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store blend weights as unsigned char data
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
96 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
97 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"};
98 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"};
99 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
101 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
102 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
103 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"};
104
105 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
106 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
107 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
108 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
109 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
110 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
111 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
112 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
113
114 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)"};
115 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"};
116
117 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
122
123 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
124 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
125 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
126
127 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)"};
128 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
129 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
130 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
131 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
132 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)"};
133 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)"};
134 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)"};
135 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)"};
136
137 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)"};
138 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
139 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"};
140 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
141 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
142
143 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
144 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
145 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
146 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
147
148 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
149 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
150 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
151 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
152 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
153 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
154 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
155
156 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
157 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
158 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
159 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)"};
160
161 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"};
162
163 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"};
164
165 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
166
167 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
168 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
169 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"};
170 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
171 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
172 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
173 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
174 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)"};
175
176 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
177
178 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)"};
179
180 extern cvar_t v_glslgamma;
181
182 extern qboolean v_flipped_state;
183
184 static struct r_bloomstate_s
185 {
186         qboolean enabled;
187         qboolean hdr;
188
189         int bloomwidth, bloomheight;
190
191         int screentexturewidth, screentextureheight;
192         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
193
194         int bloomtexturewidth, bloomtextureheight;
195         rtexture_t *texture_bloom;
196
197         // arrays for rendering the screen passes
198         float screentexcoord2f[8];
199         float bloomtexcoord2f[8];
200         float offsettexcoord2f[8];
201
202         r_viewport_t viewport;
203 }
204 r_bloomstate;
205
206 r_waterstate_t r_waterstate;
207
208 /// shadow volume bsp struct with automatically growing nodes buffer
209 svbsp_t r_svbsp;
210
211 rtexture_t *r_texture_blanknormalmap;
212 rtexture_t *r_texture_white;
213 rtexture_t *r_texture_grey128;
214 rtexture_t *r_texture_black;
215 rtexture_t *r_texture_notexture;
216 rtexture_t *r_texture_whitecube;
217 rtexture_t *r_texture_normalizationcube;
218 rtexture_t *r_texture_fogattenuation;
219 rtexture_t *r_texture_gammaramps;
220 unsigned int r_texture_gammaramps_serial;
221 //rtexture_t *r_texture_fogintensity;
222 rtexture_t *r_texture_reflectcube;
223
224 // TODO: hash lookups?
225 typedef struct cubemapinfo_s
226 {
227         char basename[64];
228         rtexture_t *texture;
229 }
230 cubemapinfo_t;
231
232 int r_texture_numcubemaps;
233 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
234
235 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
236 unsigned int r_numqueries;
237 unsigned int r_maxqueries;
238
239 typedef struct r_qwskincache_s
240 {
241         char name[MAX_QPATH];
242         skinframe_t *skinframe;
243 }
244 r_qwskincache_t;
245
246 static r_qwskincache_t *r_qwskincache;
247 static int r_qwskincache_size;
248
249 /// vertex coordinates for a quad that covers the screen exactly
250 const float r_screenvertex3f[12] =
251 {
252         0, 0, 0,
253         1, 0, 0,
254         1, 1, 0,
255         0, 1, 0
256 };
257
258 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
259 {
260         int i;
261         for (i = 0;i < verts;i++)
262         {
263                 out[0] = in[0] * r;
264                 out[1] = in[1] * g;
265                 out[2] = in[2] * b;
266                 out[3] = in[3];
267                 in += 4;
268                 out += 4;
269         }
270 }
271
272 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
273 {
274         int i;
275         for (i = 0;i < verts;i++)
276         {
277                 out[0] = r;
278                 out[1] = g;
279                 out[2] = b;
280                 out[3] = a;
281                 out += 4;
282         }
283 }
284
285 // FIXME: move this to client?
286 void FOG_clear(void)
287 {
288         if (gamemode == GAME_NEHAHRA)
289         {
290                 Cvar_Set("gl_fogenable", "0");
291                 Cvar_Set("gl_fogdensity", "0.2");
292                 Cvar_Set("gl_fogred", "0.3");
293                 Cvar_Set("gl_foggreen", "0.3");
294                 Cvar_Set("gl_fogblue", "0.3");
295         }
296         r_refdef.fog_density = 0;
297         r_refdef.fog_red = 0;
298         r_refdef.fog_green = 0;
299         r_refdef.fog_blue = 0;
300         r_refdef.fog_alpha = 1;
301         r_refdef.fog_start = 0;
302         r_refdef.fog_end = 16384;
303         r_refdef.fog_height = 1<<30;
304         r_refdef.fog_fadedepth = 128;
305 }
306
307 static void R_BuildBlankTextures(void)
308 {
309         unsigned char data[4];
310         data[2] = 128; // normal X
311         data[1] = 128; // normal Y
312         data[0] = 255; // normal Z
313         data[3] = 128; // height
314         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
315         data[0] = 255;
316         data[1] = 255;
317         data[2] = 255;
318         data[3] = 255;
319         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 128;
321         data[1] = 128;
322         data[2] = 128;
323         data[3] = 255;
324         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 0;
326         data[1] = 0;
327         data[2] = 0;
328         data[3] = 255;
329         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildNoTexture(void)
333 {
334         int x, y;
335         unsigned char pix[16][16][4];
336         // this makes a light grey/dark grey checkerboard texture
337         for (y = 0;y < 16;y++)
338         {
339                 for (x = 0;x < 16;x++)
340                 {
341                         if ((y < 8) ^ (x < 8))
342                         {
343                                 pix[y][x][0] = 128;
344                                 pix[y][x][1] = 128;
345                                 pix[y][x][2] = 128;
346                                 pix[y][x][3] = 255;
347                         }
348                         else
349                         {
350                                 pix[y][x][0] = 64;
351                                 pix[y][x][1] = 64;
352                                 pix[y][x][2] = 64;
353                                 pix[y][x][3] = 255;
354                         }
355                 }
356         }
357         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
358 }
359
360 static void R_BuildWhiteCube(void)
361 {
362         unsigned char data[6*1*1*4];
363         memset(data, 255, sizeof(data));
364         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
365 }
366
367 static void R_BuildNormalizationCube(void)
368 {
369         int x, y, side;
370         vec3_t v;
371         vec_t s, t, intensity;
372 #define NORMSIZE 64
373         unsigned char *data;
374         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
375         for (side = 0;side < 6;side++)
376         {
377                 for (y = 0;y < NORMSIZE;y++)
378                 {
379                         for (x = 0;x < NORMSIZE;x++)
380                         {
381                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383                                 switch(side)
384                                 {
385                                 default:
386                                 case 0:
387                                         v[0] = 1;
388                                         v[1] = -t;
389                                         v[2] = -s;
390                                         break;
391                                 case 1:
392                                         v[0] = -1;
393                                         v[1] = -t;
394                                         v[2] = s;
395                                         break;
396                                 case 2:
397                                         v[0] = s;
398                                         v[1] = 1;
399                                         v[2] = t;
400                                         break;
401                                 case 3:
402                                         v[0] = s;
403                                         v[1] = -1;
404                                         v[2] = -t;
405                                         break;
406                                 case 4:
407                                         v[0] = s;
408                                         v[1] = -t;
409                                         v[2] = 1;
410                                         break;
411                                 case 5:
412                                         v[0] = -s;
413                                         v[1] = -t;
414                                         v[2] = -1;
415                                         break;
416                                 }
417                                 intensity = 127.0f / sqrt(DotProduct(v, v));
418                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
419                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
420                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
421                                 data[((side*64+y)*64+x)*4+3] = 255;
422                         }
423                 }
424         }
425         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
426         Mem_Free(data);
427 }
428
429 static void R_BuildFogTexture(void)
430 {
431         int x, b;
432 #define FOGWIDTH 256
433         unsigned char data1[FOGWIDTH][4];
434         //unsigned char data2[FOGWIDTH][4];
435         double d, r, alpha;
436
437         r_refdef.fogmasktable_start = r_refdef.fog_start;
438         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
439         r_refdef.fogmasktable_range = r_refdef.fogrange;
440         r_refdef.fogmasktable_density = r_refdef.fog_density;
441
442         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
443         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
444         {
445                 d = (x * r - r_refdef.fogmasktable_start);
446                 if(developer_extra.integer)
447                         Con_DPrintf("%f ", d);
448                 d = max(0, d);
449                 if (r_fog_exp2.integer)
450                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
451                 else
452                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
453                 if(developer_extra.integer)
454                         Con_DPrintf(" : %f ", alpha);
455                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
456                 if(developer_extra.integer)
457                         Con_DPrintf(" = %f\n", alpha);
458                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
459         }
460
461         for (x = 0;x < FOGWIDTH;x++)
462         {
463                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
464                 data1[x][0] = b;
465                 data1[x][1] = b;
466                 data1[x][2] = b;
467                 data1[x][3] = 255;
468                 //data2[x][0] = 255 - b;
469                 //data2[x][1] = 255 - b;
470                 //data2[x][2] = 255 - b;
471                 //data2[x][3] = 255;
472         }
473         if (r_texture_fogattenuation)
474         {
475                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
476                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
477         }
478         else
479         {
480                 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);
481                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
482         }
483 }
484
485 //=======================================================================================================================================================
486
487 static const char *builtinshaderstring =
488 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
489 "// written by Forest 'LordHavoc' Hale\n"
490 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
491 "\n"
492 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
493 "# define USEFOG\n"
494 "#endif\n"
495 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
496 "#define USELIGHTMAP\n"
497 "#endif\n"
498 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
499 "#define USEEYEVECTOR\n"
500 "#endif\n"
501 "\n"
502 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
503 "# extension GL_ARB_texture_rectangle : enable\n"
504 "#endif\n"
505 "\n"
506 "#ifdef USESHADOWMAP2D\n"
507 "# ifdef GL_EXT_gpu_shader4\n"
508 "#   extension GL_EXT_gpu_shader4 : enable\n"
509 "# endif\n"
510 "# ifdef GL_ARB_texture_gather\n"
511 "#   extension GL_ARB_texture_gather : enable\n"
512 "# else\n"
513 "#   ifdef GL_AMD_texture_texture4\n"
514 "#     extension GL_AMD_texture_texture4 : enable\n"
515 "#   endif\n"
516 "# endif\n"
517 "#endif\n"
518 "\n"
519 "#ifdef USESHADOWMAPCUBE\n"
520 "# extension GL_EXT_gpu_shader4 : enable\n"
521 "#endif\n"
522 "\n"
523 "//#ifdef USESHADOWSAMPLER\n"
524 "//# extension GL_ARB_shadow : enable\n"
525 "//#endif\n"
526 "\n"
527 "//#ifdef __GLSL_CG_DATA_TYPES\n"
528 "//# define myhalf half\n"
529 "//# define myhalf2 half2\n"
530 "//# define myhalf3 half3\n"
531 "//# define myhalf4 half4\n"
532 "//#else\n"
533 "# define myhalf float\n"
534 "# define myhalf2 vec2\n"
535 "# define myhalf3 vec3\n"
536 "# define myhalf4 vec4\n"
537 "//#endif\n"
538 "\n"
539 "#ifdef VERTEX_SHADER\n"
540 "uniform mat4 ModelViewProjectionMatrix;\n"
541 "#endif\n"
542 "\n"
543 "#ifdef MODE_DEPTH_OR_SHADOW\n"
544 "#ifdef VERTEX_SHADER\n"
545 "void main(void)\n"
546 "{\n"
547 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
548 "}\n"
549 "#endif\n"
550 "#else // !MODE_DEPTH_ORSHADOW\n"
551 "\n"
552 "\n"
553 "\n"
554 "\n"
555 "#ifdef MODE_SHOWDEPTH\n"
556 "#ifdef VERTEX_SHADER\n"
557 "void main(void)\n"
558 "{\n"
559 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
560 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
561 "}\n"
562 "#endif\n"
563 "\n"
564 "#ifdef FRAGMENT_SHADER\n"
565 "void main(void)\n"
566 "{\n"
567 "       gl_FragColor = gl_Color;\n"
568 "}\n"
569 "#endif\n"
570 "#else // !MODE_SHOWDEPTH\n"
571 "\n"
572 "\n"
573 "\n"
574 "\n"
575 "#ifdef MODE_POSTPROCESS\n"
576 "varying vec2 TexCoord1;\n"
577 "varying vec2 TexCoord2;\n"
578 "\n"
579 "#ifdef VERTEX_SHADER\n"
580 "void main(void)\n"
581 "{\n"
582 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
583 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
584 "#ifdef USEBLOOM\n"
585 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
586 "#endif\n"
587 "}\n"
588 "#endif\n"
589 "\n"
590 "#ifdef FRAGMENT_SHADER\n"
591 "uniform sampler2D Texture_First;\n"
592 "#ifdef USEBLOOM\n"
593 "uniform sampler2D Texture_Second;\n"
594 "#endif\n"
595 "#ifdef USEGAMMARAMPS\n"
596 "uniform sampler2D Texture_GammaRamps;\n"
597 "#endif\n"
598 "#ifdef USESATURATION\n"
599 "uniform float Saturation;\n"
600 "#endif\n"
601 "#ifdef USEVIEWTINT\n"
602 "uniform vec4 ViewTintColor;\n"
603 "#endif\n"
604 "//uncomment these if you want to use them:\n"
605 "uniform vec4 UserVec1;\n"
606 "// uniform vec4 UserVec2;\n"
607 "// uniform vec4 UserVec3;\n"
608 "// uniform vec4 UserVec4;\n"
609 "// uniform float ClientTime;\n"
610 "uniform vec2 PixelSize;\n"
611 "void main(void)\n"
612 "{\n"
613 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
614 "#ifdef USEBLOOM\n"
615 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
616 "#endif\n"
617 "#ifdef USEVIEWTINT\n"
618 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
619 "#endif\n"
620 "\n"
621 "#ifdef USEPOSTPROCESSING\n"
622 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
623 "// 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"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
628 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
629 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
630 "#endif\n"
631 "\n"
632 "#ifdef USESATURATION\n"
633 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
634 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
635 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
636 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
637 "#endif\n"
638 "\n"
639 "#ifdef USEGAMMARAMPS\n"
640 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
641 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
642 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
643 "#endif\n"
644 "}\n"
645 "#endif\n"
646 "#else // !MODE_POSTPROCESS\n"
647 "\n"
648 "\n"
649 "\n"
650 "\n"
651 "#ifdef MODE_GENERIC\n"
652 "#ifdef USEDIFFUSE\n"
653 "varying vec2 TexCoord1;\n"
654 "#endif\n"
655 "#ifdef USESPECULAR\n"
656 "varying vec2 TexCoord2;\n"
657 "#endif\n"
658 "#ifdef VERTEX_SHADER\n"
659 "void main(void)\n"
660 "{\n"
661 "       gl_FrontColor = gl_Color;\n"
662 "#ifdef USEDIFFUSE\n"
663 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#endif\n"
665 "#ifdef USESPECULAR\n"
666 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
667 "#endif\n"
668 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
669 "}\n"
670 "#endif\n"
671 "\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "#ifdef USEDIFFUSE\n"
674 "uniform sampler2D Texture_First;\n"
675 "#endif\n"
676 "#ifdef USESPECULAR\n"
677 "uniform sampler2D Texture_Second;\n"
678 "#endif\n"
679 "\n"
680 "void main(void)\n"
681 "{\n"
682 "       gl_FragColor = gl_Color;\n"
683 "#ifdef USEDIFFUSE\n"
684 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
685 "#endif\n"
686 "\n"
687 "#ifdef USESPECULAR\n"
688 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
689 "# ifdef USECOLORMAPPING\n"
690 "       gl_FragColor *= tex2;\n"
691 "# endif\n"
692 "# ifdef USEGLOW\n"
693 "       gl_FragColor += tex2;\n"
694 "# endif\n"
695 "# ifdef USEVERTEXTEXTUREBLEND\n"
696 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
697 "# endif\n"
698 "#endif\n"
699 "}\n"
700 "#endif\n"
701 "#else // !MODE_GENERIC\n"
702 "\n"
703 "\n"
704 "\n"
705 "\n"
706 "#ifdef MODE_BLOOMBLUR\n"
707 "varying TexCoord;\n"
708 "#ifdef VERTEX_SHADER\n"
709 "void main(void)\n"
710 "{\n"
711 "       gl_FrontColor = gl_Color;\n"
712 "       TexCoord = gl_MultiTexCoord0.xy;\n"
713 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
714 "}\n"
715 "#endif\n"
716 "\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "uniform sampler2D Texture_First;\n"
719 "uniform vec4 BloomBlur_Parameters;\n"
720 "\n"
721 "void main(void)\n"
722 "{\n"
723 "       int i;\n"
724 "       vec2 tc = TexCoord;\n"
725 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
726 "       tc += BloomBlur_Parameters.xy;\n"
727 "       for (i = 1;i < SAMPLES;i++)\n"
728 "       {\n"
729 "               color += texture2D(Texture_First, tc).rgb;\n"
730 "               tc += BloomBlur_Parameters.xy;\n"
731 "       }\n"
732 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
733 "}\n"
734 "#endif\n"
735 "#else // !MODE_BLOOMBLUR\n"
736 "#ifdef MODE_REFRACTION\n"
737 "varying vec2 TexCoord;\n"
738 "varying vec4 ModelViewProjectionPosition;\n"
739 "uniform mat4 TexMatrix;\n"
740 "#ifdef VERTEX_SHADER\n"
741 "\n"
742 "void main(void)\n"
743 "{\n"
