075                                 Mem_Free(r_qwskincache);
9076                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9077                 }
9078                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9079                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9080                 t->currentskinframe = r_qwskincache[i].skinframe;
9081                 if (t->currentskinframe == NULL)
9082                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9083         }
9084         else if (t->numskinframes >= 2)
9085                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9086         if (t->backgroundnumskinframes >= 2)
9087                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9088
9089         t->currentmaterialflags = t->basematerialflags;
9090         t->currentalpha = rsurface.colormod[3];
9091         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9092                 t->currentalpha *= r_wateralpha.value;
9093         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9094                 t->currentalpha *= t->r_water_wateralpha;
9095         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9096                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9097         if (!(rsurface.ent_flags & RENDER_LIGHT))
9098                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9099         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9100         {
9101                 // pick a model lighting mode
9102                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9103                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9104                 else
9105                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9106         }
9107         if (rsurface.ent_flags & RENDER_ADDITIVE)
9108                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9109         else if (t->currentalpha < 1)
9110                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9111         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9112                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9113         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9114                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9115         if (t->backgroundnumskinframes)
9116                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9117         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9118         {
9119                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9120                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9121         }
9122         else
9123                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9124         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9125                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9126
9127         // there is no tcmod
9128         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9129         {
9130                 t->currenttexmatrix = r_waterscrollmatrix;
9131                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9132         }
9133         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9134         {
9135                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9136                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9137         }
9138
9139         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9140                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9141         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9142                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9143
9144         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9145         if (t->currentskinframe->qpixels)
9146                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9147         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9148         if (!t->basetexture)
9149                 t->basetexture = r_texture_notexture;
9150         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9151         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9152         t->nmaptexture = t->currentskinframe->nmap;
9153         if (!t->nmaptexture)
9154                 t->nmaptexture = r_texture_blanknormalmap;
9155         t->glosstexture = r_texture_black;
9156         t->glowtexture = t->currentskinframe->glow;
9157         t->fogtexture = t->currentskinframe->fog;
9158         t->reflectmasktexture = t->currentskinframe->reflect;
9159         if (t->backgroundnumskinframes)
9160         {
9161                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9162                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9163                 t->backgroundglosstexture = r_texture_black;
9164                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9165                 if (!t->backgroundnmaptexture)
9166                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9167         }
9168         else
9169         {
9170                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9171                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9172                 t->backgroundglosstexture = r_texture_black;
9173                 t->backgroundglowtexture = NULL;
9174         }
9175         t->specularpower = r_shadow_glossexponent.value;
9176         // TODO: store reference values for these in the texture?
9177         t->specularscale = 0;
9178         if (r_shadow_gloss.integer > 0)
9179         {
9180                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9181                 {
9182                         if (r_shadow_glossintensity.value > 0)
9183                         {
9184                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9185                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9186                                 t->specularscale = r_shadow_glossintensity.value;
9187                         }
9188                 }
9189                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9190                 {
9191                         t->glosstexture = r_texture_white;
9192                         t->backgroundglosstexture = r_texture_white;
9193                         t->specularscale = r_shadow_gloss2intensity.value;
9194                         t->specularpower = r_shadow_gloss2exponent.value;
9195                 }
9196         }
9197         t->specularscale *= t->specularscalemod;
9198         t->specularpower *= t->specularpowermod;
9199
9200         // lightmaps mode looks bad with dlights using actual texturing, so turn
9201         // off the colormap and glossmap, but leave the normalmap on as it still
9202         // accurately represents the shading involved
9203         if (gl_lightmaps.integer)
9204         {
9205                 t->basetexture = r_texture_grey128;
9206                 t->pantstexture = r_texture_black;
9207                 t->shirttexture = r_texture_black;
9208                 t->nmaptexture = r_texture_blanknormalmap;
9209                 t->glosstexture = r_texture_black;
9210                 t->glowtexture = NULL;
9211                 t->fogtexture = NULL;
9212                 t->reflectmasktexture = NULL;
9213                 t->backgroundbasetexture = NULL;
9214                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9215                 t->backgroundglosstexture = r_texture_black;
9216                 t->backgroundglowtexture = NULL;
9217                 t->specularscale = 0;
9218                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9219         }
9220
9221         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9222         VectorClear(t->dlightcolor);
9223         t->currentnumlayers = 0;
9224         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9225         {
9226                 int blendfunc1, blendfunc2;
9227                 qboolean depthmask;
9228                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9229                 {
9230                         blendfunc1 = GL_SRC_ALPHA;
9231                         blendfunc2 = GL_ONE;
9232                 }
9233                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9234                 {
9235                         blendfunc1 = GL_SRC_ALPHA;
9236                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9237                 }
9238                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9239                 {
9240                         blendfunc1 = t->customblendfunc[0];
9241                         blendfunc2 = t->customblendfunc[1];
9242                 }
9243                 else
9244                 {
9245                         blendfunc1 = GL_ONE;
9246                         blendfunc2 = GL_ZERO;
9247                 }
9248                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9249                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9250                 {
9251                         // fullbright is not affected by r_refdef.lightmapintensity
9252                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9253                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9254                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9255                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9256                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9257                 }
9258                 else
9259                 {
9260                         vec3_t ambientcolor;
9261                         float colorscale;
9262                         // set the color tint used for lights affecting this surface
9263                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9264                         colorscale = 2;
9265                         // q3bsp has no lightmap updates, so the lightstylevalue that
9266                         // would normally be baked into the lightmap must be
9267                         // applied to the color
9268                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9269                         if (model->type == mod_brushq3)
9270                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9271                         colorscale *= r_refdef.lightmapintensity;
9272                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9273                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9274                         // basic lit geometry
9275                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9276                         // add pants/shirt if needed
9277                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9278                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
9279                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9280                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9281                         // now add ambient passes if needed
9282                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9283                         {
9284                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9285                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9286                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9287                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9288                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9289                         }
9290                 }
9291                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9292                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9293                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9294                 {
9295                         // if this is opaque use alpha blend which will darken the earlier
9296                         // passes cheaply.
9297                         //
9298                         // if this is an alpha blended material, all the earlier passes
9299                         // were darkened by fog already, so we only need to add the fog
9300                         // color ontop through the fog mask texture
9301                         //
9302                         // if this is an additive blended material, all the earlier passes
9303                         // were darkened by fog already, and we should not add fog color
9304                         // (because the background was not darkened, there is no fog color
9305                         // that was lost behind it).
9306                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9307                 }
9308         }
9309
9310         return t->currentframe;
9311 }
9312
9313 rsurfacestate_t rsurface;
9314
9315 void R_Mesh_ResizeArrays(int newvertices)
9316 {
9317         float *base;
9318         if (rsurface.array_size >= newvertices)
9319                 return;
9320         if (rsurface.array_modelvertex3f)
9321                 Mem_Free(rsurface.array_modelvertex3f);
9322         rsurface.array_size = (newvertices + 1023) & ~1023;
9323         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9324         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9325         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9326         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9327         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9328         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9329         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9330         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9331         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9332         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9333         rsurface.array_color4f           = base + rsurface.array_size * 27;
9334         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9335 }
9336
9337 void RSurf_ActiveWorldEntity(void)
9338 {
9339         dp_model_t *model = r_refdef.scene.worldmodel;
9340         //if (rsurface.entity == r_refdef.scene.worldentity)
9341         //      return;
9342         rsurface.entity = r_refdef.scene.worldentity;
9343         rsurface.skeleton = NULL;
9344         rsurface.ent_skinnum = 0;
9345         rsurface.ent_qwskin = -1;
9346         rsurface.ent_shadertime = 0;
9347         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9348         if (rsurface.array_size < model->surfmesh.num_vertices)
9349                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9350         rsurface.matrix = identitymatrix;
9351         rsurface.inversematrix = identitymatrix;
9352         rsurface.matrixscale = 1;
9353         rsurface.inversematrixscale = 1;
9354         R_EntityMatrix(&identitymatrix);
9355         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9356         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9357         rsurface.fograngerecip = r_refdef.fograngerecip;
9358         rsurface.fogheightfade = r_refdef.fogheightfade;
9359         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9360         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9361         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9362         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9363         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9364         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9365         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9366         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9367         rsurface.colormod[3] = 1;
9368         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9369         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9370         rsurface.frameblend[0].lerp = 1;
9371         rsurface.ent_alttextures = false;
9372         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9373         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9374         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9375         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9376         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9377         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9378         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9379         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9380         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9381         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9382         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9383         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9384         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9385         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9386         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9387         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9388         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9389         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9390         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9391         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9392         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9393         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9394         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9395         rsurface.modelelement3i = model->surfmesh.data_element3i;
9396         rsurface.modelelement3s = model->surfmesh.data_element3s;
9397         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9398         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9399         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9400         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9401         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9402         rsurface.modelsurfaces = model->data_surfaces;
9403         rsurface.generatedvertex = false;
9404         rsurface.vertex3f  = rsurface.modelvertex3f;
9405         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9406         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9407         rsurface.svector3f = rsurface.modelsvector3f;
9408         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9409         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9410         rsurface.tvector3f = rsurface.modeltvector3f;
9411         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9412         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9413         rsurface.normal3f  = rsurface.modelnormal3f;
9414         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9415         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9416         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9417 }
9418
9419 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9420 {
9421         dp_model_t *model = ent->model;
9422         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9423         //      return;
9424         rsurface.entity = (entity_render_t *)ent;
9425         rsurface.skeleton = ent->skeleton;
9426         rsurface.ent_skinnum = ent->skinnum;
9427         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
9428         rsurface.ent_shadertime = ent->shadertime;
9429         rsurface.ent_flags = ent->flags;
9430         if (rsurface.array_size < model->surfmesh.num_vertices)
9431                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9432         rsurface.matrix = ent->matrix;
9433         rsurface.inversematrix = ent->inversematrix;
9434         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9435         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9436         R_EntityMatrix(&rsurface.matrix);
9437         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9438         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9439         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9440         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9441         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9442         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9443         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9444         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9445         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9446         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9447         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9448         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9449         rsurface.colormod[3] = ent->alpha;
9450         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9451         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9452         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9453         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9454         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9455         if (ent->model->brush.submodel && !prepass)
9456         {
9457                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9458                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9459         }
9460         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9461         {
9462                 if (ent->animcache_vertex3f && !r_framedata_failed)
9463                 {
9464                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9465                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9466                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9467                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9468                 }
9469                 else if (wanttangents)
9470                 {
9471                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9472                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9473                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9474                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9475                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9476                 }
9477                 else if (wantnormals)
9478                 {
9479                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9480                         rsurface.modelsvector3f = NULL;
9481                         rsurface.modeltvector3f = NULL;
9482                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9483                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9484                 }
9485                 else
9486                 {
9487                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9488                         rsurface.modelsvector3f = NULL;
9489                         rsurface.modeltvector3f = NULL;
9490                         rsurface.modelnormal3f = NULL;
9491                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9492                 }
9493                 rsurface.modelvertex3f_bufferobject = 0;
9494                 rsurface.modelvertex3f_bufferoffset = 0;
9495                 rsurface.modelsvector3f_bufferobject = 0;
9496                 rsurface.modelsvector3f_bufferoffset = 0;
9497                 rsurface.modeltvector3f_bufferobject = 0;
9498                 rsurface.modeltvector3f_bufferoffset = 0;
9499                 rsurface.modelnormal3f_bufferobject = 0;
9500                 rsurface.modelnormal3f_bufferoffset = 0;
9501                 rsurface.generatedvertex = true;
9502         }
9503         else
9504         {
9505                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9506                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9507                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9508                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9509                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9510                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9511                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9512                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9513                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9514                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9515                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9516                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9517                 rsurface.generatedvertex = false;
9518         }
9519         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9520         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9521         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9522         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9523         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9524         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9525         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9526         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9527         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9528         rsurface.modelelement3i = model->surfmesh.data_element3i;
9529         rsurface.modelelement3s = model->surfmesh.data_element3s;
9530         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9531         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9532         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9533         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9534         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9535         rsurface.modelsurfaces = model->data_surfaces;
9536         rsurface.vertex3f  = rsurface.modelvertex3f;
9537         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9538         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9539         rsurface.svector3f = rsurface.modelsvector3f;
9540         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9541         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9542         rsurface.tvector3f = rsurface.modeltvector3f;
9543         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9544         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9545         rsurface.normal3f  = rsurface.modelnormal3f;
9546         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9547         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9548         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9549 }
9550
9551 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9552 {
9553         rsurface.entity = r_refdef.scene.worldentity;
9554         rsurface.skeleton = NULL;
9555         rsurface.ent_skinnum = 0;
9556         rsurface.ent_qwskin = -1;
9557         rsurface.ent_shadertime = shadertime;
9558         rsurface.ent_flags = entflags;
9559         rsurface.modelnum_vertices = numvertices;
9560         rsurface.modelnum_triangles = numtriangles;
9561         if (rsurface.array_size < rsurface.modelnum_vertices)
9562                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9563         rsurface.matrix = *matrix;
9564         rsurface.inversematrix = *inversematrix;
9565         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9566         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9567         R_EntityMatrix(&rsurface.matrix);
9568         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9569         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9570         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9571         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9572         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9573         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9574         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9575         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9576         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9577         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9578         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9579         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9580         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9581         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9582         rsurface.frameblend[0].lerp = 1;
9583         rsurface.ent_alttextures = false;
9584         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9585         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9586         if (wanttangents)
9587         {
9588                 rsurface.modelvertex3f = vertex3f;
9589                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9590                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9591                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9592         }
9593         else if (wantnormals)
9594         {
9595                 rsurface.modelvertex3f = vertex3f;
9596                 rsurface.modelsvector3f = NULL;
9597                 rsurface.modeltvector3f = NULL;
9598                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9599         }
9600         else
9601         {
9602                 rsurface.modelvertex3f = vertex3f;
9603                 rsurface.modelsvector3f = NULL;
9604                 rsurface.modeltvector3f = NULL;
9605                 rsurface.modelnormal3f = NULL;
9606         }
9607         rsurface.modelvertex3f_bufferobject = 0;
9608         rsurface.modelvertex3f_bufferoffset = 0;
9609         rsurface.modelsvector3f_bufferobject = 0;
9610         rsurface.modelsvector3f_bufferoffset = 0;
9611         rsurface.modeltvector3f_bufferobject = 0;
9612         rsurface.modeltvector3f_bufferoffset = 0;
9613         rsurface.modelnormal3f_bufferobject = 0;
9614         rsurface.modelnormal3f_bufferoffset = 0;
9615         rsurface.generatedvertex = true;
9616         rsurface.modellightmapcolor4f  = color4f;
9617         rsurface.modellightmapcolor4f_bufferobject = 0;
9618         rsurface.modellightmapcolor4f_bufferoffset = 0;
9619         rsurface.modeltexcoordtexture2f  = texcoord2f;
9620         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9621         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9622         rsurface.modeltexcoordlightmap2f  = NULL;
9623         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9624         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9625         rsurface.modelelement3i = element3i;
9626         rsurface.modelelement3s = element3s;
9627         rsurface.modelelement3i_bufferobject = 0;
9628         rsurface.modelelement3s_bufferobject = 0;
9629         rsurface.modellightmapoffsets = NULL;
9630         rsurface.modelsurfaces = NULL;
9631         rsurface.vertex3f  = rsurface.modelvertex3f;
9632         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9633         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9634         rsurface.svector3f = rsurface.modelsvector3f;
9635         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9636         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9637         rsurface.tvector3f = rsurface.modeltvector3f;
9638         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9639         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9640         rsurface.normal3f  = rsurface.modelnormal3f;
9641         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9642         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9643         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9644
9645         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9646         {
9647                 if ((wantnormals || wanttangents) && !normal3f)
9648                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9649                 if (wanttangents && !svector3f)
9650                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9651         }
9652 }
9653
9654 float RSurf_FogPoint(const float *v)
9655 {
9656         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9657         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9658         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9659         float FogHeightFade = r_refdef.fogheightfade;
9660         float fogfrac;
9661         unsigned int fogmasktableindex;
9662         if (r_refdef.fogplaneviewabove)
9663                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9664         else
9665                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9666         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9667         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9668 }
9669
9670 float RSurf_FogVertex(const float *v)
9671 {
9672         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9673         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9674         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9675         float FogHeightFade = rsurface.fogheightfade;
9676         float fogfrac;
9677         unsigned int fogmasktableindex;
9678         if (r_refdef.fogplaneviewabove)
9679                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9680         else
9681                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9682         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9683         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9684 }
9685
9686 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9687 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9688 {
9689         int deformindex;
9690         int texturesurfaceindex;
9691         int i, j;
9692         float amplitude;
9693         float animpos;
9694         float scale;
9695         const float *v1, *in_tc;
9696         float *out_tc;
9697         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9698         float waveparms[4];
9699         q3shaderinfo_deform_t *deform;
9700         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9701         if (rsurface.generatedvertex)
9702         {
9703                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9704                         generatenormals = true;
9705                 for (i = 0;i < Q3MAXDEFORMS;i++)
9706                 {
9707                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9708                         {
9709                                 generatetangents = true;
9710                                 generatenormals = true;
9711                         }
9712                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9713                                 generatenormals = true;
9714                 }
9715                 if (generatenormals && !rsurface.modelnormal3f)
9716                 {
9717                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9718                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9719                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9720                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9721                 }
9722                 if (generatetangents && !rsurface.modelsvector3f)
9723                 {
9724                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9725                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9726                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9727                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9728                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9729                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9730                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9731                 }
9732         }
9733         rsurface.vertex3f  = rsurface.modelvertex3f;
9734         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9735         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9736         rsurface.svector3f = rsurface.modelsvector3f;
9737         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9738         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9739         rsurface.tvector3f = rsurface.modeltvector3f;
9740         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9741         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9742         rsurface.normal3f  = rsurface.modelnormal3f;
9743         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9744         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9745         // if vertices are deformed (sprite flares and things in maps, possibly
9746         // water waves, bulges and other deformations), generate them into
9747         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9748         // (may be static model data or generated data for an animated model, or
9749         //  the previous deform pass)
9750         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9751         {
9752                 switch (deform->deform)
9753                 {
9754                 default:
9755                 case Q3DEFORM_PROJECTIONSHADOW:
9756                 case Q3DEFORM_TEXT0:
9757                 case Q3DEFORM_TEXT1:
9758                 case Q3DEFORM_TEXT2:
9759                 case Q3DEFORM_TEXT3:
9760                 case Q3DEFORM_TEXT4:
9761                 case Q3DEFORM_TEXT5:
9762                 case Q3DEFORM_TEXT6:
9763                 case Q3DEFORM_TEXT7:
9764                 case Q3DEFORM_NONE:
9765                         break;
9766                 case Q3DEFORM_AUTOSPRITE:
9767                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9768                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9769                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9770                         VectorNormalize(newforward);
9771                         VectorNormalize(newright);
9772                         VectorNormalize(newup);
9773                         // make deformed versions of only the model vertices used by the specified surfaces
9774                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9775                         {
9776                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9777                                 // a single autosprite surface can contain multiple sprites...
9778                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9779                                 {
9780                                         VectorClear(center);
9781                                         for (i = 0;i < 4;i++)
9782                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9783                                         VectorScale(center, 0.25f, center);
9784                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9785                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9786                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9787                                         for (i = 0;i < 4;i++)
9788                                         {
9789                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9790                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9791                                         }
9792                                 }
9793                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9794                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9795                         }
9796                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9797                         rsurface.vertex3f_bufferobject = 0;
9798                         rsurface.vertex3f_bufferoffset = 0;
9799                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9800                         rsurface.svector3f_bufferobject = 0;
9801                         rsurface.svector3f_bufferoffset = 0;
9802                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9803                         rsurface.tvector3f_bufferobject = 0;
9804                         rsurface.tvector3f_bufferoffset = 0;
9805                         rsurface.normal3f = rsurface.array_deformednormal3f;
9806                         rsurface.normal3f_bufferobject = 0;
9807                         rsurface.normal3f_bufferoffset = 0;
9808                         break;
9809                 case Q3DEFORM_AUTOSPRITE2:
9810                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9811                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9812                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9813                         VectorNormalize(newforward);
9814                         VectorNormalize(newright);
9815                         VectorNormalize(newup);
9816                         // make deformed versions of only the model vertices used by the specified surfaces
9817                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9818                         {
9819                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9820                                 const float *v1, *v2;
9821                                 vec3_t start, end;
9822                                 float f, l;
9823                                 struct
9824                                 {
9825                                         float length2;
9826                                         const float *v1;
9827                                         const float *v2;
9828                                 }
9829                                 shortest[2];
9830                                 memset(shortest, 0, sizeof(shortest));
9831                                 // a single autosprite surface can contain multiple sprites...