744 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
745 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
746 "       ModelViewProjectionPosition = gl_Position;\n"
747 "}\n"
748 "#endif\n"
749 "\n"
750 "#ifdef FRAGMENT_SHADER\n"
751 "uniform sampler2D Texture_Normal;\n"
752 "uniform sampler2D Texture_Refraction;\n"
753 "uniform sampler2D Texture_Reflection;\n"
754 "\n"
755 "uniform vec4 DistortScaleRefractReflect;\n"
756 "uniform vec4 ScreenScaleRefractReflect;\n"
757 "uniform vec4 ScreenCenterRefractReflect;\n"
758 "uniform vec4 RefractColor;\n"
759 "uniform vec4 ReflectColor;\n"
760 "uniform float ReflectFactor;\n"
761 "uniform float ReflectOffset;\n"
762 "\n"
763 "void main(void)\n"
764 "{\n"
765 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
766 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
768 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
769 "       // FIXME temporary hack to detect the case that the reflection\n"
770 "       // gets blackened at edges due to leaving the area that contains actual\n"
771 "       // content.\n"
772 "       // Remove this 'ack once we have a better way to stop this thing from\n"
773 "       // 'appening.\n"
774 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
777 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
778 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
779 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
780 "}\n"
781 "#endif\n"
782 "#else // !MODE_REFRACTION\n"
783 "\n"
784 "\n"
785 "\n"
786 "\n"
787 "#ifdef MODE_WATER\n"
788 "varying vec2 TexCoord;\n"
789 "varying vec3 EyeVector;\n"
790 "varying vec4 ModelViewProjectionPosition;\n"
791 "#ifdef VERTEX_SHADER\n"
792 "uniform vec3 EyePosition;\n"
793 "uniform mat4 TexMatrix;\n"
794 "\n"
795 "void main(void)\n"
796 "{\n"
797 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
798 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
799 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
800 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
801 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
802 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
803 "       ModelViewProjectionPosition = gl_Position;\n"
804 "}\n"
805 "#endif\n"
806 "\n"
807 "#ifdef FRAGMENT_SHADER\n"
808 "uniform sampler2D Texture_Normal;\n"
809 "uniform sampler2D Texture_Refraction;\n"
810 "uniform sampler2D Texture_Reflection;\n"
811 "\n"
812 "uniform vec4 DistortScaleRefractReflect;\n"
813 "uniform vec4 ScreenScaleRefractReflect;\n"
814 "uniform vec4 ScreenCenterRefractReflect;\n"
815 "uniform vec4 RefractColor;\n"
816 "uniform vec4 ReflectColor;\n"
817 "uniform float ReflectFactor;\n"
818 "uniform float ReflectOffset;\n"
819 "\n"
820 "void main(void)\n"
821 "{\n"
822 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
823 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
825 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
826 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
827 "       // FIXME temporary hack to detect the case that the reflection\n"
828 "       // gets blackened at edges due to leaving the area that contains actual\n"
829 "       // content.\n"
830 "       // Remove this 'ack once we have a better way to stop this thing from\n"
831 "       // 'appening.\n"
832 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
835 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
836 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
837 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
840 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
841 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
842 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
843 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "}\n"
845 "#endif\n"
846 "#else // !MODE_WATER\n"
847 "\n"
848 "\n"
849 "\n"
850 "\n"
851 "// common definitions between vertex shader and fragment shader:\n"
852 "\n"
853 "varying vec2 TexCoord;\n"
854 "#ifdef USEVERTEXTEXTUREBLEND\n"
855 "varying vec2 TexCoord2;\n"
856 "#endif\n"
857 "#ifdef USELIGHTMAP\n"
858 "varying vec2 TexCoordLightmap;\n"
859 "#endif\n"
860 "\n"
861 "#ifdef MODE_LIGHTSOURCE\n"
862 "varying vec3 CubeVector;\n"
863 "#endif\n"
864 "\n"
865 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
866 "varying vec3 LightVector;\n"
867 "#endif\n"
868 "\n"
869 "#ifdef USEEYEVECTOR\n"
870 "varying vec3 EyeVector;\n"
871 "#endif\n"
872 "#ifdef USEFOG\n"
873 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
874 "#endif\n"
875 "\n"
876 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
877 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
878 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
879 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
880 "#endif\n"
881 "\n"
882 "#ifdef USEREFLECTION\n"
883 "varying vec4 ModelViewProjectionPosition;\n"
884 "#endif\n"
885 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
886 "uniform vec3 LightPosition;\n"
887 "varying vec4 ModelViewPosition;\n"
888 "#endif\n"
889 "\n"
890 "#ifdef MODE_LIGHTSOURCE\n"
891 "uniform vec3 LightPosition;\n"
892 "#endif\n"
893 "uniform vec3 EyePosition;\n"
894 "#ifdef MODE_LIGHTDIRECTION\n"
895 "uniform vec3 LightDir;\n"
896 "#endif\n"
897 "uniform vec4 FogPlane;\n"
898 "\n"
899 "#ifdef USESHADOWMAPORTHO\n"
900 "varying vec3 ShadowMapTC;\n"
901 "#endif\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "// 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"
908 "\n"
909 "// fragment shader specific:\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Color;\n"
914 "uniform sampler2D Texture_Gloss;\n"
915 "#ifdef USEGLOW\n"
916 "uniform sampler2D Texture_Glow;\n"
917 "#endif\n"
918 "#ifdef USEVERTEXTEXTUREBLEND\n"
919 "uniform sampler2D Texture_SecondaryNormal;\n"
920 "uniform sampler2D Texture_SecondaryColor;\n"
921 "uniform sampler2D Texture_SecondaryGloss;\n"
922 "#ifdef USEGLOW\n"
923 "uniform sampler2D Texture_SecondaryGlow;\n"
924 "#endif\n"
925 "#endif\n"
926 "#ifdef USECOLORMAPPING\n"
927 "uniform sampler2D Texture_Pants;\n"
928 "uniform sampler2D Texture_Shirt;\n"
929 "#endif\n"
930 "#ifdef USEFOG\n"
931 "uniform sampler2D Texture_FogMask;\n"
932 "#endif\n"
933 "#ifdef USELIGHTMAP\n"
934 "uniform sampler2D Texture_Lightmap;\n"
935 "#endif\n"
936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
937 "uniform sampler2D Texture_Deluxemap;\n"
938 "#endif\n"
939 "#ifdef USEREFLECTION\n"
940 "uniform sampler2D Texture_Reflection;\n"
941 "#endif\n"
942 "\n"
943 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
944 "uniform sampler2D Texture_ScreenDepth;\n"
945 "uniform sampler2D Texture_ScreenNormalMap;\n"
946 "#endif\n"
947 "#ifdef USEDEFERREDLIGHTMAP\n"
948 "uniform sampler2D Texture_ScreenDiffuse;\n"
949 "uniform sampler2D Texture_ScreenSpecular;\n"
950 "#endif\n"
951 "\n"
952 "uniform myhalf3 Color_Pants;\n"
953 "uniform myhalf3 Color_Shirt;\n"
954 "uniform myhalf3 FogColor;\n"
955 "\n"
956 "#ifdef USEFOG\n"
957 "uniform float FogRangeRecip;\n"
958 "uniform float FogPlaneViewDist;\n"
959 "uniform float FogHeightFade;\n"
960 "float FogVertex(void)\n"
961 "{\n"
962 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
963 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
964 "       float fogfrac;\n"
965 "#ifdef USEFOGOUTSIDE\n"
966 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
967 "#else\n"
968 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
969 "#endif\n"
970 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
971 "}\n"
972 "#endif\n"
973 "\n"
974 "#ifdef USEOFFSETMAPPING\n"
975 "uniform float OffsetMapping_Scale;\n"
976 "vec2 OffsetMapping(vec2 TexCoord)\n"
977 "{\n"
978 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
979 "       // 14 sample relief mapping: linear search and then binary search\n"
980 "       // this basically steps forward a small amount repeatedly until it finds\n"
981 "       // itself inside solid, then jitters forward and back using decreasing\n"
982 "       // amounts to find the impact\n"
983 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
984 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
986 "       vec3 RT = vec3(TexCoord, 1);\n"
987 "       OffsetVector *= 0.1;\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1000 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1001 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1002 "       return RT.xy;\n"
1003 "#else\n"
1004 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1005 "       // this basically moves forward the full distance, and then backs up based\n"
1006 "       // on height of samples\n"
1007 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1008 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1010 "       TexCoord += OffsetVector;\n"
1011 "       OffsetVector *= 0.333;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1015 "       return TexCoord;\n"
1016 "#endif\n"
1017 "}\n"
1018 "#endif // USEOFFSETMAPPING\n"
1019 "\n"
1020 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1021 "uniform sampler2D Texture_Attenuation;\n"
1022 "uniform samplerCube Texture_Cube;\n"
1023 "#endif\n"
1024 "\n"
1025 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1026 "\n"
1027 "#ifdef USESHADOWMAPRECT\n"
1028 "# ifdef USESHADOWSAMPLER\n"
1029 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1030 "# else\n"
1031 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1032 "# endif\n"
1033 "#endif\n"
1034 "\n"
1035 "#ifdef USESHADOWMAP2D\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1038 "# else\n"
1039 "uniform sampler2D Texture_ShadowMap2D;\n"
1040 "# endif\n"
1041 "#endif\n"
1042 "\n"
1043 "#ifdef USESHADOWMAPVSDCT\n"
1044 "uniform samplerCube Texture_CubeProjection;\n"
1045 "#endif\n"
1046 "\n"
1047 "#ifdef USESHADOWMAPCUBE\n"
1048 "# ifdef USESHADOWSAMPLER\n"
1049 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1050 "# else\n"
1051 "uniform samplerCube Texture_ShadowMapCube;\n"
1052 "# endif\n"
1053 "#endif\n"
1054 "\n"
1055 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1056 "uniform vec2 ShadowMap_TextureScale;\n"
1057 "uniform vec4 ShadowMap_Parameters;\n"
1058 "#endif\n"
1059 "\n"
1060 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1061 "# ifdef USESHADOWMAPORTHO\n"
1062 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1063 "# else\n"
1064 "#  ifdef USESHADOWMAPVSDCT\n"
1065 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1066 "{\n"
1067 "       vec3 adir = abs(dir);\n"
1068 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1069 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1070 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1071 "}\n"
1072 "#  else\n"
1073 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1074 "{\n"
1075 "       vec3 adir = abs(dir);\n"
1076 "       float ma = adir.z;\n"
1077 "       vec4 proj = vec4(dir, 2.5);\n"
1078 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1079 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1080 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1081 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1082 "}\n"
1083 "#  endif\n"
1084 "# endif\n"
1085 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1086 "\n"
1087 "#ifdef USESHADOWMAPCUBE\n"
1088 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1089 "{\n"
1090 "       vec3 adir = abs(dir);\n"
1091 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1092 "}\n"
1093 "#endif\n"
1094 "\n"
1095 "# ifdef USESHADOWMAPRECT\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1097 "{\n"
1098 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1099 "       float f;\n"
1100 "#  ifdef USESHADOWSAMPLER\n"
1101 "\n"
1102 "#    ifdef USESHADOWMAPPCF\n"
1103 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1104 "       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"
1105 "#    else\n"
1106 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1107 "#    endif\n"
1108 "\n"
1109 "#  else\n"
1110 "\n"
1111 "#    ifdef USESHADOWMAPPCF\n"
1112 "#      if USESHADOWMAPPCF > 1\n"
1113 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1114 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1115 "       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"
1116 "       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"
1117 "       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"
1118 "       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"
1119 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1120 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1121 "#      else\n"
1122 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1123 "       vec2 offset = fract(shadowmaptc.xy);\n"
1124 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1125 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1126 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1127 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1128 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1129 "#      endif\n"
1130 "#    else\n"
1131 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1132 "#    endif\n"
1133 "\n"
1134 "#  endif\n"
1135 "#  ifdef USESHADOWMAPORTHO\n"
1136 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1137 "#  else\n"
1138 "       return f;\n"
1139 "#  endif\n"
1140 "}\n"
1141 "# endif\n"
1142 "\n"
1143 "# ifdef USESHADOWMAP2D\n"
1144 "float ShadowMapCompare(vec3 dir)\n"
1145 "{\n"
1146 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1147 "       float f;\n"
1148 "\n"
1149 "#  ifdef USESHADOWSAMPLER\n"
1150 "#    ifdef USESHADOWMAPPCF\n"
1151 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1152 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1153 "       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"
1154 "#    else\n"
1155 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1156 "#    endif\n"
1157 "#  else\n"
1158 "#    ifdef USESHADOWMAPPCF\n"
1159 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1160 "#      ifdef GL_ARB_texture_gather\n"
1161 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1162 "#      else\n"
1163 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1164 "#      endif\n"
1165 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1166 "       center *= ShadowMap_TextureScale;\n"
1167 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1168 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1169 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1170 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1171 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1172 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1173 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1174 "#     else\n"
1175 "#      ifdef GL_EXT_gpu_shader4\n"
1176 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1177 "#      else\n"
1178 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1179 "#      endif\n"
1180 "#      if USESHADOWMAPPCF > 1\n"
1181 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1182 "       center *= ShadowMap_TextureScale;\n"
1183 "       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"
1184 "       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"
1185 "       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"
1186 "       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"
1187 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1188 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1189 "#      else\n"
1190 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1191 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1192 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1193 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1194 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1195 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1196 "#      endif\n"
1197 "#     endif\n"
1198 "#    else\n"
1199 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1200 "#    endif\n"
1201 "#  endif\n"
1202 "#  ifdef USESHADOWMAPORTHO\n"
1203 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1204 "#  else\n"
1205 "       return f;\n"
1206 "#  endif\n"
1207 "}\n"
1208 "# endif\n"
1209 "\n"
1210 "# ifdef USESHADOWMAPCUBE\n"
1211 "float ShadowMapCompare(vec3 dir)\n"
1212 "{\n"
1213 "       // apply depth texture cubemap as light filter\n"
1214 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1215 "       float f;\n"
1216 "#  ifdef USESHADOWSAMPLER\n"
1217 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1218 "#  else\n"
1219 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1220 "#  endif\n"
1221 "       return f;\n"
1222 "}\n"
1223 "# endif\n"
1224 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1225 "#endif // FRAGMENT_SHADER\n"
1226 "\n"
1227 "\n"
1228 "\n"
1229 "\n"
1230 "#ifdef MODE_DEFERREDGEOMETRY\n"
1231 "#ifdef VERTEX_SHADER\n"
1232 "uniform mat4 TexMatrix;\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 "uniform mat4 BackgroundTexMatrix;\n"
1235 "#endif\n"
1236 "uniform mat4 ModelViewMatrix;\n"
1237 "void main(void)\n"
1238 "{\n"
1239 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1240 "#ifdef USEVERTEXTEXTUREBLEND\n"
1241 "       gl_FrontColor = gl_Color;\n"
1242 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1243 "#endif\n"
1244 "\n"
1245 "       // transform unnormalized eye direction into tangent space\n"
1246 "#ifdef USEOFFSETMAPPING\n"
1247 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1248 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1249 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1250 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1251 "#endif\n"
1252 "\n"
1253 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1254 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1255 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1256 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1257 "}\n"
1258 "#endif // VERTEX_SHADER\n"
1259 "\n"
1260 "#ifdef FRAGMENT_SHADER\n"
1261 "void main(void)\n"
1262 "{\n"
1263 "#ifdef USEOFFSETMAPPING\n"
1264 "       // apply offsetmapping\n"
1265 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1266 "#define TexCoord TexCoordOffset\n"
1267 "#endif\n"
1268 "\n"
1269 "#ifdef USEALPHAKILL\n"
1270 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1271 "               discard;\n"
1272 "#endif\n"
1273 "\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1276 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1277 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1278 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1279 "#endif\n"
1280 "\n"
1281 "#ifdef USEVERTEXTEXTUREBLEND\n"
1282 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1283 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1284 "#else\n"
1285 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1286 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1287 "#endif\n"
1288 "\n"
1289 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1290 "}\n"
1291 "#endif // FRAGMENT_SHADER\n"
1292 "#else // !MODE_DEFERREDGEOMETRY\n"
1293 "\n"
1294 "\n"
1295 "\n"
1296 "\n"
1297 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1298 "#ifdef VERTEX_SHADER\n"
1299 "uniform mat4 ModelViewMatrix;\n"
1300 "void main(void)\n"
1301 "{\n"
1302 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1303 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1304 "}\n"
1305 "#endif // VERTEX_SHADER\n"
1306 "\n"
1307 "#ifdef FRAGMENT_SHADER\n"
1308 "uniform mat4 ViewToLight;\n"
1309 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1310 "uniform vec2 ScreenToDepth;\n"
1311 "uniform myhalf3 DeferredColor_Ambient;\n"
1312 "uniform myhalf3 DeferredColor_Diffuse;\n"
1313 "#ifdef USESPECULAR\n"
1314 "uniform myhalf3 DeferredColor_Specular;\n"
1315 "uniform myhalf SpecularPower;\n"
1316 "#endif\n"
1317 "uniform myhalf2 PixelToScreenTexCoord;\n"
1318 "void main(void)\n"
1319 "{\n"
1320 "       // calculate viewspace pixel position\n"
1321 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1322 "       vec3 position;\n"
1323 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1324 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1325 "       // decode viewspace pixel normal\n"
1326 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1327 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1328 "       // surfacenormal = pixel normal in viewspace\n"
1329 "       // LightVector = pixel to light in viewspace\n"
1330 "       // CubeVector = position in lightspace\n"
1331 "       // eyevector = pixel to view in viewspace\n"
1332 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1333 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1334 "#ifdef USEDIFFUSE\n"
1335 "       // calculate diffuse shading\n"
1336 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1337 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1338 "#endif\n"
1339 "#ifdef USESPECULAR\n"
1340 "       // calculate directional shading\n"
1341 "       vec3 eyevector = position * -1.0;\n"
1342 "#  ifdef USEEXACTSPECULARMATH\n"
1343 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1344 "#  else\n"
1345 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1346 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1347 "#  endif\n"
1348 "#endif\n"
1349 "\n"
1350 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1351 "       fade *= ShadowMapCompare(CubeVector);\n"
1352 "#endif\n"
1353 "\n"
1354 "#ifdef USEDIFFUSE\n"
1355 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1356 "#else\n"
1357 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1358 "#endif\n"
1359 "#ifdef USESPECULAR\n"
1360 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1361 "#else\n"
1362 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1363 "#endif\n"
1364 "\n"
1365 "# ifdef USECUBEFILTER\n"
1366 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1367 "       gl_FragData[0].rgb *= cubecolor;\n"
1368 "       gl_FragData[1].rgb *= cubecolor;\n"
1369 "# endif\n"
1370 "}\n"
1371 "#endif // FRAGMENT_SHADER\n"
1372 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "\n"
1377 "#ifdef VERTEX_SHADER\n"