9832                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9833                                 {
9834                                         VectorClear(center);
9835                                         for (i = 0;i < 4;i++)
9836                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9837                                         VectorScale(center, 0.25f, center);
9838                                         // find the two shortest edges, then use them to define the
9839                                         // axis vectors for rotating around the central axis
9840                                         for (i = 0;i < 6;i++)
9841                                         {
9842                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9843                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9844 #if 0
9845                                                 Debug_PolygonBegin(NULL, 0);
9846                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9847                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9848                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9849                                                 Debug_PolygonEnd();
9850 #endif
9851                                                 l = VectorDistance2(v1, v2);
9852                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9853                                                 if (v1[2] != v2[2])
9854                                                         l += (1.0f / 1024.0f);
9855                                                 if (shortest[0].length2 > l || i == 0)
9856                                                 {
9857                                                         shortest[1] = shortest[0];
9858                                                         shortest[0].length2 = l;
9859                                                         shortest[0].v1 = v1;
9860                                                         shortest[0].v2 = v2;
9861                                                 }
9862                                                 else if (shortest[1].length2 > l || i == 1)
9863                                                 {
9864                                                         shortest[1].length2 = l;
9865                                                         shortest[1].v1 = v1;
9866                                                         shortest[1].v2 = v2;
9867                                                 }
9868                                         }
9869                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9870                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9871 #if 0
9872                                         Debug_PolygonBegin(NULL, 0);
9873                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9874                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9875                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9876                                         Debug_PolygonEnd();
9877 #endif
9878                                         // this calculates the right vector from the shortest edge
9879                                         // and the up vector from the edge midpoints
9880                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9881                                         VectorNormalize(right);
9882                                         VectorSubtract(end, start, up);
9883                                         VectorNormalize(up);
9884                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9885                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9886                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9887                                         VectorNegate(forward, forward);
9888                                         VectorReflect(forward, 0, up, forward);
9889                                         VectorNormalize(forward);
9890                                         CrossProduct(up, forward, newright);
9891                                         VectorNormalize(newright);
9892 #if 0
9893                                         Debug_PolygonBegin(NULL, 0);
9894                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9895                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9896                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9897                                         Debug_PolygonEnd();
9898 #endif
9899 #if 0
9900                                         Debug_PolygonBegin(NULL, 0);
9901                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9902                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9903                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9904                                         Debug_PolygonEnd();
9905 #endif
9906                                         // rotate the quad around the up axis vector, this is made
9907                                         // especially easy by the fact we know the quad is flat,
9908                                         // so we only have to subtract the center position and
9909                                         // measure distance along the right vector, and then
9910                                         // multiply that by the newright vector and add back the
9911                                         // center position
9912                                         // we also need to subtract the old position to undo the
9913                                         // displacement from the center, which we do with a
9914                                         // DotProduct, the subtraction/addition of center is also
9915                                         // optimized into DotProducts here
9916                                         l = DotProduct(right, center);
9917                                         for (i = 0;i < 4;i++)
9918                                         {
9919                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9920                                                 f = DotProduct(right, v1) - l;
9921                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9922                                         }
9923                                 }
9924                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9925                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9926                         }
9927                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9928                         rsurface.vertex3f_bufferobject = 0;
9929                         rsurface.vertex3f_bufferoffset = 0;
9930                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9931                         rsurface.svector3f_bufferobject = 0;
9932                         rsurface.svector3f_bufferoffset = 0;
9933                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9934                         rsurface.tvector3f_bufferobject = 0;
9935                         rsurface.tvector3f_bufferoffset = 0;
9936                         rsurface.normal3f = rsurface.array_deformednormal3f;
9937                         rsurface.normal3f_bufferobject = 0;
9938                         rsurface.normal3f_bufferoffset = 0;
9939                         break;
9940                 case Q3DEFORM_NORMAL:
9941                         // deform the normals to make reflections wavey
9942                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9943                         {
9944                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9945                                 for (j = 0;j < surface->num_vertices;j++)
9946                                 {
9947                                         float vertex[3];
9948                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9949                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9950                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9951                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9954                                         VectorNormalize(normal);
9955                                 }
9956                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9957                         }
9958                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9959                         rsurface.svector3f_bufferobject = 0;
9960                         rsurface.svector3f_bufferoffset = 0;
9961                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9962                         rsurface.tvector3f_bufferobject = 0;
9963                         rsurface.tvector3f_bufferoffset = 0;
9964                         rsurface.normal3f = rsurface.array_deformednormal3f;
9965                         rsurface.normal3f_bufferobject = 0;
9966                         rsurface.normal3f_bufferoffset = 0;
9967                         break;
9968                 case Q3DEFORM_WAVE:
9969                         // deform vertex array to make wavey water and flags and such
9970                         waveparms[0] = deform->waveparms[0];
9971                         waveparms[1] = deform->waveparms[1];
9972                         waveparms[2] = deform->waveparms[2];
9973                         waveparms[3] = deform->waveparms[3];
9974                         // this is how a divisor of vertex influence on deformation
9975                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9976                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9977                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9978                         {
9979                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9980                                 for (j = 0;j < surface->num_vertices;j++)
9981                                 {
9982                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9983                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9984                                         // if the wavefunc depends on time, evaluate it per-vertex
9985                                         if (waveparms[3])
9986                                         {
9987                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9988                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9989                                         }
9990                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9991                                 }
9992                         }
9993                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9994                         rsurface.vertex3f_bufferobject = 0;
9995                         rsurface.vertex3f_bufferoffset = 0;
9996                         break;
9997                 case Q3DEFORM_BULGE:
9998                         // deform vertex array to make the surface have moving bulges
9999                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10000                         {
10001                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10002                                 for (j = 0;j < surface->num_vertices;j++)
10003                                 {
10004                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10005                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10006                                 }
10007                         }
10008                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10009                         rsurface.vertex3f_bufferobject = 0;
10010                         rsurface.vertex3f_bufferoffset = 0;
10011                         break;
10012                 case Q3DEFORM_MOVE:
10013                         // deform vertex array
10014                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10015                         VectorScale(deform->parms, scale, waveparms);
10016                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10017                         {
10018                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10019                                 for (j = 0;j < surface->num_vertices;j++)
10020                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10021                         }
10022                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10023                         rsurface.vertex3f_bufferobject = 0;
10024                         rsurface.vertex3f_bufferoffset = 0;
10025                         break;
10026                 }
10027         }
10028         // generate texcoords based on the chosen texcoord source
10029         switch(rsurface.texture->tcgen.tcgen)
10030         {
10031         default:
10032         case Q3TCGEN_TEXTURE:
10033                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10034                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10035                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10036                 break;
10037         case Q3TCGEN_LIGHTMAP:
10038                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10039                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10040                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10041                 break;
10042         case Q3TCGEN_VECTOR:
10043                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10044                 {
10045                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10046                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10047                         {
10048                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10049                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10050                         }
10051                 }
10052                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10053                 rsurface.texcoordtexture2f_bufferobject  = 0;
10054                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10055                 break;
10056         case Q3TCGEN_ENVIRONMENT:
10057                 // make environment reflections using a spheremap
10058                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10059                 {
10060                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10061                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10062                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10063                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10064                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10065                         {
10066                                 // identical to Q3A's method, but executed in worldspace so
10067                                 // carried models can be shiny too
10068
10069                                 float viewer[3], d, reflected[3], worldreflected[3];
10070
10071                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10072                                 // VectorNormalize(viewer);
10073
10074                                 d = DotProduct(normal, viewer);
10075
10076                                 reflected[0] = normal[0]*2*d - viewer[0];
10077                                 reflected[1] = normal[1]*2*d - viewer[1];
10078                                 reflected[2] = normal[2]*2*d - viewer[2];
10079                                 // note: this is proportinal to viewer, so we can normalize later
10080
10081                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10082                                 VectorNormalize(worldreflected);
10083
10084                                 // note: this sphere map only uses world x and z!
10085                                 // so positive and negative y will LOOK THE SAME.
10086                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10087                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10088                         }
10089                 }
10090                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10091                 rsurface.texcoordtexture2f_bufferobject  = 0;
10092                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10093                 break;
10094         }
10095         // the only tcmod that needs software vertex processing is turbulent, so
10096         // check for it here and apply the changes if needed
10097         // and we only support that as the first one
10098         // (handling a mixture of turbulent and other tcmods would be problematic
10099         //  without punting it entirely to a software path)
10100         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10101         {
10102                 amplitude = rsurface.texture->tcmods[0].parms[1];
10103                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10104                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10105                 {
10106                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10107                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10108                         {
10109                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10111                         }
10112                 }
10113                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10114                 rsurface.texcoordtexture2f_bufferobject  = 0;
10115                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10116         }
10117         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10118         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10119         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10120         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10121 }
10122
10123 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10124 {
10125         int i, j;
10126         const msurface_t *surface = texturesurfacelist[0];
10127         const msurface_t *surface2;
10128         int firstvertex;
10129         int endvertex;
10130         int numvertices;
10131         int numtriangles;
10132         // TODO: lock all array ranges before render, rather than on each surface
10133         if (texturenumsurfaces == 1)
10134                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10135         else if (r_batchmode.integer == 2)
10136         {
10137                 #define MAXBATCHTRIANGLES 4096
10138                 int batchtriangles = 0;
10139                 static int batchelements[MAXBATCHTRIANGLES*3];
10140                 for (i = 0;i < texturenumsurfaces;i = j)
10141                 {
10142                         surface = texturesurfacelist[i];
10143                         j = i + 1;
10144                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10145                         {
10146                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10147                                 continue;
10148                         }
10149                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10150                         batchtriangles = surface->num_triangles;
10151                         firstvertex = surface->num_firstvertex;
10152                         endvertex = surface->num_firstvertex + surface->num_vertices;
10153                         for (;j < texturenumsurfaces;j++)
10154                         {
10155                                 surface2 = texturesurfacelist[j];
10156                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10157                                         break;
10158                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10159                                 batchtriangles += surface2->num_triangles;
10160                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10161                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10162                         }
10163                         surface2 = texturesurfacelist[j-1];
10164                         numvertices = endvertex - firstvertex;
10165                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10166                 }
10167         }
10168         else if (r_batchmode.integer == 1)
10169         {
10170                 for (i = 0;i < texturenumsurfaces;i = j)
10171                 {
10172                         surface = texturesurfacelist[i];
10173                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10174                                 if (texturesurfacelist[j] != surface2)
10175                                         break;
10176                         surface2 = texturesurfacelist[j-1];
10177                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10178                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10179                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10180                 }
10181         }
10182         else
10183         {
10184                 for (i = 0;i < texturenumsurfaces;i++)
10185                 {
10186                         surface = texturesurfacelist[i];
10187                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10188                 }
10189         }
10190 }
10191
10192 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10193 {
10194         switch(vid.renderpath)
10195         {
10196         case RENDERPATH_CGGL:
10197 #ifdef SUPPORTCG
10198                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10199                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10200 #endif
10201                 break;
10202         case RENDERPATH_GL20:
10203                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10204                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10205                 break;
10206         case RENDERPATH_GL13:
10207         case RENDERPATH_GL11:
10208                 R_Mesh_TexBind(0, surface->lightmaptexture);
10209                 break;
10210         }
10211 }
10212
10213 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10214 {
10215         // pick the closest matching water plane and bind textures
10216         int planeindex, vertexindex;
10217         float d, bestd;
10218         vec3_t vert;
10219         const float *v;
10220         r_waterstate_waterplane_t *p, *bestp;
10221         bestd = 0;
10222         bestp = NULL;
10223         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10224         {
10225                 d = 0;
10226                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10227                 {