1378 "uniform mat4 TexMatrix;\n"
1379 "#ifdef USEVERTEXTEXTUREBLEND\n"
1380 "uniform mat4 BackgroundTexMatrix;\n"
1381 "#endif\n"
1382 "#ifdef MODE_LIGHTSOURCE\n"
1383 "uniform mat4 ModelToLight;\n"
1384 "#endif\n"
1385 "#ifdef USESHADOWMAPORTHO\n"
1386 "uniform mat4 ShadowMapMatrix;\n"
1387 "#endif\n"
1388 "void main(void)\n"
1389 "{\n"
1390 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1391 "       gl_FrontColor = gl_Color;\n"
1392 "#endif\n"
1393 "       // copy the surface texcoord\n"
1394 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1395 "#ifdef USEVERTEXTEXTUREBLEND\n"
1396 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1397 "#endif\n"
1398 "#ifdef USELIGHTMAP\n"
1399 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef MODE_LIGHTSOURCE\n"
1403 "       // transform vertex position into light attenuation/cubemap space\n"
1404 "       // (-1 to +1 across the light box)\n"
1405 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1406 "\n"
1407 "# ifdef USEDIFFUSE\n"
1408 "       // transform unnormalized light direction into tangent space\n"
1409 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1410 "       //  normalize it per pixel)\n"
1411 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1412 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1413 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1414 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1415 "# endif\n"
1416 "#endif\n"
1417 "\n"
1418 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1419 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1422 "#endif\n"
1423 "\n"
1424 "       // transform unnormalized eye direction into tangent space\n"
1425 "#ifdef USEEYEVECTOR\n"
1426 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1427 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1428 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1429 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1430 "#endif\n"
1431 "\n"
1432 "#ifdef USEFOG\n"
1433 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1435 "#endif\n"
1436 "\n"
1437 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1438 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1439 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1440 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1441 "#endif\n"
1442 "\n"
1443 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1444 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1445 "\n"
1446 "#ifdef USESHADOWMAPORTHO\n"
1447 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1448 "#endif\n"
1449 "\n"
1450 "#ifdef USEREFLECTION\n"
1451 "       ModelViewProjectionPosition = gl_Position;\n"
1452 "#endif\n"
1453 "}\n"
1454 "#endif // VERTEX_SHADER\n"
1455 "\n"
1456 "\n"
1457 "\n"
1458 "\n"
1459 "#ifdef FRAGMENT_SHADER\n"
1460 "#ifdef USEDEFERREDLIGHTMAP\n"
1461 "uniform myhalf2 PixelToScreenTexCoord;\n"
1462 "uniform myhalf3 DeferredMod_Diffuse;\n"
1463 "uniform myhalf3 DeferredMod_Specular;\n"
1464 "#endif\n"
1465 "uniform myhalf3 Color_Ambient;\n"
1466 "uniform myhalf3 Color_Diffuse;\n"
1467 "uniform myhalf3 Color_Specular;\n"
1468 "uniform myhalf SpecularPower;\n"
1469 "#ifdef USEGLOW\n"
1470 "uniform myhalf3 Color_Glow;\n"
1471 "#endif\n"
1472 "uniform myhalf Alpha;\n"
1473 "#ifdef USEREFLECTION\n"
1474 "uniform vec4 DistortScaleRefractReflect;\n"
1475 "uniform vec4 ScreenScaleRefractReflect;\n"
1476 "uniform vec4 ScreenCenterRefractReflect;\n"
1477 "uniform myhalf4 ReflectColor;\n"
1478 "#endif\n"
1479 "#ifdef USEREFLECTCUBE\n"
1480 "uniform mat4 ModelToReflectCube;\n"
1481 "uniform sampler2D Texture_ReflectMask;\n"
1482 "uniform samplerCube Texture_ReflectCube;\n"
1483 "#endif\n"
1484 "#ifdef MODE_LIGHTDIRECTION\n"
1485 "uniform myhalf3 LightColor;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTSOURCE\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "void main(void)\n"
1491 "{\n"
1492 "#ifdef USEOFFSETMAPPING\n"
1493 "       // apply offsetmapping\n"
1494 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1495 "#define TexCoord TexCoordOffset\n"
1496 "#endif\n"
1497 "\n"
1498 "       // combine the diffuse textures (base, pants, shirt)\n"
1499 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1500 "#ifdef USEALPHAKILL\n"
1501 "       if (color.a < 0.5)\n"
1502 "               discard;\n"
1503 "#endif\n"
1504 "       color.a *= Alpha;\n"
1505 "#ifdef USECOLORMAPPING\n"
1506 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1507 "#endif\n"
1508 "#ifdef USEVERTEXTEXTUREBLEND\n"
1509 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1510 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1511 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1512 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1513 "       color.a = 1.0;\n"
1514 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1515 "#endif\n"
1516 "\n"
1517 "       // get the surface normal\n"
1518 "#ifdef USEVERTEXTEXTUREBLEND\n"
1519 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1520 "#else\n"
1521 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1522 "#endif\n"
1523 "\n"
1524 "       // get the material colors\n"
1525 "       myhalf3 diffusetex = color.rgb;\n"
1526 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1527 "# ifdef USEVERTEXTEXTUREBLEND\n"
1528 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1529 "# else\n"
1530 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1531 "# endif\n"
1532 "#endif\n"
1533 "\n"
1534 "#ifdef USEREFLECTCUBE\n"
1535 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1536 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1537 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1538 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1539 "#endif\n"
1540 "\n"
1541 "\n"
1542 "\n"
1543 "\n"
1544 "#ifdef MODE_LIGHTSOURCE\n"
1545 "       // light source\n"
1546 "#ifdef USEDIFFUSE\n"
1547 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1548 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1549 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1550 "#ifdef USESPECULAR\n"
1551 "#ifdef USEEXACTSPECULARMATH\n"
1552 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1553 "#else\n"
1554 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1556 "#endif\n"
1557 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1558 "#endif\n"
1559 "#else\n"
1560 "       color.rgb = diffusetex * Color_Ambient;\n"
1561 "#endif\n"
1562 "       color.rgb *= LightColor;\n"
1563 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1564 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1565 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1566 "#endif\n"
1567 "# ifdef USECUBEFILTER\n"
1568 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1569 "# endif\n"
1570 "#endif // MODE_LIGHTSOURCE\n"
1571 "\n"
1572 "\n"
1573 "\n"
1574 "\n"
1575 "#ifdef MODE_LIGHTDIRECTION\n"
1576 "#define SHADING\n"
1577 "#ifdef USEDIFFUSE\n"
1578 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1579 "#endif\n"
1580 "#define lightcolor LightColor\n"
1581 "#endif // MODE_LIGHTDIRECTION\n"
1582 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1583 "#define SHADING\n"
1584 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1585 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1586 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1587 "       // convert modelspace light vector to tangentspace\n"
1588 "       myhalf3 lightnormal;\n"
1589 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1590 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1591 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1592 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1593 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1594 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1595 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1596 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1597 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1598 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1599 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1600 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1601 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1602 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1603 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1604 "#define SHADING\n"
1605 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1606 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1607 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1608 "#endif\n"
1609 "\n"
1610 "\n"
1611 "\n"
1612 "\n"
1613 "#ifdef MODE_LIGHTMAP\n"
1614 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1615 "#endif // MODE_LIGHTMAP\n"
1616 "#ifdef MODE_VERTEXCOLOR\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1618 "#endif // MODE_VERTEXCOLOR\n"
1619 "#ifdef MODE_FLATCOLOR\n"
1620 "       color.rgb = diffusetex * Color_Ambient;\n"
1621 "#endif // MODE_FLATCOLOR\n"
1622 "\n"
1623 "\n"
1624 "\n"
1625 "\n"
1626 "#ifdef SHADING\n"
1627 "# ifdef USEDIFFUSE\n"
1628 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1629 "#  ifdef USESPECULAR\n"
1630 "#   ifdef USEEXACTSPECULARMATH\n"
1631 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1632 "#   else\n"
1633 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   endif\n"
1636 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1637 "#  else\n"
1638 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1639 "#  endif\n"
1640 "# else\n"
1641 "       color.rgb = diffusetex * Color_Ambient;\n"
1642 "# endif\n"
1643 "#endif\n"
1644 "\n"
1645 "#ifdef USESHADOWMAPORTHO\n"
1646 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1647 "#endif\n"
1648 "\n"
1649 "#ifdef USEDEFERREDLIGHTMAP\n"
1650 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1651 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1652 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1653 "#endif\n"
1654 "\n"
1655 "#ifdef USEGLOW\n"
1656 "#ifdef USEVERTEXTEXTUREBLEND\n"
1657 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1658 "#else\n"
1659 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1660 "#endif\n"
1661 "#endif\n"
1662 "\n"
1663 "#ifdef USEFOG\n"
1664 "#ifdef MODE_LIGHTSOURCE\n"
1665 "       color.rgb *= myhalf(FogVertex());\n"
1666 "#else\n"
1667 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1668 "#endif\n"
1669 "#endif\n"
1670 "\n"
1671 "       // 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"
1672 "#ifdef USEREFLECTION\n"
1673 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1674 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1675 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1676 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1677 "       // FIXME temporary hack to detect the case that the reflection\n"
1678 "       // gets blackened at edges due to leaving the area that contains actual\n"
1679 "       // content.\n"
1680 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1681 "       // 'appening.\n"
1682 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1685 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1686 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1687 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1688 "#endif\n"
1689 "\n"
1690 "       gl_FragColor = vec4(color);\n"
1691 "}\n"
1692 "#endif // FRAGMENT_SHADER\n"
1693 "\n"
1694 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1695 "#endif // !MODE_DEFERREDGEOMETRY\n"
1696 "#endif // !MODE_WATER\n"
1697 "#endif // !MODE_REFRACTION\n"
1698 "#endif // !MODE_BLOOMBLUR\n"
1699 "#endif // !MODE_GENERIC\n"
1700 "#endif // !MODE_POSTPROCESS\n"
1701 "#endif // !MODE_SHOWDEPTH\n"
1702 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1703 ;
1704
1705 /*
1706 =========================================================================================================================================================
1707
1708
1709
1710 =========================================================================================================================================================
1711
1712
1713
1714 =========================================================================================================================================================
1715
1716
1717
1718 =========================================================================================================================================================
1719
1720
1721
1722 =========================================================================================================================================================
1723
1724
1725
1726 =========================================================================================================================================================
1727
1728
1729
1730 =========================================================================================================================================================
1731 */
1732
1733 const char *builtincgshaderstring =
1734 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1735 "// written by Forest 'LordHavoc' Hale\n"
1736 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1737 "\n"
1738 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1739 "# define USEFOG\n"
1740 "#endif\n"
1741 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1742 "#define USELIGHTMAP\n"
1743 "#endif\n"
1744 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1745 "#define USEEYEVECTOR\n"
1746 "#endif\n"
1747 "\n"
1748 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1749 "#ifdef VERTEX_SHADER\n"
1750 "void main\n"
1751 "(\n"
1752 "float4 gl_Vertex : POSITION,\n"
1753 "uniform float4x4 ModelViewProjectionMatrix,\n"
1754 "out float4 gl_Position : POSITION\n"
1755 ")\n"
1756 "{\n"
1757 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1758 "}\n"
1759 "#endif\n"
1760 "#else // !MODE_DEPTH_ORSHADOW\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "\n"
1765 "#ifdef MODE_SHOWDEPTH\n"
1766 "#ifdef VERTEX_SHADER\n"
1767 "void main\n"
1768 "(\n"
1769 "float4 gl_Vertex : POSITION,\n"
1770 "uniform float4x4 ModelViewProjectionMatrix,\n"
1771 "out float4 gl_Position : POSITION,\n"
1772 "out float4 gl_FrontColor : COLOR0\n"
1773 ")\n"
1774 "{\n"
1775 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1776 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1777 "}\n"
1778 "#endif\n"
1779 "\n"
1780 "#ifdef FRAGMENT_SHADER\n"
1781 "void main\n"
1782 "(\n"
1783 "float4 gl_FrontColor : COLOR0,\n"
1784 "out float4 gl_FragColor : COLOR\n"
1785 ")\n"
1786 "{\n"
1787 "       gl_FragColor = gl_FrontColor;\n"
1788 "}\n"
1789 "#endif\n"
1790 "#else // !MODE_SHOWDEPTH\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "\n"
1795 "#ifdef MODE_POSTPROCESS\n"
1796 "\n"
1797 "#ifdef VERTEX_SHADER\n"
1798 "void main\n"
1799 "(\n"
1800 "float4 gl_Vertex : POSITION,\n"
1801 "uniform float4x4 ModelViewProjectionMatrix,\n"
1802 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1803 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1804 "out float4 gl_Position : POSITION,\n"
1805 "out float2 TexCoord1 : TEXCOORD0,\n"
1806 "out float2 TexCoord2 : TEXCOORD1\n"
1807 ")\n"
1808 "{\n"
1809 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1811 "#ifdef USEBLOOM\n"
1812 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1813 "#endif\n"
1814 "}\n"
1815 "#endif\n"
1816 "\n"
1817 "#ifdef FRAGMENT_SHADER\n"
1818 "void main\n"
1819 "(\n"
1820 "float2 TexCoord1 : TEXCOORD0,\n"
1821 "float2 TexCoord2 : TEXCOORD1,\n"
1822 "uniform sampler2D Texture_First,\n"
1823 "#ifdef USEBLOOM\n"
1824 "uniform sampler2D Texture_Second,\n"
1825 "#endif\n"
1826 "#ifdef USEGAMMARAMPS\n"
1827 "uniform sampler2D Texture_GammaRamps,\n"
1828 "#endif\n"
1829 "#ifdef USESATURATION\n"
1830 "uniform float Saturation,\n"
1831 "#endif\n"
1832 "#ifdef USEVIEWTINT\n"
1833 "uniform float4 ViewTintColor,\n"
1834 "#endif\n"
1835 "uniform float4 UserVec1,\n"
1836 "uniform float4 UserVec2,\n"
1837 "uniform float4 UserVec3,\n"
1838 "uniform float4 UserVec4,\n"
1839 "uniform float ClientTime,\n"
1840 "uniform float2 PixelSize,\n"
1841 "out float4 gl_FragColor : COLOR\n"
1842 ")\n"
1843 "{\n"
1844 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1845 "#ifdef USEBLOOM\n"
1846 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1847 "#endif\n"
1848 "#ifdef USEVIEWTINT\n"
1849 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1850 "#endif\n"
1851 "\n"
1852 "#ifdef USEPOSTPROCESSING\n"
1853 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1854 "// 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"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1859 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1860 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1861 "#endif\n"
1862 "\n"
1863 "#ifdef USESATURATION\n"
1864 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1865 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1866 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1867 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1868 "#endif\n"
1869 "\n"
1870 "#ifdef USEGAMMARAMPS\n"
1871 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1872 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1873 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1874 "#endif\n"
1875 "}\n"
1876 "#endif\n"
1877 "#else // !MODE_POSTPROCESS\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "\n"
1882 "#ifdef MODE_GENERIC\n"
1883 "#ifdef VERTEX_SHADER\n"
1884 "void main\n"
1885 "(\n"
1886 "float4 gl_Vertex : POSITION,\n"
1887 "uniform float4x4 ModelViewProjectionMatrix,\n"
1888 "float4 gl_Color : COLOR0,\n"
1889 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1890 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1891 "out float4 gl_Position : POSITION,\n"
1892 "out float4 gl_FrontColor : COLOR,\n"
1893 "out float2 TexCoord1 : TEXCOORD0,\n"
1894 "out float2 TexCoord2 : TEXCOORD1\n"
1895 ")\n"
1896 "{\n"
1897 "       gl_FrontColor = gl_Color;\n"
1898 "#ifdef USEDIFFUSE\n"
1899 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1900 "#endif\n"
1901 "#ifdef USESPECULAR\n"
1902 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1903 "#endif\n"
1904 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1905 "}\n"
1906 "#endif\n"
1907 "\n"
1908 "#ifdef FRAGMENT_SHADER\n"
1909 "\n"
1910 "void main\n"
1911 "(\n"
1912 "float4 gl_FrontColor : COLOR,\n"
1913 "float2 TexCoord1 : TEXCOORD0,\n"
1914 "float2 TexCoord2 : TEXCOORD1,\n"
1915 "#ifdef USEDIFFUSE\n"
1916 "uniform sampler2D Texture_First,\n"
1917 "#endif\n"
1918 "#ifdef USESPECULAR\n"
1919 "uniform sampler2D Texture_Second,\n"
1920 "#endif\n"
1921 "out float4 gl_FragColor : COLOR\n"
1922 ")\n"
1923 "{\n"
1924 "       gl_FragColor = gl_FrontColor;\n"
1925 "#ifdef USEDIFFUSE\n"
1926 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1927 "#endif\n"
1928 "\n"
1929 "#ifdef USESPECULAR\n"
1930 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1931 "# ifdef USECOLORMAPPING\n"
1932 "       gl_FragColor *= tex2;\n"
1933 "# endif\n"
1934 "# ifdef USEGLOW\n"
1935 "       gl_FragColor += tex2;\n"
1936 "# endif\n"
1937 "# ifdef USEVERTEXTEXTUREBLEND\n"
1938 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1939 "# endif\n"
1940 "#endif\n"
1941 "}\n"
1942 "#endif\n"
1943 "#else // !MODE_GENERIC\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "\n"
1948 "#ifdef MODE_BLOOMBLUR\n"
1949 "#ifdef VERTEX_SHADER\n"
1950 "void main\n"
1951 "(\n"
1952 "float4 gl_Vertex : POSITION,\n"
1953 "uniform float4x4 ModelViewProjectionMatrix,\n"
1954 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1955 "out float4 gl_Position : POSITION,\n"
1956 "out float2 TexCoord : TEXCOORD0\n"
1957 ")\n"
1958 "{\n"
1959 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1960 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1961 "}\n"
1962 "#endif\n"
1963 "\n"
1964 "#ifdef FRAGMENT_SHADER\n"
1965 "\n"
1966 "void main\n"
1967 "(\n"
1968 "float2 TexCoord : TEXCOORD0,\n"
1969 "uniform sampler2D Texture_First,\n"
1970 "uniform float4 BloomBlur_Parameters,\n"
1971 "out float4 gl_FragColor : COLOR\n"
1972 ")\n"
1973 "{\n"
1974 "       int i;\n"
1975 "       float2 tc = TexCoord;\n"
1976 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1977 "       tc += BloomBlur_Parameters.xy;\n"
1978 "       for (i = 1;i < SAMPLES;i++)\n"
1979 "       {\n"
1980 "               color += tex2D(Texture_First, tc).rgb;\n"
1981 "               tc += BloomBlur_Parameters.xy;\n"
1982 "       }\n"
1983 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1984 "}\n"
1985 "#endif\n"
1986 "#else // !MODE_BLOOMBLUR\n"
1987 "#ifdef MODE_REFRACTION\n"
1988 "#ifdef VERTEX_SHADER\n"
1989 "void main\n"
1990 "(\n"
1991 "float4 gl_Vertex : POSITION,\n"
1992 "uniform float4x4 ModelViewProjectionMatrix,\n"
1993 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1994 "uniform float4x4 TexMatrix,\n"
1995 "uniform float3 EyePosition,\n"
1996 "out float4 gl_Position : POSITION,\n"
1997 "out float2 TexCoord : TEXCOORD0,\n"
1998 "out float3 EyeVector : TEXCOORD1,\n"
1999 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2000 ")\n"
2001 "{\n"
2002 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2003 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2004 "       ModelViewProjectionPosition = gl_Position;\n"
2005 "}\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef FRAGMENT_SHADER\n"
2009 "void main\n"
2010 "(\n"
2011 "float2 TexCoord : TEXCOORD0,\n"
2012 "float3 EyeVector : TEXCOORD1,\n"
2013 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2014 "uniform sampler2D Texture_Normal,\n"
2015 "uniform sampler2D Texture_Refraction,\n"
2016 "uniform sampler2D Texture_Reflection,\n"
2017 "uniform float4 DistortScaleRefractReflect,\n"
2018 "uniform float4 ScreenScaleRefractReflect,\n"
2019 "uniform float4 ScreenCenterRefractReflect,\n"
2020 "uniform float4 RefractColor,\n"
2021 "out float4 gl_FragColor : COLOR\n"
2022 ")\n"
2023 "{\n"
2024 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2025 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2027 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2028 "       // FIXME temporary hack to detect the case that the reflection\n"
2029 "       // gets blackened at edges due to leaving the area that contains actual\n"
2030 "       // content.\n"
2031 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2032 "       // 'appening.\n"
2033 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2036 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2037 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2038 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2039 "}\n"
2040 "#endif\n"
2041 "#else // !MODE_REFRACTION\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "\n"
2046 "#ifdef MODE_WATER\n"
2047 "#ifdef VERTEX_SHADER\n"
2048 "\n"
2049 "void main\n"
2050 "(\n"
2051 "float4 gl_Vertex : POSITION,\n"
2052 "uniform float4x4 ModelViewProjectionMatrix,\n"
2053 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2054 "uniform float4x4 TexMatrix,\n"
2055 "uniform float3 EyePosition,\n"
2056 "out float4 gl_Position : POSITION,\n"
2057 "out float2 TexCoord : TEXCOORD0,\n"
2058 "out float3 EyeVector : TEXCOORD1,\n"
2059 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2060 ")\n"
2061 "{\n"
2062 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2063 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2064 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2065 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2066 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2067 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2068 "       ModelViewProjectionPosition = gl_Position;\n"
2069 "}\n"
2070 "#endif\n"
2071 "\n"
2072 "#ifdef FRAGMENT_SHADER\n"
2073 "void main\n"
2074 "(\n"
2075 "float2 TexCoord : TEXCOORD0,\n"
2076 "float3 EyeVector : TEXCOORD1,\n"
2077 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2078 "uniform sampler2D Texture_Normal,\n"
2079 "uniform sampler2D Texture_Refraction,\n"
2080 "uniform sampler2D Texture_Reflection,\n"
2081 "uniform float4 DistortScaleRefractReflect,\n"
2082 "uniform float4 ScreenScaleRefractReflect,\n"
2083 "uniform float4 ScreenCenterRefractReflect,\n"
2084 "uniform float4 RefractColor,\n"
2085 "uniform float4 ReflectColor,\n"
2086 "uniform float ReflectFactor,\n"
2087 "uniform float ReflectOffset,\n"
2088 "out float4 gl_FragColor : COLOR\n"
2089 ")\n"
2090 "{\n"
2091 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2092 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2094 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2095 "       // FIXME temporary hack to detect the case that the reflection\n"
2096 "       // gets blackened at edges due to leaving the area that contains actual\n"
2097 "       // content.\n"
2098 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2099 "       // 'appening.\n"
2100 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2103 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2104 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2105 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2108 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2109 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2110 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2111 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2112 "}\n"
2113 "#endif\n"
2114 "#else // !MODE_WATER\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "\n"
2119 "// 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"
2120 "\n"
2121 "// fragment shader specific:\n"
2122 "#ifdef FRAGMENT_SHADER\n"
2123 "\n"
2124 "#ifdef USEFOG\n"
2125 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2126 "{\n"
2127 "       float fogfrac;\n"
2128 "#ifdef USEFOGOUTSIDE\n"
2129 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2130 "#else\n"
2131 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2132 "#endif\n"
2133 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2134 "}\n"
2135 "#endif\n"
2136 "\n"
2137 "#ifdef USEOFFSETMAPPING\n"
2138 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2139 "{\n"
2140 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2141 "       // 14 sample relief mapping: linear search and then binary search\n"
2142 "       // this basically steps forward a small amount repeatedly until it finds\n"
2143 "       // itself inside solid, then jitters forward and back using decreasing\n"
2144 "       // amounts to find the impact\n"
2145 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2146 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2148 "       float3 RT = float3(TexCoord, 1);\n"
2149 "       OffsetVector *= 0.1;\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2163 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2164 "       return RT.xy;\n"
2165 "#else\n"
2166 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2167 "       // this basically moves forward the full distance, and then backs up based\n"
2168 "       // on height of samples\n"
2169 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2170 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2172 "       TexCoord += OffsetVector;\n"
2173 "       OffsetVector *= 0.333;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 "       return TexCoord;\n"
2178 "#endif\n"
2179 "}\n"
2180 "#endif // USEOFFSETMAPPING\n"
2181 "\n"
2182 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2183 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2184 "# ifdef USESHADOWMAPORTHO\n"
2185 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2186 "# else\n"
2187 "#  ifdef USESHADOWMAPVSDCT\n"
2188 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2189 "{\n"
2190 "       float3 adir = abs(dir);\n"
2191 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2192 "       float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
2193 "       return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2194 "}\n"
2195 "#  else\n"
2196 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2197 "{\n"
2198 "       float3 adir = abs(dir);\n"
2199 "       float ma = adir.z;\n"
2200 "       float4 proj = float4(dir, 2.5);\n"
2201 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2202 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2203 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2204 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2205 "}\n"
2206 "#  endif\n"
2207 "# endif\n"
2208 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2209 "\n"
2210 "#ifdef USESHADOWMAPCUBE\n"
2211 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2212 "{\n"
2213 "    float3 adir = abs(dir);\n"
2214 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2215 "}\n"
2216 "#endif\n"
2217 "\n"
2218 "# ifdef USESHADOWMAPRECT\n"
2219 "#ifdef USESHADOWMAPVSDCT\n"
2220 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2221 "#else\n"
2222 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2223 "#endif\n"
2224 "{\n"
2225 "#ifdef USESHADOWMAPVSDCT\n"
2226 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2227 "#else\n"
2228 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2229 "#endif\n"
2230 "       float f;\n"
2231 "#  ifdef USESHADOWSAMPLER\n"
2232 "\n"
2233 "#    ifdef USESHADOWMAPPCF\n"
2234 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2235 "    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"
2236 "#    else\n"
2237 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2238 "#    endif\n"
2239 "\n"
2240 "#  else\n"
2241 "\n"
2242 "#    ifdef USESHADOWMAPPCF\n"
2243 "#      if USESHADOWMAPPCF > 1\n"
2244 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2245 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2246 "    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"
2247 "    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"
2248 "    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"
2249 "    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"
2250 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2251 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2252 "#      else\n"
2253 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2254 "    float2 offset = frac(shadowmaptc.xy);\n"
2255 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2256 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2257 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2258 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2259 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2260 "#      endif\n"
2261 "#    else\n"
2262 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2263 "#    endif\n"
2264 "\n"
2265 "#  endif\n"
2266 "#  ifdef USESHADOWMAPORTHO\n"
2267 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2268 "#  else\n"
2269 "       return f;\n"
2270 "#  endif\n"
2271 "}\n"
2272 "# endif\n"
2273 "\n"
2274 "# ifdef USESHADOWMAP2D\n"
2275 "#ifdef USESHADOWMAPVSDCT\n"
2276 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2277 "#else\n"
2278 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2279 "#endif\n"
2280 "{\n"
2281 "#ifdef USESHADOWMAPVSDCT\n"
2282 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2283 "#else\n"
2284 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2285 "#endif\n"
2286 "    float f;\n"
2287 "\n"
2288 "#  ifdef USESHADOWSAMPLER\n"
2289 "#    ifdef USESHADOWMAPPCF\n"
2290 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2291 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2292 "    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"
2293 "#    else\n"
2294 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2295 "#    endif\n"
2296 "#  else\n"
2297 "#    ifdef USESHADOWMAPPCF\n"
2298 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2299 "#      ifdef GL_ARB_texture_gather\n"
2300 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2301 "#      else\n"
2302 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2303 "#      endif\n"
2304 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2305 "    center *= ShadowMap_TextureScale;\n"
2306 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2307 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2308 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2309 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2310 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2311 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2312 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2313 "#     else\n"
2314 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2315 "#      if USESHADOWMAPPCF > 1\n"
2316 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2317 "    center *= ShadowMap_TextureScale;\n"
2318 "    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"
2319 "    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"
2320 "    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"
2321 "    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"
2322 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2323 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2324 "#      else\n"
2325 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2326 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2327 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2328 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2329 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2330 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2331 "#      endif\n"
2332 "#     endif\n"
2333 "#    else\n"
2334 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2335 "#    endif\n"
2336 "#  endif\n"
2337 "#  ifdef USESHADOWMAPORTHO\n"
2338 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2339 "#  else\n"
2340 "       return f;\n"
2341 "#  endif\n"
2342 "}\n"
2343 "# endif\n"
2344 "\n"
2345 "# ifdef USESHADOWMAPCUBE\n"
2346 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2347 "{\n"
2348 "    // apply depth texture cubemap as light filter\n"
2349 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2350 "    float f;\n"
2351 "#  ifdef USESHADOWSAMPLER\n"
2352 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2353 "#  else\n"
2354 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2355 "#  endif\n"
2356 "    return f;\n"
2357 "}\n"
2358 "# endif\n"
2359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2360 "#endif // FRAGMENT_SHADER\n"
2361 "\n"
2362 "\n"
2363 "\n"
2364 "\n"
2365 "#ifdef MODE_DEFERREDGEOMETRY\n"
2366 "#ifdef VERTEX_SHADER\n"
2367 "void main\n"
2368 "(\n"
2369 "float4 gl_Vertex : POSITION,\n"
2370 "uniform float4x4 ModelViewProjectionMatrix,\n"
2371 "#ifdef USEVERTEXTEXTUREBLEND\n"
2372 "float4 gl_Color : COLOR0,\n"
2373 "#endif\n"
2374 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2375 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2376 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2377 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2378 "uniform float4x4 TexMatrix,\n"
2379 "#ifdef USEVERTEXTEXTUREBLEND\n"
2380 "uniform float4x4 BackgroundTexMatrix,\n"
2381 "#endif\n"
2382 "uniform float4x4 ModelViewMatrix,\n"
2383 "#ifdef USEOFFSETMAPPING\n"
2384 "uniform float3 EyePosition,\n"
2385 "#endif\n"
2386 "out float4 gl_Position : POSITION,\n"
2387 "out float4 gl_FrontColor : COLOR,\n"
2388 "out float4 TexCoordBoth : TEXCOORD0,\n"
2389 "#ifdef USEOFFSETMAPPING\n"
2390 "out float3 EyeVector : TEXCOORD2,\n"
2391 "#endif\n"
2392 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2393 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2394 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2395 ")\n"
2396 "{\n"
2397 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2398 "#ifdef USEVERTEXTEXTUREBLEND\n"
2399 "       gl_FrontColor = gl_Color;\n"
2400 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2401 "#endif\n"
2402 "\n"
2403 "       // transform unnormalized eye direction into tangent space\n"
2404 "#ifdef USEOFFSETMAPPING\n"
2405 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2406 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2407 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2408 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2409 "#endif\n"
2410 "\n"
2411 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2412 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2413 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2414 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2415 "}\n"
2416 "#endif // VERTEX_SHADER\n"
2417 "\n"
2418 "#ifdef FRAGMENT_SHADER\n"
2419 "void main\n"
2420 "(\n"
2421 "float4 TexCoordBoth : TEXCOORD0,\n"
2422 "float3 EyeVector : TEXCOORD2,\n"
2423 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2424 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2425 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2426 "uniform sampler2D Texture_Normal,\n"
2427 "#ifdef USEALPHAKILL\n"
2428 "uniform sampler2D Texture_Color,\n"
2429 "#endif\n"
2430 "uniform sampler2D Texture_Gloss,\n"
2431 "#ifdef USEVERTEXTEXTUREBLEND\n"
2432 "uniform sampler2D Texture_SecondaryNormal,\n"
2433 "uniform sampler2D Texture_SecondaryGloss,\n"
2434 "#endif\n"
2435 "#ifdef USEOFFSETMAPPING\n"
2436 "uniform float OffsetMapping_Scale,\n"
2437 "#endif\n"
2438 "uniform half SpecularPower,\n"
2439 "out float4 gl_FragColor : COLOR\n"
2440 ")\n"
2441 "{\n"
2442 "       float2 TexCoord = TexCoordBoth.xy;\n"
2443 "#ifdef USEOFFSETMAPPING\n"
2444 "       // apply offsetmapping\n"
2445 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2446 "#define TexCoord TexCoordOffset\n"
2447 "#endif\n"
2448 "\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2451 "               discard;\n"
2452 "#endif\n"
2453 "\n"
2454 "#ifdef USEVERTEXTEXTUREBLEND\n"
2455 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2456 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2457 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2458 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2459 "#endif\n"
2460 "\n"
2461 "#ifdef USEVERTEXTEXTUREBLEND\n"
2462 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2463 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2464 "#else\n"
2465 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2466 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2467 "#endif\n"
2468 "\n"
2469 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2470 "}\n"
2471 "#endif // FRAGMENT_SHADER\n"
2472 "#else // !MODE_DEFERREDGEOMETRY\n"
2473 "\n"
2474 "\n"
2475 "\n"
2476 "\n"
2477 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2478 "#ifdef VERTEX_SHADER\n"
2479 "void main\n"
2480 "(\n"
2481 "float4 gl_Vertex : POSITION,\n"
2482 "uniform float4x4 ModelViewProjectionMatrix,\n"
2483 "uniform float4x4 ModelViewMatrix,\n"
2484 "out float4 gl_Position : POSITION,\n"
2485 "out float4 ModelViewPosition : TEXCOORD0\n"
2486 ")\n"
2487 "{\n"
2488 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2489 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2490 "}\n"
2491 "#endif // VERTEX_SHADER\n"
2492 "\n"
2493 "#ifdef FRAGMENT_SHADER\n"
2494 "void main\n"
2495 "(\n"
2496 "float2 Pixel : WPOS,\n"
2497 "float4 ModelViewPosition : TEXCOORD0,\n"
2498 "uniform float4x4 ViewToLight,\n"
2499 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2500 "uniform float3 LightPosition,\n"
2501 "uniform half2 PixelToScreenTexCoord,\n"
2502 "uniform half3 DeferredColor_Ambient,\n"
2503 "uniform half3 DeferredColor_Diffuse,\n"
2504 "#ifdef USESPECULAR\n"
2505 "uniform half3 DeferredColor_Specular,\n"
2506 "uniform half SpecularPower,\n"
2507 "#endif\n"
2508 "uniform sampler2D Texture_Attenuation,\n"
2509 "uniform sampler2D Texture_ScreenDepth,\n"
2510 "uniform sampler2D Texture_ScreenNormalMap,\n"
2511 "\n"
2512 "#ifdef USESHADOWMAPRECT\n"
2513 "# ifdef USESHADOWSAMPLER\n"
2514 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2515 "# else\n"
2516 "uniform samplerRECT Texture_ShadowMapRect,\n"
2517 "# endif\n"
2518 "#endif\n"
2519 "\n"
2520 "#ifdef USESHADOWMAP2D\n"
2521 "# ifdef USESHADOWSAMPLER\n"
2522 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2523 "# else\n"
2524 "uniform sampler2D Texture_ShadowMap2D,\n"
2525 "# endif\n"
2526 "#endif\n"
2527 "\n"
2528 "#ifdef USESHADOWMAPVSDCT\n"
2529 "uniform samplerCUBE Texture_CubeProjection,\n"
2530 "#endif\n"
2531 "\n"
2532 "#ifdef USESHADOWMAPCUBE\n"
2533 "# ifdef USESHADOWSAMPLER\n"
2534 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2535 "# else\n"
2536 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2537 "# endif\n"
2538 "#endif\n"
2539 "\n"
2540 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2541 "uniform float2 ShadowMap_TextureScale,\n"
2542 "uniform float4 ShadowMap_Parameters,\n"
2543 "#endif\n"
2544 "\n"
2545 "out float4 gl_FragData0 : COLOR0,\n"
2546 "out float4 gl_FragData1 : COLOR1\n"
2547 ")\n"
2548 "{\n"
2549 "       // calculate viewspace pixel position\n"
2550 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2551 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2552 "       float3 position;\n"
2553 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2554 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2555 "       // decode viewspace pixel normal\n"
2556 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2557 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2558 "       // surfacenormal = pixel normal in viewspace\n"
2559 "       // LightVector = pixel to light in viewspace\n"
2560 "       // CubeVector = position in lightspace\n"
2561 "       // eyevector = pixel to view in viewspace\n"
2562 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2563 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2564 "#ifdef USEDIFFUSE\n"
2565 "       // calculate diffuse shading\n"
2566 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2567 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2568 "#endif\n"
2569 "#ifdef USESPECULAR\n"
2570 "       // calculate directional shading\n"
2571 "       float3 eyevector = position * -1.0;\n"
2572 "#  ifdef USEEXACTSPECULARMATH\n"
2573 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2574 "#  else\n"
2575 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2576 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2577 "#  endif\n"
2578 "#endif\n"
2579 "\n"
2580 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2581 "       fade *= ShadowMapCompare(CubeVector,\n"
2582 "# if defined(USESHADOWMAP2D)\n"
2583 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2584 "# endif\n"
2585 "# if defined(USESHADOWMAPRECT)\n"
2586 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2587 "# endif\n"
2588 "# if defined(USESHADOWMAPCUBE)\n"
2589 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2590 "# endif\n"
2591 "\n"
2592 "#ifdef USESHADOWMAPVSDCT\n"
2593 ", Texture_CubeProjection\n"
2594 "#endif\n"
2595 "       );\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEDIFFUSE\n"
2599 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2600 "#else\n"
2601 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2602 "#endif\n"
2603 "#ifdef USESPECULAR\n"
2604 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2605 "#else\n"
2606 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2607 "#endif\n"
2608 "\n"
2609 "# ifdef USECUBEFILTER\n"
2610 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2611 "       gl_FragData0.rgb *= cubecolor;\n"
2612 "       gl_FragData1.rgb *= cubecolor;\n"
2613 "# endif\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef VERTEX_SHADER\n"
2622 "void main\n"
2623 "(\n"
2624 "float4 gl_Vertex : POSITION,\n"
2625 "uniform float4x4 ModelViewProjectionMatrix,\n"
2626 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2627 "float4 gl_Color : COLOR0,\n"
2628 "#endif\n"
2629 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2630 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2631 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2632 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2633 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2634 "\n"
2635 "uniform float3 EyePosition,\n"
2636 "uniform float4x4 TexMatrix,\n"
2637 "#ifdef USEVERTEXTEXTUREBLEND\n"
2638 "uniform float4x4 BackgroundTexMatrix,\n"