10228                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10229                         d += fabs(PlaneDiff(vert, &p->plane));
10230                 }
10231                 if (bestd > d || !bestp)
10232                 {
10233                         bestd = d;
10234                         bestp = p;
10235                 }
10236         }
10237         switch(vid.renderpath)
10238         {
10239         case RENDERPATH_CGGL:
10240 #ifdef SUPPORTCG
10241                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10242                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10243 #endif
10244                 break;
10245         case RENDERPATH_GL20:
10246                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10247                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10248                 break;
10249         case RENDERPATH_GL13:
10250         case RENDERPATH_GL11:
10251                 break;
10252         }
10253 }
10254
10255 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10256 {
10257         int i;
10258         const msurface_t *surface;
10259         if (r_waterstate.renderingscene)
10260                 return;
10261         for (i = 0;i < texturenumsurfaces;i++)
10262         {
10263                 surface = texturesurfacelist[i];
10264                 RSurf_BindLightmapForSurface(surface);
10265                 RSurf_BindReflectionForSurface(surface);
10266                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10267         }
10268 }
10269
10270 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10271 {
10272         int i;
10273         int j;
10274         const msurface_t *surface = texturesurfacelist[0];
10275         const msurface_t *surface2;
10276         int firstvertex;
10277         int endvertex;
10278         int numvertices;
10279         int numtriangles;
10280         if (texturenumsurfaces == 1)
10281         {
10282                 RSurf_BindLightmapForSurface(surface);
10283                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10284         }
10285         else if (r_batchmode.integer == 2)
10286         {
10287 #define MAXBATCHTRIANGLES 4096
10288                 int batchtriangles = 0;
10289                 static int batchelements[MAXBATCHTRIANGLES*3];
10290                 for (i = 0;i < texturenumsurfaces;i = j)
10291                 {
10292                         surface = texturesurfacelist[i];
10293                         RSurf_BindLightmapForSurface(surface);
10294                         j = i + 1;
10295                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10296                         {
10297                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10298                                 continue;
10299                         }
10300                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10301                         batchtriangles = surface->num_triangles;
10302                         firstvertex = surface->num_firstvertex;
10303                         endvertex = surface->num_firstvertex + surface->num_vertices;
10304                         for (;j < texturenumsurfaces;j++)
10305                         {
10306                                 surface2 = texturesurfacelist[j];
10307                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10308                                         break;
10309                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10310                                 batchtriangles += surface2->num_triangles;
10311                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10312                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10313                         }
10314                         surface2 = texturesurfacelist[j-1];
10315                         numvertices = endvertex - firstvertex;
10316                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10317                 }
10318         }
10319         else if (r_batchmode.integer == 1)
10320         {
10321 #if 0
10322                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10323                 for (i = 0;i < texturenumsurfaces;i = j)
10324                 {
10325                         surface = texturesurfacelist[i];
10326                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10327                                 if (texturesurfacelist[j] != surface2)
10328                                         break;
10329                         Con_Printf(" %i", j - i);
10330                 }
10331                 Con_Printf("\n");
10332                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10333 #endif
10334                 for (i = 0;i < texturenumsurfaces;i = j)
10335                 {
10336                         surface = texturesurfacelist[i];
10337                         RSurf_BindLightmapForSurface(surface);
10338                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10339                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10340                                         break;
10341 #if 0
10342                         Con_Printf(" %i", j - i);
10343 #endif
10344                         surface2 = texturesurfacelist[j-1];
10345                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10346                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10347                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10348                 }
10349 #if 0
10350                 Con_Printf("\n");
10351 #endif
10352         }
10353         else
10354         {
10355                 for (i = 0;i < texturenumsurfaces;i++)
10356                 {
10357                         surface = texturesurfacelist[i];
10358                         RSurf_BindLightmapForSurface(surface);
10359                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10360                 }
10361         }
10362 }
10363
10364 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10365 {
10366         int j;
10367         int texturesurfaceindex;
10368         if (r_showsurfaces.integer == 2)
10369         {
10370                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10371                 {
10372                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10373                         for (j = 0;j < surface->num_triangles;j++)
10374                         {
10375                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10376                                 GL_Color(f, f, f, 1);
10377                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10378                         }
10379                 }
10380         }
10381         else
10382         {
10383                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10384                 {
10385                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10386                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10387                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10388                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10389                 }
10390         }
10391 }
10392
10393 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10394 {
10395         int texturesurfaceindex;
10396         int i;
10397         const float *v;
10398         float *c2;
10399         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10400         {
10401                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10403                 {
10404                         c2[0] = 0.5;
10405                         c2[1] = 0.5;
10406                         c2[2] = 0.5;
10407                         c2[3] = 1;
10408                 }
10409         }
10410         rsurface.lightmapcolor4f = rsurface.array_color4f;
10411         rsurface.lightmapcolor4f_bufferobject = 0;
10412         rsurface.lightmapcolor4f_bufferoffset = 0;
10413 }
10414
10415 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10416 {
10417         int texturesurfaceindex;
10418         int i;
10419         float f;
10420         const float *v;
10421         const float *c;
10422         float *c2;
10423         if (rsurface.lightmapcolor4f)
10424         {
10425                 // generate color arrays for the surfaces in this list
10426                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10427                 {
10428                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10429                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10430                         {
10431                                 f = RSurf_FogVertex(v);
10432                                 c2[0] = c[0] * f;
10433                                 c2[1] = c[1] * f;
10434                                 c2[2] = c[2] * f;
10435                                 c2[3] = c[3];
10436                         }
10437                 }
10438         }
10439         else
10440         {
10441                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10442                 {
10443                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10445                         {
10446                                 f = RSurf_FogVertex(v);
10447                                 c2[0] = f;
10448                                 c2[1] = f;
10449                                 c2[2] = f;
10450                                 c2[3] = 1;
10451                         }
10452                 }
10453         }
10454         rsurface.lightmapcolor4f = rsurface.array_color4f;
10455         rsurface.lightmapcolor4f_bufferobject = 0;
10456         rsurface.lightmapcolor4f_bufferoffset = 0;
10457 }
10458
10459 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10460 {
10461         int texturesurfaceindex;
10462         int i;
10463         float f;
10464         const float *v;
10465         const float *c;
10466         float *c2;
10467         if (!rsurface.lightmapcolor4f)
10468                 return;
10469         // generate color arrays for the surfaces in this list
10470         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10471         {
10472                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10473                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10474                 {
10475                         f = RSurf_FogVertex(v);
10476                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10477                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10478                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10479                         c2[3] = c[3];
10480                 }
10481         }
10482         rsurface.lightmapcolor4f = rsurface.array_color4f;
10483         rsurface.lightmapcolor4f_bufferobject = 0;
10484         rsurface.lightmapcolor4f_bufferoffset = 0;
10485 }
10486
10487 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10488 {
10489         int texturesurfaceindex;
10490         int i;
10491         const float *c;
10492         float *c2;
10493         if (!rsurface.lightmapcolor4f)
10494                 return;
10495         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10496         {
10497                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10498                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10499                 {
10500                         c2[0] = c[0] * r;
10501                         c2[1] = c[1] * g;
10502                         c2[2] = c[2] * b;
10503                         c2[3] = c[3] * a;
10504                 }
10505         }
10506         rsurface.lightmapcolor4f = rsurface.array_color4f;
10507         rsurface.lightmapcolor4f_bufferobject = 0;
10508         rsurface.lightmapcolor4f_bufferoffset = 0;
10509 }
10510
10511 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10512 {
10513         int texturesurfaceindex;
10514         int i;
10515         const float *c;
10516         float *c2;
10517         if (!rsurface.lightmapcolor4f)
10518                 return;
10519         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10520         {
10521                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10522                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10523                 {
10524                         c2[0] = c[0] + r_refdef.scene.ambient;
10525                         c2[1] = c[1] + r_refdef.scene.ambient;
10526                         c2[2] = c[2] + r_refdef.scene.ambient;
10527                         c2[3] = c[3];
10528                 }
10529         }
10530         rsurface.lightmapcolor4f = rsurface.array_color4f;
10531         rsurface.lightmapcolor4f_bufferobject = 0;
10532         rsurface.lightmapcolor4f_bufferoffset = 0;
10533 }
10534
10535 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10536 {
10537         // TODO: optimize
10538         rsurface.lightmapcolor4f = NULL;
10539         rsurface.lightmapcolor4f_bufferobject = 0;
10540         rsurface.lightmapcolor4f_bufferoffset = 0;
10541         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10542         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10543         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10544         GL_Color(r, g, b, a);
10545         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10546 }
10547
10548 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10549 {
10550         // TODO: optimize applyfog && applycolor case
10551         // just apply fog if necessary, and tint the fog color array if necessary
10552         rsurface.lightmapcolor4f = NULL;
10553         rsurface.lightmapcolor4f_bufferobject = 0;
10554         rsurface.lightmapcolor4f_bufferoffset = 0;
10555         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10556         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10557         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10558         GL_Color(r, g, b, a);
10559         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10560 }
10561
10562 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10563 {
10564         int texturesurfaceindex;
10565         int i;
10566         float *c;
10567         // TODO: optimize
10568         if (texturesurfacelist[0]->lightmapinfo)
10569         {
10570                 // generate color arrays for the surfaces in this list
10571                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10572                 {
10573                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10574                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10575                         {
10576                                 if (surface->lightmapinfo->samples)
10577                                 {
10578                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10579                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10580                                         VectorScale(lm, scale, c);
10581                                         if (surface->lightmapinfo->styles[1] != 255)
10582                                         {
10583                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10584                                                 lm += size3;
10585                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10586                                                 VectorMA(c, scale, lm, c);
10587                                                 if (surface->lightmapinfo->styles[2] != 255)
10588                                                 {
10589                                                         lm += size3;
10590                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10591                                                         VectorMA(c, scale, lm, c);
10592                                                         if (surface->lightmapinfo->styles[3] != 255)
10593                                                         {
10594                                                                 lm += size3;
10595                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10596                                                                 VectorMA(c, scale, lm, c);
10597                                                         }
10598                                                 }
10599                                         }
10600                                 }
10601                                 else
10602                                         VectorClear(c);
10603                                 c[3] = 1;
10604                         }
10605                 }
10606                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10607                 rsurface.lightmapcolor4f_bufferobject = 0;
10608                 rsurface.lightmapcolor4f_bufferoffset = 0;
10609         }
10610         else
10611         {
10612                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10613                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10614                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10615         }
10616         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10617         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10618         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10619         GL_Color(r, g, b, a);
10620         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10621 }
10622
10623 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10624 {
10625         int texturesurfaceindex;
10626         int i;
10627         float f;
10628         float alpha;
10629         const float *v;
10630         const float *n;
10631         float *c;
10632         vec3_t ambientcolor;
10633         vec3_t diffusecolor;
10634         vec3_t lightdir;
10635         // TODO: optimize
10636         // model lighting
10637         VectorCopy(rsurface.modellight_lightdir, lightdir);
10638         f = 0.5f * r_refdef.lightmapintensity;
10639         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10640         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10641         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10642         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10643         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10644         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10645         alpha = *a;
10646         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10647         {
10648                 // generate color arrays for the surfaces in this list
10649                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10650                 {
10651                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10652                         int numverts = surface->num_vertices;
10653                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10654                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10655                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10656                         // q3-style directional shading
10657                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10658                         {
10659                                 if ((f = DotProduct(n, lightdir)) > 0)
10660                                         VectorMA(ambientcolor, f, diffusecolor, c);
10661                                 else
10662                                         VectorCopy(ambientcolor, c);
10663                                 c[3] = alpha;
10664                         }
10665                 }
10666                 *r = 1;
10667                 *g = 1;
10668                 *b = 1;
10669                 *a = 1;
10670                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10671                 rsurface.lightmapcolor4f_bufferobject = 0;
10672                 rsurface.lightmapcolor4f_bufferoffset = 0;
10673                 *applycolor = false;
10674         }
10675         else
10676         {
10677                 *r = ambientcolor[0];
10678                 *g = ambientcolor[1];
10679                 *b = ambientcolor[2];
10680                 rsurface.lightmapcolor4f = NULL;
10681                 rsurface.lightmapcolor4f_bufferobject = 0;
10682                 rsurface.lightmapcolor4f_bufferoffset = 0;
10683         }
10684 }
10685
10686 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10687 {
10688         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10689         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10690         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10691         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10692         GL_Color(r, g, b, a);
10693         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10694 }
10695
10696 void RSurf_SetupDepthAndCulling(void)
10697 {
10698         // submodels are biased to avoid z-fighting with world surfaces that they
10699         // may be exactly overlapping (avoids z-fighting artifacts on certain
10700         // doors and things in Quake maps)
10701         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10702         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10703         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10704         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10705 }
10706
10707 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10708 {
10709         // transparent sky would be ridiculous
10710         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10711                 return;
10712         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10713         skyrenderlater = true;
10714         RSurf_SetupDepthAndCulling();
10715         GL_DepthMask(true);
10716         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10717         // skymasking on them, and Quake3 never did sky masking (unlike
10718         // software Quake and software Quake2), so disable the sky masking
10719         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10720         // and skymasking also looks very bad when noclipping outside the
10721         // level, so don't use it then either.
10722         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10723         {
10724                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10725                 R_Mesh_ColorPointer(NULL, 0, 0);
10726                 R_Mesh_ResetTextureState();
10727                 if (skyrendermasked)
10728                 {
10729                         R_SetupShader_DepthOrShadow();
10730                         // depth-only (masking)
10731                         GL_ColorMask(0,0,0,0);
10732                         // just to make sure that braindead drivers don't draw
10733                         // anything despite that colormask...