2639 "#endif\n"
2640 "#ifdef MODE_LIGHTSOURCE\n"
2641 "uniform float4x4 ModelToLight,\n"
2642 "#endif\n"
2643 "#ifdef MODE_LIGHTSOURCE\n"
2644 "uniform float3 LightPosition,\n"
2645 "#endif\n"
2646 "#ifdef MODE_LIGHTDIRECTION\n"
2647 "uniform float3 LightDir,\n"
2648 "#endif\n"
2649 "uniform float4 FogPlane,\n"
2650 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2651 "uniform float3 LightPosition,\n"
2652 "#endif\n"
2653 "#ifdef USESHADOWMAPORTHO\n"
2654 "uniform float4x4 ShadowMapMatrix,\n"
2655 "#endif\n"
2656 "\n"
2657 "out float4 gl_FrontColor : COLOR,\n"
2658 "out float4 TexCoordBoth : TEXCOORD0,\n"
2659 "#ifdef USELIGHTMAP\n"
2660 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2661 "#endif\n"
2662 "#ifdef USEEYEVECTOR\n"
2663 "out float3 EyeVector : TEXCOORD2,\n"
2664 "#endif\n"
2665 "#ifdef USEREFLECTION\n"
2666 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2667 "#endif\n"
2668 "#ifdef USEFOG\n"
2669 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2670 "#endif\n"
2671 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2672 "out float3 LightVector : TEXCOORD5,\n"
2673 "#endif\n"
2674 "#ifdef MODE_LIGHTSOURCE\n"
2675 "out float3 CubeVector : TEXCOORD3,\n"
2676 "#endif\n"
2677 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2678 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2679 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2680 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2681 "#endif\n"
2682 "#ifdef USESHADOWMAPORTHO\n"
2683 "out float3 ShadowMapTC : TEXCOORD8,\n"
2684 "#endif\n"
2685 "out float4 gl_Position : POSITION\n"
2686 ")\n"
2687 "{\n"
2688 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2689 "       gl_FrontColor = gl_Color;\n"
2690 "#endif\n"
2691 "       // copy the surface texcoord\n"
2692 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2693 "#ifdef USEVERTEXTEXTUREBLEND\n"
2694 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2695 "#endif\n"
2696 "#ifdef USELIGHTMAP\n"
2697 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2698 "#endif\n"
2699 "\n"
2700 "#ifdef MODE_LIGHTSOURCE\n"
2701 "       // transform vertex position into light attenuation/cubemap space\n"
2702 "       // (-1 to +1 across the light box)\n"
2703 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2704 "\n"
2705 "# ifdef USEDIFFUSE\n"
2706 "       // transform unnormalized light direction into tangent space\n"
2707 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2708 "       //  normalize it per pixel)\n"
2709 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2710 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2711 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2712 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2713 "# endif\n"
2714 "#endif\n"
2715 "\n"
2716 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2717 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2718 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2719 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2720 "#endif\n"
2721 "\n"
2722 "       // transform unnormalized eye direction into tangent space\n"
2723 "#ifdef USEEYEVECTOR\n"
2724 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2725 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2726 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2727 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2728 "#endif\n"
2729 "\n"
2730 "#ifdef USEFOG\n"
2731 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2732 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2733 "#endif\n"
2734 "\n"
2735 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2736 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2737 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2738 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2739 "#endif\n"
2740 "\n"
2741 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2742 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2743 "\n"
2744 "#ifdef USESHADOWMAPORTHO\n"
2745 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2746 "#endif\n"
2747 "\n"
2748 "#ifdef USEREFLECTION\n"
2749 "       ModelViewProjectionPosition = gl_Position;\n"
2750 "#endif\n"
2751 "}\n"
2752 "#endif // VERTEX_SHADER\n"
2753 "\n"
2754 "\n"
2755 "\n"
2756 "\n"
2757 "#ifdef FRAGMENT_SHADER\n"
2758 "void main\n"
2759 "(\n"
2760 "#ifdef USEDEFERREDLIGHTMAP\n"
2761 "float2 Pixel : WPOS,\n"
2762 "#endif\n"
2763 "float4 gl_FrontColor : COLOR,\n"
2764 "float4 TexCoordBoth : TEXCOORD0,\n"
2765 "#ifdef USELIGHTMAP\n"
2766 "float2 TexCoordLightmap : TEXCOORD1,\n"
2767 "#endif\n"
2768 "#ifdef USEEYEVECTOR\n"
2769 "float3 EyeVector : TEXCOORD2,\n"
2770 "#endif\n"
2771 "#ifdef USEREFLECTION\n"
2772 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2773 "#endif\n"
2774 "#ifdef USEFOG\n"
2775 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2776 "#endif\n"
2777 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2778 "float3 LightVector : TEXCOORD5,\n"
2779 "#endif\n"
2780 "#ifdef MODE_LIGHTSOURCE\n"
2781 "float3 CubeVector : TEXCOORD3,\n"
2782 "#endif\n"
2783 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2784 "float4 ModelViewPosition : TEXCOORD0,\n"
2785 "#endif\n"
2786 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2787 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2788 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2789 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2790 "#endif\n"
2791 "#ifdef USESHADOWMAPORTHO\n"
2792 "float3 ShadowMapTC : TEXCOORD8\n"
2793 "#endif\n"
2794 "\n"
2795 "uniform sampler2D Texture_Normal,\n"
2796 "uniform sampler2D Texture_Color,\n"
2797 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2798 "uniform sampler2D Texture_Gloss,\n"
2799 "#endif\n"
2800 "#ifdef USEGLOW\n"
2801 "uniform sampler2D Texture_Glow,\n"
2802 "#endif\n"
2803 "#ifdef USEVERTEXTEXTUREBLEND\n"
2804 "uniform sampler2D Texture_SecondaryNormal,\n"
2805 "uniform sampler2D Texture_SecondaryColor,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_SecondaryGloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_SecondaryGlow,\n"
2811 "#endif\n"
2812 "#endif\n"
2813 "#ifdef USECOLORMAPPING\n"
2814 "uniform sampler2D Texture_Pants,\n"
2815 "uniform sampler2D Texture_Shirt,\n"
2816 "#endif\n"
2817 "#ifdef USEFOG\n"
2818 "uniform sampler2D Texture_FogMask,\n"
2819 "#endif\n"
2820 "#ifdef USELIGHTMAP\n"
2821 "uniform sampler2D Texture_Lightmap,\n"
2822 "#endif\n"
2823 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2824 "uniform sampler2D Texture_Deluxemap,\n"
2825 "#endif\n"
2826 "#ifdef USEREFLECTION\n"
2827 "uniform sampler2D Texture_Reflection,\n"
2828 "#endif\n"
2829 "\n"
2830 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2831 "uniform sampler2D Texture_ScreenDepth,\n"
2832 "uniform sampler2D Texture_ScreenNormalMap,\n"
2833 "#endif\n"
2834 "#ifdef USEDEFERREDLIGHTMAP\n"
2835 "uniform sampler2D Texture_ScreenDiffuse,\n"
2836 "uniform sampler2D Texture_ScreenSpecular,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef USECOLORMAPPING\n"
2840 "uniform half3 Color_Pants,\n"
2841 "uniform half3 Color_Shirt,\n"
2842 "#endif\n"
2843 "#ifdef USEFOG\n"
2844 "uniform float3 FogColor,\n"
2845 "uniform float FogRangeRecip,\n"
2846 "uniform float FogPlaneViewDist,\n"
2847 "uniform float FogHeightFade,\n"
2848 "#endif\n"
2849 "\n"
2850 "#ifdef USEOFFSETMAPPING\n"
2851 "uniform float OffsetMapping_Scale,\n"
2852 "#endif\n"
2853 "\n"
2854 "#ifdef USEDEFERREDLIGHTMAP\n"
2855 "uniform half2 PixelToScreenTexCoord,\n"
2856 "uniform half3 DeferredMod_Diffuse,\n"
2857 "uniform half3 DeferredMod_Specular,\n"
2858 "#endif\n"
2859 "uniform half3 Color_Ambient,\n"
2860 "uniform half3 Color_Diffuse,\n"
2861 "uniform half3 Color_Specular,\n"
2862 "uniform half SpecularPower,\n"
2863 "#ifdef USEGLOW\n"
2864 "uniform half3 Color_Glow,\n"
2865 "#endif\n"
2866 "uniform half Alpha,\n"
2867 "#ifdef USEREFLECTION\n"
2868 "uniform float4 DistortScaleRefractReflect,\n"
2869 "uniform float4 ScreenScaleRefractReflect,\n"
2870 "uniform float4 ScreenCenterRefractReflect,\n"
2871 "uniform half4 ReflectColor,\n"
2872 "#endif\n"
2873 "#ifdef USEREFLECTCUBE\n"
2874 "uniform float4x4 ModelToReflectCube,\n"
2875 "uniform sampler2D Texture_ReflectMask,\n"
2876 "uniform samplerCUBE Texture_ReflectCube,\n"
2877 "#endif\n"
2878 "#ifdef MODE_LIGHTDIRECTION\n"
2879 "uniform half3 LightColor,\n"
2880 "#endif\n"
2881 "#ifdef MODE_LIGHTSOURCE\n"
2882 "uniform half3 LightColor,\n"
2883 "#endif\n"
2884 "\n"
2885 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2886 "uniform sampler2D Texture_Attenuation,\n"
2887 "uniform samplerCUBE Texture_Cube,\n"
2888 "#endif\n"
2889 "\n"
2890 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPRECT\n"
2893 "# ifdef USESHADOWSAMPLER\n"
2894 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2895 "# else\n"
2896 "uniform samplerRECT Texture_ShadowMapRect,\n"
2897 "# endif\n"
2898 "#endif\n"
2899 "\n"
2900 "#ifdef USESHADOWMAP2D\n"
2901 "# ifdef USESHADOWSAMPLER\n"
2902 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2903 "# else\n"
2904 "uniform sampler2D Texture_ShadowMap2D,\n"
2905 "# endif\n"
2906 "#endif\n"
2907 "\n"
2908 "#ifdef USESHADOWMAPVSDCT\n"
2909 "uniform samplerCUBE Texture_CubeProjection,\n"
2910 "#endif\n"
2911 "\n"
2912 "#ifdef USESHADOWMAPCUBE\n"
2913 "# ifdef USESHADOWSAMPLER\n"
2914 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2915 "# else\n"
2916 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2917 "# endif\n"
2918 "#endif\n"
2919 "\n"
2920 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2921 "uniform float2 ShadowMap_TextureScale,\n"
2922 "uniform float4 ShadowMap_Parameters,\n"
2923 "#endif\n"
2924 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2925 "\n"
2926 "out float4 gl_FragColor : COLOR\n"
2927 ")\n"
2928 "{\n"
2929 "       float2 TexCoord = TexCoordBoth.xy;\n"
2930 "#ifdef USEVERTEXTEXTUREBLEND\n"
2931 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2932 "#endif\n"
2933 "#ifdef USEOFFSETMAPPING\n"
2934 "       // apply offsetmapping\n"
2935 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2936 "#define TexCoord TexCoordOffset\n"
2937 "#endif\n"
2938 "\n"
2939 "       // combine the diffuse textures (base, pants, shirt)\n"
2940 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2941 "#ifdef USEALPHAKILL\n"
2942 "       if (color.a < 0.5)\n"
2943 "               discard;\n"
2944 "#endif\n"
2945 "       color.a *= Alpha;\n"
2946 "#ifdef USECOLORMAPPING\n"
2947 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2948 "#endif\n"
2949 "#ifdef USEVERTEXTEXTUREBLEND\n"
2950 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2951 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2952 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2953 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2954 "       color.a = 1.0;\n"
2955 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2956 "#endif\n"
2957 "\n"
2958 "       // get the surface normal\n"
2959 "#ifdef USEVERTEXTEXTUREBLEND\n"
2960 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2961 "#else\n"
2962 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2963 "#endif\n"
2964 "\n"
2965 "       // get the material colors\n"
2966 "       half3 diffusetex = color.rgb;\n"
2967 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2968 "# ifdef USEVERTEXTEXTUREBLEND\n"
2969 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2970 "# else\n"
2971 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2972 "# endif\n"
2973 "#endif\n"
2974 "\n"
2975 "#ifdef USEREFLECTCUBE\n"
2976 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2977 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2978 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2979 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2980 "#endif\n"
2981 "\n"
2982 "\n"
2983 "\n"
2984 "\n"
2985 "#ifdef MODE_LIGHTSOURCE\n"
2986 "       // light source\n"
2987 "#ifdef USEDIFFUSE\n"
2988 "       half3 lightnormal = half3(normalize(LightVector));\n"
2989 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2990 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2991 "#ifdef USESPECULAR\n"
2992 "#ifdef USEEXACTSPECULARMATH\n"
2993 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2994 "#else\n"
2995 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2996 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
2997 "#endif\n"
2998 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
2999 "#endif\n"
3000 "#else\n"
3001 "       color.rgb = diffusetex * Color_Ambient;\n"
3002 "#endif\n"
3003 "       color.rgb *= LightColor;\n"
3004 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3005 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3006 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3007 "# if defined(USESHADOWMAP2D)\n"
3008 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3009 "# endif\n"
3010 "# if defined(USESHADOWMAPRECT)\n"
3011 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3012 "# endif\n"
3013 "# if defined(USESHADOWMAPCUBE)\n"
3014 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3015 "# endif\n"
3016 "\n"
3017 "#ifdef USESHADOWMAPVSDCT\n"
3018 ", Texture_CubeProjection\n"
3019 "#endif\n"
3020 "       );\n"
3021 "\n"
3022 "#endif\n"
3023 "# ifdef USECUBEFILTER\n"
3024 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3025 "# endif\n"
3026 "#endif // MODE_LIGHTSOURCE\n"
3027 "\n"
3028 "\n"
3029 "\n"
3030 "\n"
3031 "#ifdef MODE_LIGHTDIRECTION\n"
3032 "#define SHADING\n"
3033 "#ifdef USEDIFFUSE\n"
3034 "       half3 lightnormal = half3(normalize(LightVector));\n"
3035 "#endif\n"
3036 "#define lightcolor LightColor\n"
3037 "#endif // MODE_LIGHTDIRECTION\n"
3038 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3039 "#define SHADING\n"
3040 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3041 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3042 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3043 "       // convert modelspace light vector to tangentspace\n"
3044 "       half3 lightnormal;\n"
3045 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3046 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3047 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3048 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3049 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3050 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3051 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3052 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3053 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3054 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3055 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3056 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3057 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3058 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3059 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3060 "#define SHADING\n"
3061 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3062 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3063 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3064 "#endif\n"
3065 "\n"
3066 "\n"
3067 "\n"
3068 "\n"
3069 "#ifdef MODE_LIGHTMAP\n"
3070 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3071 "#endif // MODE_LIGHTMAP\n"
3072 "#ifdef MODE_VERTEXCOLOR\n"
3073 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3074 "#endif // MODE_VERTEXCOLOR\n"
3075 "#ifdef MODE_FLATCOLOR\n"
3076 "       color.rgb = diffusetex * Color_Ambient;\n"
3077 "#endif // MODE_FLATCOLOR\n"
3078 "\n"
3079 "\n"
3080 "\n"
3081 "\n"
3082 "#ifdef SHADING\n"
3083 "# ifdef USEDIFFUSE\n"
3084 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3085 "#  ifdef USESPECULAR\n"
3086 "#   ifdef USEEXACTSPECULARMATH\n"
3087 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3088 "#   else\n"
3089 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3090 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3091 "#   endif\n"
3092 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3093 "#  else\n"
3094 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3095 "#  endif\n"
3096 "# else\n"
3097 "       color.rgb = diffusetex * Color_Ambient;\n"
3098 "# endif\n"
3099 "#endif\n"
3100 "\n"
3101 "#ifdef USESHADOWMAPORTHO\n"
3102 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3103 "# if defined(USESHADOWMAP2D)\n"
3104 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3105 "# endif\n"
3106 "# if defined(USESHADOWMAPRECT)\n"
3107 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3108 "# endif\n"
3109 "       );\n"
3110 "#endif\n"
3111 "\n"
3112 "#ifdef USEDEFERREDLIGHTMAP\n"
3113 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3114 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3115 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3116 "#endif\n"
3117 "\n"
3118 "#ifdef USEGLOW\n"
3119 "#ifdef USEVERTEXTEXTUREBLEND\n"
3120 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3121 "#else\n"
3122 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3123 "#endif\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEFOG\n"
3127 "#ifdef MODE_LIGHTSOURCE\n"
3128 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3129 "#else\n"
3130 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3131 "#endif\n"
3132 "#endif\n"
3133 "\n"
3134 "       // 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"
3135 "#ifdef USEREFLECTION\n"
3136 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3137 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3138 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3139 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3140 "       // FIXME temporary hack to detect the case that the reflection\n"
3141 "       // gets blackened at edges due to leaving the area that contains actual\n"
3142 "       // content.\n"
3143 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3144 "       // 'appening.\n"
3145 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3146 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3147 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3148 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3149 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3150 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3151 "#endif\n"
3152 "\n"
3153 "       gl_FragColor = float4(color);\n"
3154 "}\n"
3155 "#endif // FRAGMENT_SHADER\n"
3156 "\n"
3157 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3158 "#endif // !MODE_DEFERREDGEOMETRY\n"
3159 "#endif // !MODE_WATER\n"
3160 "#endif // !MODE_REFRACTION\n"
3161 "#endif // !MODE_BLOOMBLUR\n"
3162 "#endif // !MODE_GENERIC\n"
3163 "#endif // !MODE_POSTPROCESS\n"
3164 "#endif // !MODE_SHOWDEPTH\n"
3165 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3166 ;
3167
3168 char *glslshaderstring = NULL;
3169 char *cgshaderstring = NULL;
3170
3171 //=======================================================================================================================================================
3172
3173 typedef struct shaderpermutationinfo_s
3174 {
3175         const char *pretext;
3176         const char *name;
3177 }
3178 shaderpermutationinfo_t;
3179
3180 typedef struct shadermodeinfo_s
3181 {
3182         const char *vertexfilename;
3183         const char *geometryfilename;
3184         const char *fragmentfilename;
3185         const char *pretext;
3186         const char *name;
3187 }
3188 shadermodeinfo_t;
3189
3190 typedef enum shaderpermutation_e
3191 {
3192         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3193         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3194         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3195         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3196         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3197         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3198         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3199         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3200         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3201         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3202         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3203         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3204         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3205         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3206         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3207         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3208         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3209         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3210         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3211         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3212         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3213         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3214         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3215         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3216         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3217         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3218         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3219         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3220         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3221         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3222 }
3223 shaderpermutation_t;
3224
3225 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3226 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3227 {
3228         {"#define USEDIFFUSE\n", " diffuse"},
3229         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3230         {"#define USEVIEWTINT\n", " viewtint"},
3231         {"#define USECOLORMAPPING\n", " colormapping"},
3232         {"#define USESATURATION\n", " saturation"},
3233         {"#define USEFOGINSIDE\n", " foginside"},
3234         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3235         {"#define USEGAMMARAMPS\n", " gammaramps"},
3236         {"#define USECUBEFILTER\n", " cubefilter"},
3237         {"#define USEGLOW\n", " glow"},
3238         {"#define USEBLOOM\n", " bloom"},
3239         {"#define USESPECULAR\n", " specular"},
3240         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3241         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3242         {"#define USEREFLECTION\n", " reflection"},
3243         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3244         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3245         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3246         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3247         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3248         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3249         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3250         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3251         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3252         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3253         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3254         {"#define USEALPHAKILL\n", " alphakill"},
3255         {"#define USEREFLECTCUBE\n", " reflectcube"},
3256 };
3257
3258 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3259 typedef enum shadermode_e
3260 {
3261         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3262         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3263         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3264         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3265         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3266         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3267         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3268         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3269         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3270         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3271         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3272         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3273         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3274         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3275         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3276         SHADERMODE_COUNT
3277 }
3278 shadermode_t;
3279
3280 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3281 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3282 {
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3285         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3291         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3292         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3293         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3294         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3295         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3296         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3297         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3298 };
3299
3300 #ifdef SUPPORTCG
3301 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3302 {
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3305         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3311         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3312         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3313         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3314         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3315         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3316         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3317         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3318 };
3319 #endif
3320
3321 struct r_glsl_permutation_s;
3322 typedef struct r_glsl_permutation_s
3323 {
3324         /// hash lookup data
3325         struct r_glsl_permutation_s *hashnext;
3326         unsigned int mode;
3327         unsigned int permutation;
3328
3329         /// indicates if we have tried compiling this permutation already
3330         qboolean compiled;
3331         /// 0 if compilation failed
3332         int program;
3333         /// locations of detected uniforms in program object, or -1 if not found
3334         int loc_Texture_First;
3335         int loc_Texture_Second;
3336         int loc_Texture_GammaRamps;
3337         int loc_Texture_Normal;
3338         int loc_Texture_Color;
3339         int loc_Texture_Gloss;
3340         int loc_Texture_Glow;
3341         int loc_Texture_SecondaryNormal;
3342         int loc_Texture_SecondaryColor;
3343         int loc_Texture_SecondaryGloss;
3344         int loc_Texture_SecondaryGlow;
3345         int loc_Texture_Pants;
3346         int loc_Texture_Shirt;
3347         int loc_Texture_FogMask;
3348         int loc_Texture_Lightmap;
3349         int loc_Texture_Deluxemap;
3350         int loc_Texture_Attenuation;
3351         int loc_Texture_Cube;
3352         int loc_Texture_Refraction;
3353         int loc_Texture_Reflection;
3354         int loc_Texture_ShadowMapRect;
3355         int loc_Texture_ShadowMapCube;
3356         int loc_Texture_ShadowMap2D;
3357         int loc_Texture_CubeProjection;
3358         int loc_Texture_ScreenDepth;
3359         int loc_Texture_ScreenNormalMap;
3360         int loc_Texture_ScreenDiffuse;
3361         int loc_Texture_ScreenSpecular;
3362         int loc_Texture_ReflectMask;
3363         int loc_Texture_ReflectCube;
3364         int loc_Alpha;
3365         int loc_BloomBlur_Parameters;
3366         int loc_ClientTime;
3367         int loc_Color_Ambient;
3368         int loc_Color_Diffuse;
3369         int loc_Color_Specular;
3370         int loc_Color_Glow;
3371         int loc_Color_Pants;
3372         int loc_Color_Shirt;
3373         int loc_DeferredColor_Ambient;
3374         int loc_DeferredColor_Diffuse;
3375         int loc_DeferredColor_Specular;
3376         int loc_DeferredMod_Diffuse;
3377         int loc_DeferredMod_Specular;
3378         int loc_DistortScaleRefractReflect;
3379         int loc_EyePosition;
3380         int loc_FogColor;
3381         int loc_FogHeightFade;
3382         int loc_FogPlane;
3383         int loc_FogPlaneViewDist;
3384         int loc_FogRangeRecip;
3385         int loc_LightColor;
3386         int loc_LightDir;
3387         int loc_LightPosition;
3388         int loc_OffsetMapping_Scale;
3389         int loc_PixelSize;
3390         int loc_ReflectColor;
3391         int loc_ReflectFactor;
3392         int loc_ReflectOffset;
3393         int loc_RefractColor;
3394         int loc_Saturation;
3395         int loc_ScreenCenterRefractReflect;
3396         int loc_ScreenScaleRefractReflect;
3397         int loc_ScreenToDepth;
3398         int loc_ShadowMap_Parameters;
3399         int loc_ShadowMap_TextureScale;
3400         int loc_SpecularPower;
3401         int loc_UserVec1;
3402         int loc_UserVec2;
3403         int loc_UserVec3;
3404         int loc_UserVec4;
3405         int loc_ViewTintColor;
3406         int loc_ViewToLight;
3407         int loc_ModelToLight;
3408         int loc_TexMatrix;
3409         int loc_BackgroundTexMatrix;
3410         int loc_ModelViewProjectionMatrix;
3411         int loc_ModelViewMatrix;
3412         int loc_PixelToScreenTexCoord;
3413         int loc_ModelToReflectCube;
3414         int loc_ShadowMapMatrix;        
3415 }
3416 r_glsl_permutation_t;
3417
3418 #define SHADERPERMUTATION_HASHSIZE 256
3419
3420 /// information about each possible shader permutation
3421 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3422 /// currently selected permutation
3423 r_glsl_permutation_t *r_glsl_permutation;
3424 /// storage for permutations linked in the hash table
3425 memexpandablearray_t r_glsl_permutationarray;
3426
3427 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3428 {
3429         //unsigned int hashdepth = 0;
3430         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3431         r_glsl_permutation_t *p;
3432         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3433         {
3434                 if (p->mode == mode && p->permutation == permutation)
3435                 {
3436                         //if (hashdepth > 10)
3437                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3438                         return p;
3439                 }
3440                 //hashdepth++;
3441         }
3442         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3443         p->mode = mode;
3444         p->permutation = permutation;
3445         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3446         r_glsl_permutationhash[mode][hashindex] = p;
3447         //if (hashdepth > 10)
3448         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3449         return p;
3450 }
3451
3452 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3453 {
3454         char *shaderstring;
3455         if (!filename || !filename[0])
3456                 return NULL;
3457         if (!strcmp(filename, "glsl/default.glsl"))
3458         {
3459                 if (!glslshaderstring)
3460                 {
3461                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3462                         if (glslshaderstring)
3463                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3464                         else
3465                                 glslshaderstring = (char *)builtinshaderstring;
3466                 }
3467                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3468                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3469                 return shaderstring;
3470         }
3471         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3472         if (shaderstring)
3473         {
3474                 if (printfromdisknotice)
3475                         Con_DPrintf("from disk %s... ", filename);
3476                 return shaderstring;
3477         }
3478         return shaderstring;
3479 }
3480
3481 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3482 {
3483         int i;
3484         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3485         int vertstrings_count = 0;
3486         int geomstrings_count = 0;
3487         int fragstrings_count = 0;
3488         char *vertexstring, *geometrystring, *fragmentstring;
3489         const char *vertstrings_list[32+3];
3490         const char *geomstrings_list[32+3];
3491         const char *fragstrings_list[32+3];
3492         char permutationname[256];
3493
3494         if (p->compiled)
3495                 return;
3496         p->compiled = true;
3497         p->program = 0;
3498
3499         permutationname[0] = 0;
3500         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3501         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3502         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3503
3504         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3505
3506         // the first pretext is which type of shader to compile as
3507         // (later these will all be bound together as a program object)
3508         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3509         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3510         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3511
3512         // the second pretext is the mode (for example a light source)
3513         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3514         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3515         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3516         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3517
3518         // now add all the permutation pretexts
3519         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3520         {
3521                 if (permutation & (1<<i))
3522                 {
3523                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3524                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3525                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3526                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3527                 }
3528                 else
3529                 {
3530                         // keep line numbers correct
3531                         vertstrings_list[vertstrings_count++] = "\n";
3532                         geomstrings_list[geomstrings_count++] = "\n";
3533                         fragstrings_list[fragstrings_count++] = "\n";
3534                 }
3535         }
3536
3537         // now append the shader text itself
3538         vertstrings_list[vertstrings_count++] = vertexstring;
3539         geomstrings_list[geomstrings_count++] = geometrystring;
3540         fragstrings_list[fragstrings_count++] = fragmentstring;
3541
3542         // if any sources were NULL, clear the respective list
3543         if (!vertexstring)
3544                 vertstrings_count = 0;
3545         if (!geometrystring)
3546                 geomstrings_count = 0;
3547         if (!fragmentstring)
3548                 fragstrings_count = 0;
3549
3550         // compile the shader program
3551         if (vertstrings_count + geomstrings_count + fragstrings_count)
3552                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3553         if (p->program)
3554         {
3555                 CHECKGLERROR
3556                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3557                 // look up all the uniform variable names we care about, so we don't
3558                 // have to look them up every time we set them
3559
3560                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3561                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3562                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3563                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3564                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3565                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3566                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3567                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3568                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3569                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3570                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3571                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3572                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3573                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3574                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3575                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3576                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3577                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3578                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3579                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3580                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3581                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3582                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3583                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3584                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3585                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3586                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3587                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3588                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3589                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3590                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3591                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3592                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3593                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3594                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3595                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3596                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3597                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3598                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3599                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3600                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3601                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3602                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3603                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3604                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3605                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3606                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3607                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3608                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3609                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3610                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3611                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3612                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3613                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3614                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3615                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3616                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3617                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3618                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3619                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3620                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3621                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3622                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3623                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3624                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3625                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3626                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3627                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3628                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3629                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3630                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3631                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3632                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3633                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3634                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3635                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3636                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3637                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3638                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3639                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3640                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3641                 // initialize the samplers to refer to the texture units we use
3642                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3643                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3644                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3645                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3646                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3647                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3648                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3649                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3650                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3651                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3652                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3653                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3654                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3655                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3656                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3657                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3658                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3659                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3660                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3661                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3662                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3663                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3664                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3665                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3666                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3667                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3668                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3669                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3670                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3671                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3672                 CHECKGLERROR
3673                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3674         }