10734                         GL_BlendFunc(GL_ZERO, GL_ONE);
10735                 }
10736                 else
10737                 {
10738                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10739                         // fog sky
10740                         GL_BlendFunc(GL_ONE, GL_ZERO);
10741                 }
10742                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10743                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10744                 if (skyrendermasked)
10745                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10746         }
10747         R_Mesh_ResetTextureState();
10748         GL_Color(1, 1, 1, 1);
10749 }
10750
10751 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10752 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10753 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10754 {
10755         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10756                 return;
10757         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10758         if (prepass)
10759         {
10760                 // render screenspace normalmap to texture
10761                 GL_DepthMask(true);
10762                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10763                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10764         }
10765         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10766         {
10767                 // render water or distortion background, then blend surface on top
10768                 GL_DepthMask(true);
10769                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10770                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10771                 GL_DepthMask(false);
10772                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10773                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10774                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10775                 else
10776                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10777         }
10778         else
10779         {
10780                 // render surface normally
10781                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10782                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10783                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10784                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10785                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10786                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10787                 else
10788                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10789         }
10790 }
10791
10792 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10793 {
10794         // OpenGL 1.3 path - anything not completely ancient
10795         int texturesurfaceindex;
10796         qboolean applycolor;
10797         qboolean applyfog;
10798         int layerindex;
10799         const texturelayer_t *layer;
10800         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10801
10802         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10803         {
10804                 vec4_t layercolor;
10805                 int layertexrgbscale;
10806                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10807                 {
10808                         if (layerindex == 0)
10809                                 GL_AlphaTest(true);
10810                         else
10811                         {
10812                                 GL_AlphaTest(false);
10813                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10814                         }
10815                 }
10816                 GL_DepthMask(layer->depthmask && writedepth);
10817                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10818                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10819                 {
10820                         layertexrgbscale = 4;
10821                         VectorScale(layer->color, 0.25f, layercolor);
10822                 }
10823                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10824                 {
10825                         layertexrgbscale = 2;
10826                         VectorScale(layer->color, 0.5f, layercolor);
10827                 }
10828                 else
10829                 {
10830                         layertexrgbscale = 1;
10831                         VectorScale(layer->color, 1.0f, layercolor);
10832                 }
10833                 layercolor[3] = layer->color[3];
10834                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10835                 R_Mesh_ColorPointer(NULL, 0, 0);
10836                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10837                 switch (layer->type)
10838                 {
10839                 case TEXTURELAYERTYPE_LITTEXTURE:
10840                         // single-pass lightmapped texture with 2x rgbscale
10841                         R_Mesh_TexBind(0, r_texture_white);
10842                         R_Mesh_TexMatrix(0, NULL);
10843                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10844                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10845                         R_Mesh_TexBind(1, layer->texture);
10846                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10847                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10849                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10850                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851                         else if (rsurface.uselightmaptexture)
10852                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853                         else
10854                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10855                         break;
10856                 case TEXTURELAYERTYPE_TEXTURE:
10857                         // singletexture unlit texture with transparency support
10858                         R_Mesh_TexBind(0, layer->texture);
10859                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10860                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10861                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10862                         R_Mesh_TexBind(1, 0);
10863                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10864                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10865                         break;
10866                 case TEXTURELAYERTYPE_FOG:
10867                         // singletexture fogging
10868                         if (layer->texture)
10869                         {
10870                                 R_Mesh_TexBind(0, layer->texture);
10871                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10872                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10873                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10874                         }
10875                         else
10876                         {
10877                                 R_Mesh_TexBind(0, 0);
10878                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10879                         }
10880                         R_Mesh_TexBind(1, 0);
10881                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10882                         // generate a color array for the fog pass
10883                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10884                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10885                         {
10886                                 int i;
10887                                 float f;
10888                                 const float *v;
10889                                 float *c;
10890                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10891                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10892                                 {
10893                                         f = 1 - RSurf_FogVertex(v);
10894                                         c[0] = layercolor[0];
10895                                         c[1] = layercolor[1];
10896                                         c[2] = layercolor[2];
10897                                         c[3] = f * layercolor[3];
10898                                 }
10899                         }
10900                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10901                         break;
10902                 default:
10903                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10904                 }
10905         }
10906         CHECKGLERROR
10907         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10908         {
10909                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10910                 GL_AlphaTest(false);
10911         }
10912 }
10913
10914 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10915 {
10916         // OpenGL 1.1 - crusty old voodoo path
10917         int texturesurfaceindex;
10918         qboolean applyfog;
10919         int layerindex;
10920         const texturelayer_t *layer;
10921         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10922
10923         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10924         {
10925                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10926                 {
10927                         if (layerindex == 0)
10928                                 GL_AlphaTest(true);
10929                         else
10930                         {
10931                                 GL_AlphaTest(false);
10932                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10933                         }
10934                 }
10935                 GL_DepthMask(layer->depthmask && writedepth);
10936                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10937                 R_Mesh_ColorPointer(NULL, 0, 0);
10938                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10939                 switch (layer->type)
10940                 {
10941                 case TEXTURELAYERTYPE_LITTEXTURE:
10942                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10943                         {
10944                                 // two-pass lit texture with 2x rgbscale
10945                                 // first the lightmap pass
10946                                 R_Mesh_TexBind(0, r_texture_white);
10947                                 R_Mesh_TexMatrix(0, NULL);
10948                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10949                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10950                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10951                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10952                                 else if (rsurface.uselightmaptexture)
10953                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10954                                 else
10955                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10956                                 // then apply the texture to it
10957                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10958                                 R_Mesh_TexBind(0, layer->texture);
10959                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10960                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10961                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10962                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10963                         }
10964                         else
10965                         {
10966                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10967                                 R_Mesh_TexBind(0, layer->texture);
10968                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10969                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10970                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10971                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10972                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10973                                 else
10974                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10975                         }
10976                         break;
10977                 case TEXTURELAYERTYPE_TEXTURE:
10978                         // singletexture unlit texture with transparency support
10979                         R_Mesh_TexBind(0, layer->texture);
10980                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10981                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10982                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10983                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10984                         break;
10985                 case TEXTURELAYERTYPE_FOG:
10986                         // singletexture fogging
10987                         if (layer->texture)
10988                         {
10989                                 R_Mesh_TexBind(0, layer->texture);
10990                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10991                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10992                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10993                         }
10994                         else
10995                         {
10996                                 R_Mesh_TexBind(0, 0);
10997                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10998                         }
10999                         // generate a color array for the fog pass
11000                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11001                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11002                         {
11003                                 int i;
11004                                 float f;
11005                                 const float *v;
11006                                 float *c;
11007                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11008                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11009                                 {
11010                                         f = 1 - RSurf_FogVertex(v);
11011                                         c[0] = layer->color[0];
11012                                         c[1] = layer->color[1];
11013                                         c[2] = layer->color[2];
11014                                         c[3] = f * layer->color[3];
11015                                 }
11016                         }
11017                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11018                         break;
11019                 default:
11020                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11021                 }
11022         }
11023         CHECKGLERROR
11024         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11025         {
11026                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11027                 GL_AlphaTest(false);
11028         }
11029 }
11030
11031 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11032 {
11033         float c[4];
11034
11035         GL_AlphaTest(false);
11036         R_Mesh_ColorPointer(NULL, 0, 0);
11037         R_Mesh_ResetTextureState();
11038         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11039
11040         if(rsurface.texture && rsurface.texture->currentskinframe)
11041         {
11042                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11043                 c[3] *= rsurface.texture->currentalpha;
11044         }
11045         else
11046         {
11047                 c[0] = 1;
11048                 c[1] = 0;
11049                 c[2] = 1;
11050                 c[3] = 1;
11051         }
11052
11053         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11054         {
11055                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11056                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11057                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11058         }
11059
11060         // brighten it up (as texture value 127 means "unlit")
11061         c[0] *= 2 * r_refdef.view.colorscale;
11062         c[1] *= 2 * r_refdef.view.colorscale;
11063         c[2] *= 2 * r_refdef.view.colorscale;
11064
11065         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11066                 c[3] *= r_wateralpha.value;
11067
11068         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11069         {
11070                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11071                 GL_DepthMask(false);
11072         }
11073         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11074         {
11075                 GL_BlendFunc(GL_ONE, GL_ONE);
11076                 GL_DepthMask(false);
11077         }
11078         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11079         {
11080                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11081                 GL_DepthMask(false);
11082         }
11083         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11084         {
11085                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11086                 GL_DepthMask(false);
11087         }
11088         else
11089         {
11090                 GL_BlendFunc(GL_ONE, GL_ZERO);
11091                 GL_DepthMask(writedepth);
11092         }
11093
11094         rsurface.lightmapcolor4f = NULL;
11095
11096         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11097         {
11098                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11099
11100                 rsurface.lightmapcolor4f = NULL;
11101                 rsurface.lightmapcolor4f_bufferobject = 0;
11102                 rsurface.lightmapcolor4f_bufferoffset = 0;
11103         }
11104         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11105         {
11106                 qboolean applycolor = true;
11107                 float one = 1.0;
11108
11109                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11110
11111                 r_refdef.lightmapintensity = 1;
11112                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11113                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11114         }
11115         else
11116         {
11117                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11118
11119                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11120                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11121                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11122         }
11123
11124         if(!rsurface.lightmapcolor4f)
11125                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11126
11127         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11128         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11129         if(r_refdef.fogenabled)
11130                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11131
11132         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11133         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11134 }
11135
11136 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11137 {
11138         CHECKGLERROR
11139         RSurf_SetupDepthAndCulling();
11140         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11141         {
11142                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11143                 return;
11144         }
11145         switch (vid.renderpath)
11146         {
11147         case RENDERPATH_GL20:
11148         case RENDERPATH_CGGL:
11149                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11150                 break;
11151         case RENDERPATH_GL13:
11152                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11153                 break;
11154         case RENDERPATH_GL11:
11155                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11156                 break;
11157         }
11158         CHECKGLERROR
11159 }
11160
11161 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11162 {
11163         CHECKGLERROR
11164         RSurf_SetupDepthAndCulling();
11165         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11166         {
11167                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11168                 return;
11169         }
11170         switch (vid.renderpath)
11171         {
11172         case RENDERPATH_GL20:
11173         case RENDERPATH_CGGL:
11174                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11175                 break;
11176         case RENDERPATH_GL13:
11177                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11178                 break;
11179         case RENDERPATH_GL11:
11180                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11181                 break;
11182         }
11183         CHECKGLERROR
11184 }
11185
11186 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11187 {
11188         int i, j;
11189         int texturenumsurfaces, endsurface;
11190         texture_t *texture;
11191         const msurface_t *surface;
11192         const msurface_t *texturesurfacelist[256];
11193
11194         // if the model is static it doesn't matter what value we give for
11195         // wantnormals and wanttangents, so this logic uses only rules applicable
11196         // to a model, knowing that they are meaningless otherwise
11197         if (ent == r_refdef.scene.worldentity)
11198                 RSurf_ActiveWorldEntity();
11199         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11200                 RSurf_ActiveModelEntity(ent, false, false, false);
11201         else
11202         {
11203                 switch (vid.renderpath)
11204                 {
11205                 case RENDERPATH_GL20:
11206                 case RENDERPATH_CGGL:
11207                         RSurf_ActiveModelEntity(ent, true, true, false);
11208                         break;
11209                 case RENDERPATH_GL13:
11210                 case RENDERPATH_GL11:
11211                         RSurf_ActiveModelEntity(ent, true, false, false);
11212                         break;
11213                 }
11214         }
11215
11216         if (r_transparentdepthmasking.integer)
11217         {
11218                 qboolean setup = false;
11219                 for (i = 0;i < numsurfaces;i = j)
11220                 {
11221                         j = i + 1;
11222                         surface = rsurface.modelsurfaces + surfacelist[i];
11223                         texture = surface->texture;
11224                         rsurface.texture = R_GetCurrentTexture(texture);
11225                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11226                         // scan ahead until we find a different texture
11227                         endsurface = min(i + 1024, numsurfaces);
11228                         texturenumsurfaces = 0;
11229                         texturesurfacelist[texturenumsurfaces++] = surface;
11230                         for (;j < endsurface;j++)
11231                         {
11232                                 surface = rsurface.modelsurfaces + surfacelist[j];
11233                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11234                                         break;
11235                                 texturesurfacelist[texturenumsurfaces++] = surface;
11236                         }
11237                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11238                                 continue;
11239                         // render the range of surfaces as depth
11240                         if (!setup)
11241                         {
11242                                 setup = true;
11243                                 GL_ColorMask(0,0,0,0);
11244                                 GL_Color(1,1,1,1);
11245                                 GL_DepthTest(true);
11246                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11247                                 GL_DepthMask(true);
11248                                 GL_AlphaTest(false);
11249                                 R_Mesh_ColorPointer(NULL, 0, 0);
11250                                 R_Mesh_ResetTextureState();
11251                                 R_SetupShader_DepthOrShadow();
11252                         }
11253                         RSurf_SetupDepthAndCulling();
11254                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11256                 }
11257                 if (setup)
11258                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11259         }
11260
11261         for (i = 0;i < numsurfaces;i = j)
11262         {
11263                 j = i + 1;
11264                 surface = rsurface.modelsurfaces + surfacelist[i];
11265                 texture = surface->texture;
11266                 rsurface.texture = R_GetCurrentTexture(texture);
11267                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11268                 // scan ahead until we find a different texture
11269                 endsurface = min(i + 1024, numsurfaces);
11270                 texturenumsurfaces = 0;
11271                 texturesurfacelist[texturenumsurfaces++] = surface;