3675         else
3676                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3677
3678         // free the strings
3679         if (vertexstring)
3680                 Mem_Free(vertexstring);
3681         if (geometrystring)
3682                 Mem_Free(geometrystring);
3683         if (fragmentstring)
3684                 Mem_Free(fragmentstring);
3685 }
3686
3687 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3688 {
3689         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3690         if (r_glsl_permutation != perm)
3691         {
3692                 r_glsl_permutation = perm;
3693                 if (!r_glsl_permutation->program)
3694                 {
3695                         if (!r_glsl_permutation->compiled)
3696                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3697                         if (!r_glsl_permutation->program)
3698                         {
3699                                 // remove features until we find a valid permutation
3700                                 int i;
3701                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3702                                 {
3703                                         // reduce i more quickly whenever it would not remove any bits
3704                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3705                                         if (!(permutation & j))
3706                                                 continue;
3707                                         permutation -= j;
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         if (!r_glsl_permutation->compiled)
3710                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3711                                         if (r_glsl_permutation->program)
3712                                                 break;
3713                                 }
3714                                 if (i >= SHADERPERMUTATION_COUNT)
3715                                 {
3716                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3717                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3718                                         qglUseProgramObjectARB(0);CHECKGLERROR
3719                                         return; // no bit left to clear, entire mode is broken
3720                                 }
3721                         }
3722                 }
3723                 CHECKGLERROR
3724                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3725         }
3726         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3727         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3728         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3729 }
3730
3731 #ifdef SUPPORTCG
3732 #include <Cg/cgGL.h>
3733 struct r_cg_permutation_s;
3734 typedef struct r_cg_permutation_s
3735 {
3736         /// hash lookup data
3737         struct r_cg_permutation_s *hashnext;
3738         unsigned int mode;
3739         unsigned int permutation;
3740
3741         /// indicates if we have tried compiling this permutation already
3742         qboolean compiled;
3743         /// 0 if compilation failed
3744         CGprogram vprogram;
3745         CGprogram fprogram;
3746         /// locations of detected parameters in programs, or NULL if not found
3747         CGparameter vp_EyePosition;
3748         CGparameter vp_FogPlane;
3749         CGparameter vp_LightDir;
3750         CGparameter vp_LightPosition;
3751         CGparameter vp_ModelToLight;
3752         CGparameter vp_TexMatrix;
3753         CGparameter vp_BackgroundTexMatrix;
3754         CGparameter vp_ModelViewProjectionMatrix;
3755         CGparameter vp_ModelViewMatrix;
3756         CGparameter vp_ShadowMapMatrix;
3757
3758         CGparameter fp_Texture_First;
3759         CGparameter fp_Texture_Second;
3760         CGparameter fp_Texture_GammaRamps;
3761         CGparameter fp_Texture_Normal;
3762         CGparameter fp_Texture_Color;
3763         CGparameter fp_Texture_Gloss;
3764         CGparameter fp_Texture_Glow;
3765         CGparameter fp_Texture_SecondaryNormal;
3766         CGparameter fp_Texture_SecondaryColor;
3767         CGparameter fp_Texture_SecondaryGloss;
3768         CGparameter fp_Texture_SecondaryGlow;
3769         CGparameter fp_Texture_Pants;
3770         CGparameter fp_Texture_Shirt;
3771         CGparameter fp_Texture_FogMask;
3772         CGparameter fp_Texture_Lightmap;
3773         CGparameter fp_Texture_Deluxemap;
3774         CGparameter fp_Texture_Attenuation;
3775         CGparameter fp_Texture_Cube;
3776         CGparameter fp_Texture_Refraction;
3777         CGparameter fp_Texture_Reflection;
3778         CGparameter fp_Texture_ShadowMapRect;
3779         CGparameter fp_Texture_ShadowMapCube;
3780         CGparameter fp_Texture_ShadowMap2D;
3781         CGparameter fp_Texture_CubeProjection;
3782         CGparameter fp_Texture_ScreenDepth;
3783         CGparameter fp_Texture_ScreenNormalMap;
3784         CGparameter fp_Texture_ScreenDiffuse;
3785         CGparameter fp_Texture_ScreenSpecular;
3786         CGparameter fp_Texture_ReflectMask;
3787         CGparameter fp_Texture_ReflectCube;
3788         CGparameter fp_Alpha;
3789         CGparameter fp_BloomBlur_Parameters;
3790         CGparameter fp_ClientTime;
3791         CGparameter fp_Color_Ambient;
3792         CGparameter fp_Color_Diffuse;
3793         CGparameter fp_Color_Specular;
3794         CGparameter fp_Color_Glow;
3795         CGparameter fp_Color_Pants;
3796         CGparameter fp_Color_Shirt;
3797         CGparameter fp_DeferredColor_Ambient;
3798         CGparameter fp_DeferredColor_Diffuse;
3799         CGparameter fp_DeferredColor_Specular;
3800         CGparameter fp_DeferredMod_Diffuse;
3801         CGparameter fp_DeferredMod_Specular;
3802         CGparameter fp_DistortScaleRefractReflect;
3803         CGparameter fp_EyePosition;
3804         CGparameter fp_FogColor;
3805         CGparameter fp_FogHeightFade;
3806         CGparameter fp_FogPlane;
3807         CGparameter fp_FogPlaneViewDist;
3808         CGparameter fp_FogRangeRecip;
3809         CGparameter fp_LightColor;
3810         CGparameter fp_LightDir;
3811         CGparameter fp_LightPosition;
3812         CGparameter fp_OffsetMapping_Scale;
3813         CGparameter fp_PixelSize;
3814         CGparameter fp_ReflectColor;
3815         CGparameter fp_ReflectFactor;
3816         CGparameter fp_ReflectOffset;
3817         CGparameter fp_RefractColor;
3818         CGparameter fp_Saturation;
3819         CGparameter fp_ScreenCenterRefractReflect;
3820         CGparameter fp_ScreenScaleRefractReflect;
3821         CGparameter fp_ScreenToDepth;
3822         CGparameter fp_ShadowMap_Parameters;
3823         CGparameter fp_ShadowMap_TextureScale;
3824         CGparameter fp_SpecularPower;
3825         CGparameter fp_UserVec1;
3826         CGparameter fp_UserVec2;
3827         CGparameter fp_UserVec3;
3828         CGparameter fp_UserVec4;
3829         CGparameter fp_ViewTintColor;
3830         CGparameter fp_ViewToLight;
3831         CGparameter fp_PixelToScreenTexCoord;
3832         CGparameter fp_ModelToReflectCube;
3833 }
3834 r_cg_permutation_t;
3835
3836 /// information about each possible shader permutation
3837 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3838 /// currently selected permutation
3839 r_cg_permutation_t *r_cg_permutation;
3840 /// storage for permutations linked in the hash table
3841 memexpandablearray_t r_cg_permutationarray;
3842
3843 #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));}}
3844
3845 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3846 {
3847         //unsigned int hashdepth = 0;
3848         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3849         r_cg_permutation_t *p;
3850         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3851         {
3852                 if (p->mode == mode && p->permutation == permutation)
3853                 {
3854                         //if (hashdepth > 10)
3855                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856                         return p;
3857                 }
3858                 //hashdepth++;
3859         }
3860         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3861         p->mode = mode;
3862         p->permutation = permutation;
3863         p->hashnext = r_cg_permutationhash[mode][hashindex];
3864         r_cg_permutationhash[mode][hashindex] = p;
3865         //if (hashdepth > 10)
3866         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3867         return p;
3868 }
3869
3870 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3871 {
3872         char *shaderstring;
3873         if (!filename || !filename[0])
3874                 return NULL;
3875         if (!strcmp(filename, "cg/default.cg"))
3876         {
3877                 if (!cgshaderstring)
3878                 {
3879                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3880                         if (cgshaderstring)
3881                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3882                         else
3883                                 cgshaderstring = (char *)builtincgshaderstring;
3884                 }
3885                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3886                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3887                 return shaderstring;
3888         }
3889         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3890         if (shaderstring)
3891         {
3892                 if (printfromdisknotice)
3893                         Con_DPrintf("from disk %s... ", filename);
3894                 return shaderstring;
3895         }
3896         return shaderstring;
3897 }
3898
3899 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3900 {
3901         // TODO: load or create .fp and .vp shader files
3902 }
3903
3904 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3905 {
3906         int i;
3907         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3908         int vertstrings_count = 0, vertstring_length = 0;
3909         int geomstrings_count = 0, geomstring_length = 0;
3910         int fragstrings_count = 0, fragstring_length = 0;
3911         char *t;
3912         char *vertexstring, *geometrystring, *fragmentstring;
3913         char *vertstring, *geomstring, *fragstring;
3914         const char *vertstrings_list[32+3];
3915         const char *geomstrings_list[32+3];
3916         const char *fragstrings_list[32+3];
3917         char permutationname[256];
3918         char cachename[256];
3919         CGprofile vertexProfile;
3920         CGprofile fragmentProfile;
3921
3922         if (p->compiled)
3923                 return;
3924         p->compiled = true;
3925         p->vprogram = NULL;
3926         p->fprogram = NULL;
3927
3928         permutationname[0] = 0;
3929         cachename[0] = 0;
3930         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3931         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3932         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3933
3934         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3935         strlcat(cachename, "cg/", sizeof(cachename));
3936
3937         // the first pretext is which type of shader to compile as
3938         // (later these will all be bound together as a program object)
3939         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3940         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3941         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3942
3943         // the second pretext is the mode (for example a light source)
3944         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3945         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3946         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3947         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3948         strlcat(cachename, modeinfo->name, sizeof(cachename));
3949
3950         // now add all the permutation pretexts
3951         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3952         {
3953                 if (permutation & (1<<i))
3954                 {
3955                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3956                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3957                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3958                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3959                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3960                 }
3961                 else
3962                 {
3963                         // keep line numbers correct
3964                         vertstrings_list[vertstrings_count++] = "\n";
3965                         geomstrings_list[geomstrings_count++] = "\n";
3966                         fragstrings_list[fragstrings_count++] = "\n";
3967                 }
3968         }
3969
3970         // replace spaces in the cachename with _ characters
3971         for (i = 0;cachename[i];i++)
3972                 if (cachename[i] == ' ')
3973                         cachename[i] = '_';
3974
3975         // now append the shader text itself
3976         vertstrings_list[vertstrings_count++] = vertexstring;
3977         geomstrings_list[geomstrings_count++] = geometrystring;
3978         fragstrings_list[fragstrings_count++] = fragmentstring;
3979
3980         // if any sources were NULL, clear the respective list
3981         if (!vertexstring)
3982                 vertstrings_count = 0;
3983         if (!geometrystring)
3984                 geomstrings_count = 0;
3985         if (!fragmentstring)
3986                 fragstrings_count = 0;
3987
3988         vertstring_length = 0;
3989         for (i = 0;i < vertstrings_count;i++)
3990                 vertstring_length += strlen(vertstrings_list[i]);
3991         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3992         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3993                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3994
3995         geomstring_length = 0;
3996         for (i = 0;i < geomstrings_count;i++)
3997                 geomstring_length += strlen(geomstrings_list[i]);
3998         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3999         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4000                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4001
4002         fragstring_length = 0;
4003         for (i = 0;i < fragstrings_count;i++)
4004                 fragstring_length += strlen(fragstrings_list[i]);
4005         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4006         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4007                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4008
4009         CHECKGLERROR
4010         CHECKCGERROR
4011         //vertexProfile = CG_PROFILE_ARBVP1;
4012         //fragmentProfile = CG_PROFILE_ARBFP1;
4013         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4014         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4015         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4016         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4017         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4018         CHECKGLERROR
4019
4020         // try to load the cached shader, or generate one
4021         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4022
4023         // if caching failed, do a dynamic compile for now
4024         CHECKCGERROR
4025         if (vertstring[0] && !p->vprogram)
4026                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4027         CHECKCGERROR
4028         if (fragstring[0] && !p->fprogram)
4029                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4030         CHECKCGERROR
4031
4032         // look up all the uniform variable names we care about, so we don't
4033         // have to look them up every time we set them
4034         if (p->vprogram)
4035         {
4036                 CHECKCGERROR
4037                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4038                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4039                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4040                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4041                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4042                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4043                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4044                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4045                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4046                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4047                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4048                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4049                 CHECKCGERROR
4050         }
4051         if (p->fprogram)
4052         {
4053                 CHECKCGERROR
4054                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4055                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4056                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4057                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4058                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4059                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4060                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4061                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4062                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4063                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4064                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4065                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4066                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4067                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4068                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4069                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4070                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4071                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4072                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4073                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4074                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4075                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4076                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4077                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4078                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4079                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4080                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4081                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4082                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4083                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4084                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4085                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4086                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4087                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4088                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4089                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4090                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4091                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4092                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4093                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4094                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4095                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4096                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4097                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4098                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4099                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4100                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4101                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4102                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4103                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4104                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4105                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4106                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4107                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4108                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4109                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4110                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4111                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4112                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4113                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4114                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4115                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4116                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4117                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4118                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4119                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4120                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4121                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4122                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4123                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4124                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4125                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4126                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4127                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4128                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4129                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4130                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4131                 CHECKCGERROR