11272                 for (;j < endsurface;j++)
11273                 {
11274                         surface = rsurface.modelsurfaces + surfacelist[j];
11275                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11276                                 break;
11277                         texturesurfacelist[texturenumsurfaces++] = surface;
11278                 }
11279                 // render the range of surfaces
11280                 if (ent == r_refdef.scene.worldentity)
11281                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11282                 else
11283                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11284         }
11285         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11286         GL_AlphaTest(false);
11287 }
11288
11289 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11290 {
11291         // transparent surfaces get pushed off into the transparent queue
11292         int surfacelistindex;
11293         const msurface_t *surface;
11294         vec3_t tempcenter, center;
11295         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11296         {
11297                 surface = texturesurfacelist[surfacelistindex];
11298                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11299                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11300                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11301                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11302                 if (queueentity->transparent_offset) // transparent offset
11303                 {
11304                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11305                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11306                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11307                 }
11308                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11309         }
11310 }
11311
11312 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11313 {
11314         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11315         CHECKGLERROR
11316         if (depthonly)
11317         {
11318                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11319                         return;
11320                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11321                         return;
11322                 RSurf_SetupDepthAndCulling();
11323                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11324                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11325         }
11326         else if (prepass)
11327         {
11328                 if (!rsurface.texture->currentnumlayers)
11329                         return;
11330                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11331                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11332                 else
11333                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11334         }
11335         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11336         {
11337                 RSurf_SetupDepthAndCulling();
11338                 GL_AlphaTest(false);
11339                 R_Mesh_ColorPointer(NULL, 0, 0);
11340                 R_Mesh_ResetTextureState();
11341                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11342                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11343                 GL_DepthMask(true);
11344                 GL_BlendFunc(GL_ONE, GL_ZERO);
11345                 GL_Color(0, 0, 0, 1);
11346                 GL_DepthTest(writedepth);
11347                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11348         }
11349         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11350         {
11351                 RSurf_SetupDepthAndCulling();
11352                 GL_AlphaTest(false);
11353                 R_Mesh_ColorPointer(NULL, 0, 0);
11354                 R_Mesh_ResetTextureState();
11355                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11356                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11357                 GL_DepthMask(true);
11358                 GL_BlendFunc(GL_ONE, GL_ZERO);
11359                 GL_DepthTest(true);
11360                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11361         }
11362         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11363                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11364         else if (!rsurface.texture->currentnumlayers)
11365                 return;
11366         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11367         {
11368                 // in the deferred case, transparent surfaces were queued during prepass
11369                 if (!r_shadow_usingdeferredprepass)
11370                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11371         }
11372         else
11373         {
11374                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11375                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11376         }
11377         CHECKGLERROR
11378 }
11379
11380 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11381 {
11382         int i, j;
11383         texture_t *texture;
11384         // break the surface list down into batches by texture and use of lightmapping
11385         for (i = 0;i < numsurfaces;i = j)
11386         {
11387                 j = i + 1;
11388                 // texture is the base texture pointer, rsurface.texture is the
11389                 // current frame/skin the texture is directing us to use (for example
11390                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11391                 // use skin 1 instead)
11392                 texture = surfacelist[i]->texture;
11393                 rsurface.texture = R_GetCurrentTexture(texture);
11394                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11395                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11396                 {
11397                         // if this texture is not the kind we want, skip ahead to the next one
11398                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11399                                 ;
11400                         continue;
11401                 }
11402                 // simply scan ahead until we find a different texture or lightmap state
11403                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11404                         ;
11405                 // render the range of surfaces
11406                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11407         }
11408 }
11409
11410 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11411 {
11412         CHECKGLERROR
11413         if (depthonly)
11414         {
11415                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11416                         return;
11417                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11418                         return;
11419                 RSurf_SetupDepthAndCulling();
11420                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11421                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11422         }
11423         else if (prepass)
11424         {
11425                 if (!rsurface.texture->currentnumlayers)
11426                         return;
11427                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11428                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11429                 else
11430                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11431         }
11432         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11433         {
11434                 RSurf_SetupDepthAndCulling();
11435                 GL_AlphaTest(false);
11436                 R_Mesh_ColorPointer(NULL, 0, 0);
11437                 R_Mesh_ResetTextureState();
11438                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11439                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11440                 GL_DepthMask(true);
11441                 GL_BlendFunc(GL_ONE, GL_ZERO);
11442                 GL_Color(0, 0, 0, 1);
11443                 GL_DepthTest(writedepth);
11444                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11445         }
11446         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11447         {
11448                 RSurf_SetupDepthAndCulling();
11449                 GL_AlphaTest(false);
11450                 R_Mesh_ColorPointer(NULL, 0, 0);
11451                 R_Mesh_ResetTextureState();
11452                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11453                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11454                 GL_DepthMask(true);
11455                 GL_BlendFunc(GL_ONE, GL_ZERO);
11456                 GL_DepthTest(true);
11457                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11458         }
11459         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11460                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11461         else if (!rsurface.texture->currentnumlayers)
11462                 return;
11463         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11464         {
11465                 // in the deferred case, transparent surfaces were queued during prepass
11466                 if (!r_shadow_usingdeferredprepass)
11467                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11468         }
11469         else
11470         {
11471                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11472                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11473         }
11474         CHECKGLERROR
11475 }
11476
11477 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11478 {
11479         int i, j;
11480         texture_t *texture;
11481         // break the surface list down into batches by texture and use of lightmapping
11482         for (i = 0;i < numsurfaces;i = j)
11483         {
11484                 j = i + 1;
11485                 // texture is the base texture pointer, rsurface.texture is the
11486                 // current frame/skin the texture is directing us to use (for example
11487                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11488                 // use skin 1 instead)
11489                 texture = surfacelist[i]->texture;
11490                 rsurface.texture = R_GetCurrentTexture(texture);
11491                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11492                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11493                 {
11494                         // if this texture is not the kind we want, skip ahead to the next one
11495                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11496                                 ;
11497                         continue;
11498                 }
11499                 // simply scan ahead until we find a different texture or lightmap state
11500                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11501                         ;
11502                 // render the range of surfaces
11503                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11504         }
11505 }
11506
11507 float locboxvertex3f[6*4*3] =
11508 {
11509         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11510         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11511         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11512         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11513         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11514         1,0,0, 0,0,0, 0,1,0, 1,1,0
11515 };
11516
11517 unsigned short locboxelements[6*2*3] =
11518 {
11519          0, 1, 2, 0, 2, 3,
11520          4, 5, 6, 4, 6, 7,
11521          8, 9,10, 8,10,11,
11522         12,13,14, 12,14,15,
11523         16,17,18, 16,18,19,
11524         20,21,22, 20,22,23
11525 };
11526
11527 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11528 {
11529         int i, j;
11530         cl_locnode_t *loc = (cl_locnode_t *)ent;
11531         vec3_t mins, size;
11532         float vertex3f[6*4*3];
11533         CHECKGLERROR
11534         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11535         GL_DepthMask(false);
11536         GL_DepthRange(0, 1);
11537         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11538         GL_DepthTest(true);
11539         GL_CullFace(GL_NONE);
11540         R_EntityMatrix(&identitymatrix);
11541
11542         R_Mesh_VertexPointer(vertex3f, 0, 0);
11543         R_Mesh_ColorPointer(NULL, 0, 0);
11544         R_Mesh_ResetTextureState();
11545         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11546
11547         i = surfacelist[0];
11548         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11551                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11552
11553         if (VectorCompare(loc->mins, loc->maxs))
11554         {
11555                 VectorSet(size, 2, 2, 2);
11556                 VectorMA(loc->mins, -0.5f, size, mins);
11557         }
11558         else
11559         {
11560                 VectorCopy(loc->mins, mins);
11561                 VectorSubtract(loc->maxs, loc->mins, size);
11562         }
11563
11564         for (i = 0;i < 6*4*3;)
11565                 for (j = 0;j < 3;j++, i++)
11566                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11567
11568         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11569 }
11570
11571 void R_DrawLocs(void)
11572 {
11573         int index;
11574         cl_locnode_t *loc, *nearestloc;
11575         vec3_t center;
11576         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11577         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11578         {
11579                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11580                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11581         }
11582 }
11583
11584 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11585 {
11586         if (decalsystem->decals)
11587                 Mem_Free(decalsystem->decals);
11588         memset(decalsystem, 0, sizeof(*decalsystem));
11589 }
11590
11591 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11592 {
11593         tridecal_t *decal;
11594         tridecal_t *decals;
11595         int i;
11596
11597         // expand or initialize the system
11598         if (decalsystem->maxdecals <= decalsystem->numdecals)
11599         {
11600                 decalsystem_t old = *decalsystem;
11601                 qboolean useshortelements;
11602                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11603                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11604                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11605                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11606                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11607                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11608                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11609                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11610                 if (decalsystem->numdecals)
11611                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11612                 if (old.decals)
11613                         Mem_Free(old.decals);
11614                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11615                         decalsystem->element3i[i] = i;
11616                 if (useshortelements)
11617                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11618                                 decalsystem->element3s[i] = i;
11619         }
11620
11621         // grab a decal and search for another free slot for the next one
11622         decals = decalsystem->decals;
11623         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11624         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11625                 ;
11626         decalsystem->freedecal = i;
11627         if (decalsystem->numdecals <= i)
11628                 decalsystem->numdecals = i + 1;
11629
11630         // initialize the decal
11631         decal->lived = 0;
11632         decal->triangleindex = triangleindex;
11633         decal->surfaceindex = surfaceindex;
11634         decal->decalsequence = decalsequence;
11635         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11636         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11637         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11638         decal->color4ub[0][3] = 255;
11639         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11640         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11641         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11642         decal->color4ub[1][3] = 255;
11643         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11644         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11645         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11646         decal->color4ub[2][3] = 255;
11647         decal->vertex3f[0][0] = v0[0];
11648         decal->vertex3f[0][1] = v0[1];
11649         decal->vertex3f[0][2] = v0[2];
11650         decal->vertex3f[1][0] = v1[0];
11651         decal->vertex3f[1][1] = v1[1];
11652         decal->vertex3f[1][2] = v1[2];
11653         decal->vertex3f[2][0] = v2[0];
11654         decal->vertex3f[2][1] = v2[1];
11655         decal->vertex3f[2][2] = v2[2];
11656         decal->texcoord2f[0][0] = t0[0];
11657         decal->texcoord2f[0][1] = t0[1];
11658         decal->texcoord2f[1][0] = t1[0];
11659         decal->texcoord2f[1][1] = t1[1];
11660         decal->texcoord2f[2][0] = t2[0];
11661         decal->texcoord2f[2][1] = t2[1];
11662 }
11663
11664 extern cvar_t cl_decals_bias;
11665 extern cvar_t cl_decals_models;
11666 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11667 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11668 {
11669         matrix4x4_t projection;
11670         decalsystem_t *decalsystem;
11671         qboolean dynamic;
11672         dp_model_t *model;
11673         const float *vertex3f;
11674         const msurface_t *surface;
11675         const msurface_t *surfaces;
11676         const int *surfacelist;
11677         const texture_t *texture;
11678         int numtriangles;
11679         int numsurfacelist;
11680         int surfacelistindex;
11681         int surfaceindex;
11682         int triangleindex;
11683         int cornerindex;
11684         int index;
11685         int numpoints;
11686         const int *e;
11687         float localorigin[3];
11688         float localnormal[3];
11689         float localmins[3];
11690         float localmaxs[3];
11691         float localsize;
11692         float v[9][3];
11693         float tc[9][2];
11694         float c[9][4];
11695         //float normal[3];
11696         float planes[6][4];
11697         float f;
11698         float points[2][9][3];
11699         float angles[3];
11700         float temp[3];
11701
11702         decalsystem = &ent->decalsystem;
11703         model = ent->model;
11704         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11705         {
11706                 R_DecalSystem_Reset(&ent->decalsystem);
11707                 return;
11708         }
11709
11710         if (!model->brush.data_nodes && !cl_decals_models.integer)
11711         {
11712                 if (decalsystem->model)
11713                         R_DecalSystem_Reset(decalsystem);
11714                 return;
11715         }
11716
11717         if (decalsystem->model != model)
11718                 R_DecalSystem_Reset(decalsystem);
11719         decalsystem->model = model;
11720
11721         RSurf_ActiveModelEntity(ent, false, false, false);
11722
11723         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11724         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11725         VectorNormalize(localnormal);
11726         localsize = worldsize*rsurface.inversematrixscale;
11727         localmins[0] = localorigin[0] - localsize;
11728         localmins[1] = localorigin[1] - localsize;
11729         localmins[2] = localorigin[2] - localsize;
11730         localmaxs[0] = localorigin[0] + localsize;
11731         localmaxs[1] = localorigin[1] + localsize;
11732         localmaxs[2] = localorigin[2] + localsize;
11733
11734         //VectorCopy(localnormal, planes[4]);
11735         //VectorVectors(planes[4], planes[2], planes[0]);
11736         AnglesFromVectors(angles, localnormal, NULL, false);
11737         AngleVectors(angles, planes[0], planes[2], planes[4]);
11738         VectorNegate(planes[0], planes[1]);
11739         VectorNegate(planes[2], planes[3]);
11740         VectorNegate(planes[4], planes[5]);
11741         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11742         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11743         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11744         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11745         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11746         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11747
11748 #if 1
11749 // works
11750 {
11751         matrix4x4_t forwardprojection;
11752         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11753         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11754 }
11755 #else
11756 // broken
11757 {
11758         float projectionvector[4][3];
11759         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11760         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11761         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11762         projectionvector[0][0] = planes[0][0] * ilocalsize;
11763         projectionvector[0][1] = planes[1][0] * ilocalsize;
11764         projectionvector[0][2] = planes[2][0] * ilocalsize;
11765         projectionvector[1][0] = planes[0][1] * ilocalsize;
11766         projectionvector[1][1] = planes[1][1] * ilocalsize;
11767         projectionvector[1][2] = planes[2][1] * ilocalsize;
11768         projectionvector[2][0] = planes[0][2] * ilocalsize;
11769         projectionvector[2][1] = planes[1][2] * ilocalsize;
11770         projectionvector[2][2] = planes[2][2] * ilocalsize;
11771         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11772         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11773         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11774         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11775 }
11776 #endif
11777
11778         dynamic = model->surfmesh.isanimated;
11779         vertex3f = rsurface.modelvertex3f;
11780         numsurfacelist = model->nummodelsurfaces;
11781         surfacelist = model->sortedmodelsurfaces;
11782         surfaces = model->data_surfaces;
11783         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11784         {
11785                 surfaceindex = surfacelist[surfacelistindex];
11786                 surface = surfaces + surfaceindex;
11787                 // check cull box first because it rejects more than any other check
11788                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11789                         continue;
11790                 // skip transparent surfaces
11791                 texture = surface->texture;
11792                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11793                         continue;
11794                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11795                         continue;
11796                 numtriangles = surface->num_triangles;
11797                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11798                 {
11799                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11800                         {
11801                                 index = 3*e[cornerindex];
11802                                 VectorCopy(vertex3f + index, v[cornerindex]);
11803                         }
11804                         // cull backfaces
11805                         //TriangleNormal(v[0], v[1], v[2], normal);
11806                         //if (DotProduct(normal, localnormal) < 0.0f)
11807                         //      continue;
11808                         // clip by each of the box planes formed from the projection matrix
11809                         // if anything survives, we emit the decal
11810                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11811                         if (numpoints < 3)
11812                                 continue;
11813                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11814                         if (numpoints < 3)
11815                                 continue;
11816                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11817                         if (numpoints < 3)
11818                                 continue;
11819                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11820                         if (numpoints < 3)
11821                                 continue;
11822                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11823                         if (numpoints < 3)
11824                                 continue;
11825                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11826                         if (numpoints < 3)
11827                                 continue;
11828                         // some part of the triangle survived, so we have to accept it...
11829                         if (dynamic)
11830                         {
11831                                 // dynamic always uses the original triangle
11832                                 numpoints = 3;
11833                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11834                                 {
11835                                         index = 3*e[cornerindex];
11836                                         VectorCopy(vertex3f + index, v[cornerindex]);
11837                                 }
11838                         }
11839                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11840                         {
11841                                 // convert vertex positions to texcoords
11842                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11843                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11844                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11845                                 // calculate distance fade from the projection origin
11846                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11847                                 f = bound(0.0f, f, 1.0f);
11848                                 c[cornerindex][0] = r * f;
11849                                 c[cornerindex][1] = g * f;
11850                                 c[cornerindex][2] = b * f;
11851                                 c[cornerindex][3] = 1.0f;
11852                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11853                         }
11854                         if (dynamic)
11855                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
11856                         else
11857                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11858                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11859                 }
11860         }
11861 }
11862
11863 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11864 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11865 {
11866         int renderentityindex;
11867         float worldmins[3];
11868         float worldmaxs[3];
11869         entity_render_t *ent;
11870
11871         if (!cl_decals_newsystem.integer)
11872                 return;
11873
11874         worldmins[0] = worldorigin[0] - worldsize;
11875         worldmins[1] = worldorigin[1] - worldsize;
11876         worldmins[2] = worldorigin[2] - worldsize;
11877         worldmaxs[0] = worldorigin[0] + worldsize;
11878         worldmaxs[1] = worldorigin[1] + worldsize;
11879         worldmaxs[2] = worldorigin[2] + worldsize;
11880
11881         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11882
11883         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11884         {
11885                 ent = r_refdef.scene.entities[renderentityindex];
11886                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11887                         continue;
11888
11889                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11890         }
11891 }
11892
11893 typedef struct r_decalsystem_splatqueue_s
11894 {
11895         vec3_t worldorigin;
11896         vec3_t worldnormal;
11897         float color[4];
11898         float tcrange[4];
11899         float worldsize;
11900         int decalsequence;
11901 }
11902 r_decalsystem_splatqueue_t;
11903
11904 int r_decalsystem_numqueued = 0;
11905 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11906
11907 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11908 {
11909         r_decalsystem_splatqueue_t *queue;
11910
11911         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11912                 return;
11913
11914         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11915         VectorCopy(worldorigin, queue->worldorigin);
11916         VectorCopy(worldnormal, queue->worldnormal);
11917         Vector4Set(queue->color, r, g, b, a);
11918         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11919         queue->worldsize = worldsize;
11920         queue->decalsequence = cl.decalsequence++;
11921 }
11922
11923 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11924 {
11925         int i;
11926         r_decalsystem_splatqueue_t *queue;
11927
11928         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11929                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11930         r_decalsystem_numqueued = 0;
11931 }
11932
11933 extern cvar_t cl_decals_max;
11934 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11935 {
11936         int i;
11937         decalsystem_t *decalsystem = &ent->decalsystem;
11938         int numdecals;
11939         int killsequence;
11940         tridecal_t *decal;
11941         float frametime;
11942         float lifetime;
11943
11944         if (!decalsystem->numdecals)
11945                 return;
11946
11947         if (r_showsurfaces.integer)
11948                 return;
11949
11950         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11951         {
11952                 R_DecalSystem_Reset(decalsystem);
11953                 return;
11954         }
11955
11956         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11957         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11958
11959         if (decalsystem->lastupdatetime)
11960                 frametime = (cl.time - decalsystem->lastupdatetime);
11961         else
11962                 frametime = 0;
11963         decalsystem->lastupdatetime = cl.time;
11964         decal = decalsystem->decals;
11965         numdecals = decalsystem->numdecals;
11966
11967         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11968         {
11969                 if (decal->color4ub[0][3])
11970                 {
11971                         decal->lived += frametime;
11972                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11973                         {
11974                                 memset(decal, 0, sizeof(*decal));
11975                                 if (decalsystem->freedecal > i)
11976                                         decalsystem->freedecal = i;
11977                         }
11978                 }
11979         }
11980         decal = decalsystem->decals;
11981         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11982                 numdecals--;
11983
11984         // collapse the array by shuffling the tail decals into the gaps
11985         for (;;)
11986         {
11987                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11988                         decalsystem->freedecal++;
11989                 if (decalsystem->freedecal == numdecals)
11990                         break;
11991                 decal[decalsystem->freedecal] = decal[--numdecals];
11992         }
11993
11994         decalsystem->numdecals = numdecals;
11995
11996         if (numdecals <= 0)
11997         {
11998                 // if there are no decals left, reset decalsystem
11999                 R_DecalSystem_Reset(decalsystem);
12000         }
12001 }
12002
12003 extern skinframe_t *decalskinframe;
12004 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12005 {
12006         int i;
12007         decalsystem_t *decalsystem = &ent->decalsystem;
12008         int numdecals;
12009         tridecal_t *decal;
12010         float faderate;
12011         float alpha;
12012         float *v3f;
12013         float *c4f;
12014         float *t2f;
12015         const int *e;
12016         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12017         int numtris = 0;
12018
12019         numdecals = decalsystem->numdecals;
12020         if (!numdecals)
12021                 return;
12022
12023         if (r_showsurfaces.integer)
12024                 return;
12025
12026         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12027         {
12028                 R_DecalSystem_Reset(decalsystem);
12029                 return;
12030         }
12031
12032         // if the model is static it doesn't matter what value we give for
12033         // wantnormals and wanttangents, so this logic uses only rules applicable
12034         // to a model, knowing that they are meaningless otherwise
12035         if (ent == r_refdef.scene.worldentity)
12036                 RSurf_ActiveWorldEntity();
12037         else
12038                 RSurf_ActiveModelEntity(ent, false, false, false);
12039
12040         decalsystem->lastupdatetime = cl.time;
12041         decal = decalsystem->decals;
12042
12043         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12044
12045         // update vertex positions for animated models
12046         v3f = decalsystem->vertex3f;
12047         c4f = decalsystem->color4f;
12048         t2f = decalsystem->texcoord2f;
12049         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12050         {
12051                 if (!decal->color4ub[0][3])
12052                         continue;
12053
12054                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12055                         continue;
12056
12057                 // update color values for fading decals
12058                 if (decal->lived >= cl_decals_time.value)
12059                 {
12060                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12061                         alpha *= (1.0f/255.0f);
12062                 }
12063                 else
12064                         alpha = 1.0f/255.0f;
12065
12066                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12067                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12068                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12069                 c4f[ 3] = 1;
12070                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12071                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12072                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12073                 c4f[ 7] = 1;
12074                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12075                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12076                 c4f[10] = decal->color4ub[2][2] * alpha;
12077                 c4f[11] = 1;
12078
12079                 t2f[0] = decal->texcoord2f[0][0];
12080                 t2f[1] = decal->texcoord2f[0][1];
12081                 t2f[2] = decal->texcoord2f[1][0];
12082                 t2f[3] = decal->texcoord2f[1][1];
12083                 t2f[4] = decal->texcoord2f[2][0];
12084                 t2f[5] = decal->texcoord2f[2][1];
12085
12086                 // update vertex positions for animated models
12087                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12088                 {
12089                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12090                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12091                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12092                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12093                 }
12094                 else
12095                 {
12096                         VectorCopy(decal->vertex3f[0], v3f);
12097                         VectorCopy(decal->vertex3f[1], v3f + 3);
12098                         VectorCopy(decal->vertex3f[2], v3f + 6);
12099                 }
12100
12101                 v3f += 9;
12102                 c4f += 12;
12103                 t2f += 6;
12104                 numtris++;
12105         }
12106
12107         if (numtris > 0)
12108         {
12109                 r_refdef.stats.drawndecals += numtris;
12110
12111                 if (r_refdef.fogenabled)
12112                 {
12113                         switch(vid.renderpath)
12114                         {
12115                         case RENDERPATH_GL20:
12116                         case RENDERPATH_CGGL:
12117                         case RENDERPATH_GL13:
12118                         case RENDERPATH_GL11:
12119                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12120                                 {
12121                                         alpha = RSurf_FogVertex(v3f);
12122                                         c4f[0] *= alpha;
12123                                         c4f[1] *= alpha;
12124                                         c4f[2] *= alpha;
12125                                 }
12126                                 break;
12127                         }
12128                 }
12129
12130                 // now render the decals all at once
12131                 // (this assumes they all use one particle font texture!)
12132                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12133                 R_Mesh_ResetTextureState();
12134                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12135                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12136                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12137                 GL_DepthMask(false);
12138                 GL_DepthRange(0, 1);
12139                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12140                 GL_DepthTest(true);
12141                 GL_CullFace(GL_NONE);
12142                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12143                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12144                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12145         }
12146 }
12147
12148 static void R_DrawModelDecals(void)
12149 {
12150         int i, numdecals;
12151
12152         // fade faster when there are too many decals
12153         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12154         for (i = 0;i < r_refdef.scene.numentities;i++)
12155                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12156
12157         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12158         for (i = 0;i < r_refdef.scene.numentities;i++)
12159                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12161
12162         R_DecalSystem_ApplySplatEntitiesQueue();
12163
12164         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12165         for (i = 0;i < r_refdef.scene.numentities;i++)
12166                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12167
12168         r_refdef.stats.totaldecals += numdecals;
12169
12170         if (r_showsurfaces.integer)
12171                 return;
12172
12173         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12174
12175         for (i = 0;i < r_refdef.scene.numentities;i++)
12176         {
12177                 if (!r_refdef.viewcache.entityvisible[i])
12178                         continue;
12179                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12180                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12181         }
12182 }
12183
12184 void R_DrawDebugModel(void)
12185 {
12186         entity_render_t *ent = rsurface.entity;
12187         int i, j, k, l, flagsmask;
12188         q3mbrush_t *brush;
12189         const msurface_t *surface;
12190         dp_model_t *model = ent->model;
12191         vec3_t v;
12192
12193         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12194
12195         R_Mesh_ColorPointer(NULL, 0, 0);
12196         R_Mesh_ResetTextureState();
12197         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12198         GL_DepthRange(0, 1);
12199         GL_DepthTest(!r_showdisabledepthtest.integer);
12200         GL_DepthMask(false);
12201         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12202
12203         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12204         {
12205                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12206                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12207                 {
12208                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12209                         {
12210                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12211                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12212                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12213                         }
12214                 }
12215                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12216                 {
12217                         if (surface->num_collisiontriangles)
12218                         {
12219                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12220                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12221                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12222                         }
12223                 }
12224         }
12225
12226         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12227
12228         if (r_showtris.integer || r_shownormals.integer)
12229         {
12230                 if (r_showdisabledepthtest.integer)
12231                 {
12232                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12233                         GL_DepthMask(false);
12234                 }
12235                 else
12236                 {
12237                         GL_BlendFunc(GL_ONE, GL_ZERO);
12238                         GL_DepthMask(true);
12239                 }
12240                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12241                 {
12242                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12243                                 continue;
12244                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12245                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12246                         {
12247                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12248                                 if (r_showtris.value > 0)
12249                                 {
12250                                         if (!rsurface.texture->currentlayers->depthmask)
12251                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12252                                         else if (ent == r_refdef.scene.worldentity)
12253                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12254                                         else
12255                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12256                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12257                                         R_Mesh_ColorPointer(NULL, 0, 0);
12258                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12259                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12260                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12261                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12262                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12263                                         CHECKGLERROR
12264                                 }
12265                                 if (r_shownormals.value < 0)
12266                                 {
12267                                         qglBegin(GL_LINES);
12268                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12269                                         {
12270                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12271                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12272                                                 qglVertex3f(v[0], v[1], v[2]);
12273                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12274                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12275                                                 qglVertex3f(v[0], v[1], v[2]);
12276                                         }
12277                                         qglEnd();
12278                                         CHECKGLERROR
12279                                 }
12280                                 if (r_shownormals.value > 0)
12281                                 {
12282                                         qglBegin(GL_LINES);
12283                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12284                                         {
12285                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12286                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12287                                                 qglVertex3f(v[0], v[1], v[2]);
12288                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12289                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12290                                                 qglVertex3f(v[0], v[1], v[2]);
12291                                         }
12292                                         qglEnd();
12293                                         CHECKGLERROR
12294                                         qglBegin(GL_LINES);
12295                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12296                                         {
12297                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12298                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12299                                                 qglVertex3f(v[0], v[1], v[2]);
12300                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12301                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12302                                                 qglVertex3f(v[0], v[1], v[2]);
12303                                         }
12304                                         qglEnd();
12305                                         CHECKGLERROR
12306                                         qglBegin(GL_LINES);
12307                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12308                                         {
12309                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12310                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12311                                                 qglVertex3f(v[0], v[1], v[2]);
12312                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12313                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12314                                                 qglVertex3f(v[0], v[1], v[2]);
12315                                         }
12316                                         qglEnd();
12317                                         CHECKGLERROR
12318                                 }
12319                         }
12320                 }
12321                 rsurface.texture = NULL;
12322         }
12323 }
12324
12325 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12326 int r_maxsurfacelist = 0;
12327 const msurface_t **r_surfacelist = NULL;
12328 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12329 {
12330         int i, j, endj, flagsmask;
12331         dp_model_t *model = r_refdef.scene.worldmodel;
12332         msurface_t *surfaces;
12333         unsigned char *update;
12334         int numsurfacelist = 0;
12335         if (model == NULL)
12336                 return;
12337
12338         if (r_maxsurfacelist < model->num_surfaces)
12339         {
12340                 r_maxsurfacelist = model->num_surfaces;
12341                 if (r_surfacelist)
12342                         Mem_Free((msurface_t**)r_surfacelist);
12343                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12344         }
12345
12346         RSurf_ActiveWorldEntity();
12347
12348         surfaces = model->data_surfaces;
12349         update = model->brushq1.lightmapupdateflags;
12350
12351         // update light styles on this submodel
12352         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12353         {
12354                 model_brush_lightstyleinfo_t *style;
12355                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12356                 {
12357                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12358                         {
12359                                 int *list = style->surfacelist;
12360                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12361                                 for (j = 0;j < style->numsurfaces;j++)
12362                                         update[list[j]] = true;
12363                         }
12364                 }
12365         }
12366
12367         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12368
12369         if (debug)
12370         {
12371                 R_DrawDebugModel();
12372                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12373                 return;
12374         }
12375
12376         rsurface.uselightmaptexture = false;
12377         rsurface.texture = NULL;
12378         rsurface.rtlight = NULL;
12379         numsurfacelist = 0;
12380         // add visible surfaces to draw list
12381         for (i = 0;i < model->nummodelsurfaces;i++)
12382         {
12383                 j = model->sortedmodelsurfaces[i];
12384                 if (r_refdef.viewcache.world_surfacevisible[j])
12385                         r_surfacelist[numsurfacelist++] = surfaces + j;
12386         }
12387         // update lightmaps if needed
12388         if (model->brushq1.firstrender)
12389         {
12390                 model->brushq1.firstrender = false;
12391                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12392                         if (update[j])
12393                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12394         }
12395         else if (update)
12396         {
12397                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12398                         if (r_refdef.viewcache.world_surfacevisible[j])
12399                                 if (update[j])
12400                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12401         }
12402         // don't do anything if there were no surfaces
12403         if (!numsurfacelist)
12404         {
12405                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12406                 return;
12407         }
12408         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12409         GL_AlphaTest(false);
12410
12411         // add to stats if desired
12412         if (r_speeds.integer && !skysurfaces && !depthonly)
12413         {
12414                 r_refdef.stats.world_surfaces += numsurfacelist;
12415                 for (j = 0;j < numsurfacelist;j++)
12416                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12417         }
12418
12419         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12420 }
12421
12422 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12423 {
12424         int i, j, endj, flagsmask;
12425         dp_model_t *model = ent->model;
12426         msurface_t *surfaces;
12427         unsigned char *update;
12428         int numsurfacelist = 0;
12429         if (model == NULL)
12430                 return;
12431
12432         if (r_maxsurfacelist < model->num_surfaces)
12433         {
12434                 r_maxsurfacelist = model->num_surfaces;
12435                 if (r_surfacelist)
12436                         Mem_Free((msurface_t **)r_surfacelist);
12437                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12438         }
12439
12440         // if the model is static it doesn't matter what value we give for
12441         // wantnormals and wanttangents, so this logic uses only rules applicable
12442         // to a model, knowing that they are meaningless otherwise
12443         if (ent == r_refdef.scene.worldentity)
12444                 RSurf_ActiveWorldEntity();
12445         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12446                 RSurf_ActiveModelEntity(ent, false, false, false);
12447         else if (prepass)
12448                 RSurf_ActiveModelEntity(ent, true, true, true);
12449         else if (depthonly)
12450         {
12451                 switch (vid.renderpath)
12452                 {
12453                 case RENDERPATH_GL20:
12454                 case RENDERPATH_CGGL:
12455                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12456                         break;
12457                 case RENDERPATH_GL13:
12458                 case RENDERPATH_GL11:
12459                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12460                         break;
12461                 }
12462         }
12463         else
12464         {
12465                 switch (vid.renderpath)
12466                 {
12467                 case RENDERPATH_GL20:
12468                 case RENDERPATH_CGGL:
12469                         RSurf_ActiveModelEntity(ent, true, true, false);
12470                         break;
12471                 case RENDERPATH_GL13:
12472                 case RENDERPATH_GL11:
12473                         RSurf_ActiveModelEntity(ent, true, false, false);
12474                         break;
12475                 }
12476         }
12477
12478         surfaces = model->data_surfaces;
12479         update = model->brushq1.lightmapupdateflags;
12480
12481         // update light styles
12482         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12483         {
12484                 model_brush_lightstyleinfo_t *style;
12485                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12486                 {
12487                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12488                         {
12489                                 int *list = style->surfacelist;
12490                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12491                                 for (j = 0;j < style->numsurfaces;j++)
12492                                         update[list[j]] = true;
12493                         }
12494                 }
12495         }
12496
12497         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12498
12499         if (debug)
12500         {
12501                 R_DrawDebugModel();
12502                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12503                 return;
12504         }
12505
12506         rsurface.uselightmaptexture = false;
12507         rsurface.texture = NULL;
12508         rsurface.rtlight = NULL;
12509         numsurfacelist = 0;
12510         // add visible surfaces to draw list
12511         for (i = 0;i < model->nummodelsurfaces;i++)
12512                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12513         // don't do anything if there were no surfaces
12514         if (!numsurfacelist)
12515         {
12516                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12517                 return;
12518         }
12519         // update lightmaps if needed
12520         if (update)
12521         {
12522                 int updated = 0;
12523                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12524                 {
12525                         if (update[j])
12526                         {
12527                                 updated++;
12528                                 R_BuildLightMap(ent, surfaces + j);
12529                         }
12530                 }
12531         }
12532         if (update)
12533                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12534                         if (update[j])
12535                                 R_BuildLightMap(ent, surfaces + j);
12536         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12537         GL_AlphaTest(false);
12538
12539         // add to stats if desired
12540         if (r_speeds.integer && !skysurfaces && !depthonly)
12541         {
12542                 r_refdef.stats.entities_surfaces += numsurfacelist;
12543                 for (j = 0;j < numsurfacelist;j++)
12544                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12545         }
12546
12547         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12548 }
12549
12550 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12551 {
12552         static texture_t texture;
12553         static msurface_t surface;
12554         const msurface_t *surfacelist = &surface;
12555
12556         // fake enough texture and surface state to render this geometry
12557
12558         texture.update_lastrenderframe = -1; // regenerate this texture
12559         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12560         texture.currentskinframe = skinframe;
12561         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12562         texture.specularscalemod = 1;
12563         texture.specularpowermod = 1;
12564
12565         surface.texture = &texture;
12566         surface.num_triangles = numtriangles;
12567         surface.num_firsttriangle = firsttriangle;
12568         surface.num_vertices = numvertices;
12569         surface.num_firstvertex = firstvertex;
12570
12571         // now render it
12572         rsurface.texture = R_GetCurrentTexture(surface.texture);
12573         rsurface.uselightmaptexture = false;
12574         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12575 }
12576
12577 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12578 {
12579         static msurface_t surface;
12580         const msurface_t *surfacelist = &surface;
12581
12582         // fake enough texture and surface state to render this geometry
12583
12584         surface.texture = texture;
12585         surface.num_triangles = numtriangles;
12586         surface.num_firsttriangle = firsttriangle;
12587         surface.num_vertices = numvertices;
12588         surface.num_firstvertex = firstvertex;
12589
12590         // now render it
12591         rsurface.texture = R_GetCurrentTexture(surface.texture);
12592         rsurface.uselightmaptexture = false;
12593         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12594 }