4132         }
4133
4134         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4135                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4136         else
4137                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4138
4139         // free the strings
4140         if (vertstring)
4141                 Mem_Free(vertstring);
4142         if (geomstring)
4143                 Mem_Free(geomstring);
4144         if (fragstring)
4145                 Mem_Free(fragstring);
4146         if (vertexstring)
4147                 Mem_Free(vertexstring);
4148         if (geometrystring)
4149                 Mem_Free(geometrystring);
4150         if (fragmentstring)
4151                 Mem_Free(fragmentstring);
4152 }
4153
4154 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4155 {
4156         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4157         CHECKGLERROR
4158         CHECKCGERROR
4159         if (r_cg_permutation != perm)
4160         {
4161                 r_cg_permutation = perm;
4162                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4163                 {
4164                         if (!r_cg_permutation->compiled)
4165                                 R_CG_CompilePermutation(perm, mode, permutation);
4166                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4167                         {
4168                                 // remove features until we find a valid permutation
4169                                 int i;
4170                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4171                                 {
4172                                         // reduce i more quickly whenever it would not remove any bits
4173                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4174                                         if (!(permutation & j))
4175                                                 continue;
4176                                         permutation -= j;
4177                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4178                                         if (!r_cg_permutation->compiled)
4179                                                 R_CG_CompilePermutation(perm, mode, permutation);
4180                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4181                                                 break;
4182                                 }
4183                                 if (i >= SHADERPERMUTATION_COUNT)
4184                                 {
4185                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4186                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4187                                         return; // no bit left to clear, entire mode is broken
4188                                 }
4189                         }
4190                 }
4191                 CHECKGLERROR
4192                 CHECKCGERROR
4193                 if (r_cg_permutation->vprogram)
4194                 {
4195                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4197                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4198                 }
4199                 else
4200                 {
4201                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4202                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4203                 }
4204                 if (r_cg_permutation->fprogram)
4205                 {
4206                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4207                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4208                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4209                 }
4210                 else
4211                 {
4212                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4213                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4214                 }
4215         }
4216         CHECKCGERROR
4217         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4218         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4219         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4220 }
4221
4222 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4223 {
4224         cgGLSetTextureParameter(param, R_GetTexture(tex));
4225         cgGLEnableTextureParameter(param);
4226 }
4227 #endif
4228
4229 void R_GLSL_Restart_f(void)
4230 {
4231         unsigned int i, limit;
4232         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4233                 Mem_Free(glslshaderstring);
4234         glslshaderstring = NULL;
4235         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4236                 Mem_Free(cgshaderstring);
4237         cgshaderstring = NULL;
4238         switch(vid.renderpath)
4239         {
4240         case RENDERPATH_GL20:
4241                 {
4242                         r_glsl_permutation_t *p;
4243                         r_glsl_permutation = NULL;
4244                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4245                         for (i = 0;i < limit;i++)
4246                         {
4247                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4248                                 {
4249                                         GL_Backend_FreeProgram(p->program);
4250                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4251                                 }
4252                         }
4253                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4254                 }
4255                 break;
4256         case RENDERPATH_CGGL:
4257 #ifdef SUPPORTCG
4258                 {
4259                         r_cg_permutation_t *p;
4260                         r_cg_permutation = NULL;
4261                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4262                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4263                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4264                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4265                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4266                         for (i = 0;i < limit;i++)
4267                         {
4268                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4269                                 {
4270                                         if (p->vprogram)
4271                                                 cgDestroyProgram(p->vprogram);
4272                                         if (p->fprogram)
4273                                                 cgDestroyProgram(p->fprogram);
4274                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4275                                 }
4276                         }
4277                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4278                 }
4279                 break;
4280 #endif
4281         case RENDERPATH_GL13:
4282         case RENDERPATH_GL11:
4283                 break;
4284         }
4285 }
4286
4287 void R_GLSL_DumpShader_f(void)
4288 {
4289         int i;
4290         qfile_t *file;
4291
4292         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4293         if (file)
4294         {
4295                 FS_Print(file, "/* The engine may define the following macros:\n");
4296                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4297                 for (i = 0;i < SHADERMODE_COUNT;i++)
4298                         FS_Print(file, glslshadermodeinfo[i].pretext);
4299                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4300                         FS_Print(file, shaderpermutationinfo[i].pretext);
4301                 FS_Print(file, "*/\n");
4302                 FS_Print(file, builtinshaderstring);
4303                 FS_Close(file);
4304                 Con_Printf("glsl/default.glsl written\n");
4305         }
4306         else
4307                 Con_Printf("failed to write to glsl/default.glsl\n");
4308
4309 #ifdef SUPPORTCG
4310         file = FS_OpenRealFile("cg/default.cg", "w", false);
4311         if (file)
4312         {
4313                 FS_Print(file, "/* The engine may define the following macros:\n");
4314                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4315                 for (i = 0;i < SHADERMODE_COUNT;i++)
4316                         FS_Print(file, cgshadermodeinfo[i].pretext);
4317                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4318                         FS_Print(file, shaderpermutationinfo[i].pretext);
4319                 FS_Print(file, "*/\n");
4320                 FS_Print(file, builtincgshaderstring);
4321                 FS_Close(file);
4322                 Con_Printf("cg/default.cg written\n");
4323         }
4324         else
4325                 Con_Printf("failed to write to cg/default.cg\n");
4326 #endif
4327 }
4328
4329 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4330 {
4331         if (!second)
4332                 texturemode = GL_MODULATE;
4333         switch (vid.renderpath)
4334         {
4335         case RENDERPATH_GL20:
4336                 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))));
4337                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4338                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4339                 break;
4340         case RENDERPATH_CGGL:
4341 #ifdef SUPPORTCG
4342                 CHECKCGERROR
4343                 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))));
4344                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4345                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4346 #endif
4347                 break;
4348         case RENDERPATH_GL13:
4349                 R_Mesh_TexBind(0, first );
4350                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4351                 R_Mesh_TexBind(1, second);
4352                 if (second)
4353                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4354                 break;
4355         case RENDERPATH_GL11:
4356                 R_Mesh_TexBind(0, first );
4357                 break;
4358         }
4359 }
4360
4361 void R_SetupShader_DepthOrShadow(void)
4362 {
4363         switch (vid.renderpath)
4364         {
4365         case RENDERPATH_GL20:
4366                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4367                 break;
4368         case RENDERPATH_CGGL:
4369 #ifdef SUPPORTCG
4370                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4371 #endif
4372                 break;
4373         case RENDERPATH_GL13:
4374                 R_Mesh_TexBind(0, 0);
4375                 R_Mesh_TexBind(1, 0);
4376                 break;
4377         case RENDERPATH_GL11:
4378                 R_Mesh_TexBind(0, 0);
4379                 break;
4380         }
4381 }
4382
4383 void R_SetupShader_ShowDepth(void)
4384 {
4385         switch (vid.renderpath)
4386         {
4387         case RENDERPATH_GL20:
4388                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4389                 break;
4390         case RENDERPATH_CGGL:
4391 #ifdef SUPPORTCG
4392                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4393 #endif
4394                 break;
4395         case RENDERPATH_GL13:
4396                 break;
4397         case RENDERPATH_GL11:
4398                 break;
4399         }
4400 }
4401
4402 extern qboolean r_shadow_usingdeferredprepass;
4403 extern cvar_t r_shadow_deferred_8bitrange;
4404 extern rtexture_t *r_shadow_attenuationgradienttexture;
4405 extern rtexture_t *r_shadow_attenuation2dtexture;
4406 extern rtexture_t *r_shadow_attenuation3dtexture;
4407 extern qboolean r_shadow_usingshadowmaprect;
4408 extern qboolean r_shadow_usingshadowmapcube;
4409 extern qboolean r_shadow_usingshadowmap2d;
4410 extern qboolean r_shadow_usingshadowmaportho;
4411 extern float r_shadow_shadowmap_texturescale[2];
4412 extern float r_shadow_shadowmap_parameters[4];
4413 extern qboolean r_shadow_shadowmapvsdct;
4414 extern qboolean r_shadow_shadowmapsampler;
4415 extern int r_shadow_shadowmappcf;
4416 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4417 extern rtexture_t *r_shadow_shadowmap2dtexture;
4418 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4419 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4420 extern matrix4x4_t r_shadow_shadowmapmatrix;
4421 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4422 extern int r_shadow_prepass_width;
4423 extern int r_shadow_prepass_height;
4424 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4425 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4426 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4427 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4428 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4429 {
4430         // select a permutation of the lighting shader appropriate to this
4431         // combination of texture, entity, light source, and fogging, only use the
4432         // minimum features necessary to avoid wasting rendering time in the
4433         // fragment shader on features that are not being used
4434         unsigned int permutation = 0;
4435         unsigned int mode = 0;
4436         float m16f[16];
4437         if (rsurfacepass == RSURFPASS_BACKGROUND)
4438         {
4439                 // distorted background
4440                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4441                         mode = SHADERMODE_WATER;
4442                 else
4443                         mode = SHADERMODE_REFRACTION;
4444                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4445                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4446                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4447                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4448                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4449                 R_Mesh_ColorPointer(NULL, 0, 0);
4450                 GL_AlphaTest(false);
4451                 GL_BlendFunc(GL_ONE, GL_ZERO);
4452         }
4453         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4454         {
4455                 if (r_glsl_offsetmapping.integer)
4456                 {
4457                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4458                         if (r_glsl_offsetmapping_reliefmapping.integer)
4459                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4460                 }
4461                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4462                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4463                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4464                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4465                 // normalmap (deferred prepass), may use alpha test on diffuse
4466                 mode = SHADERMODE_DEFERREDGEOMETRY;
4467                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4468                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4469                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4470                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4471                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4472                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4473                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4474                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4475                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4476                 else
4477                         R_Mesh_ColorPointer(NULL, 0, 0);
4478                 GL_AlphaTest(false);
4479                 GL_BlendFunc(GL_ONE, GL_ZERO);
4480         }
4481         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4482         {
4483                 if (r_glsl_offsetmapping.integer)
4484                 {
4485                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4486                         if (r_glsl_offsetmapping_reliefmapping.integer)
4487                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4488                 }
4489                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4490                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4491                 // light source
4492                 mode = SHADERMODE_LIGHTSOURCE;
4493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4494                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4495                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4496                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4497                 if (diffusescale > 0)
4498                         permutation |= SHADERPERMUTATION_DIFFUSE;
4499                 if (specularscale > 0)
4500                 {
4501                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4502                         if (r_shadow_glossexact.integer)
4503                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4504                 }
4505                 if (r_refdef.fogenabled)
4506                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4507                 if (rsurface.texture->colormapping)
4508                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4509                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4510                 {
4511                         if (r_shadow_usingshadowmaprect)
4512                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4513                         if (r_shadow_usingshadowmap2d)
4514                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4515                         if (r_shadow_usingshadowmapcube)
4516                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4517                         else if(r_shadow_shadowmapvsdct)
4518                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4519
4520                         if (r_shadow_shadowmapsampler)
4521                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4522                         if (r_shadow_shadowmappcf > 1)
4523                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4524                         else if (r_shadow_shadowmappcf)
4525                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4526                 }
4527                 if (rsurface.texture->reflectmasktexture)
4528                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4529                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4530                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4531                 {
4532                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4533                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4534                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4535                 }
4536                 else
4537                 {
4538                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4539                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4540                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4541                 }
4542                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4545                 else
4546                         R_Mesh_ColorPointer(NULL, 0, 0);
4547                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4548                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4549         }
4550         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4551         {
4552                 if (r_glsl_offsetmapping.integer)
4553                 {
4554                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555                         if (r_glsl_offsetmapping_reliefmapping.integer)
4556                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557                 }
4558                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560                 // unshaded geometry (fullbright or ambient model lighting)
4561                 mode = SHADERMODE_FLATCOLOR;
4562                 ambientscale = diffusescale = specularscale = 0;
4563                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4564                         permutation |= SHADERPERMUTATION_GLOW;
4565                 if (r_refdef.fogenabled)
4566                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4567                 if (rsurface.texture->colormapping)
4568                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4569                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4570                 {
4571                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4572                         if (r_shadow_usingshadowmaprect)
4573                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4574                         if (r_shadow_usingshadowmap2d)
4575                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4576
4577                         if (r_shadow_shadowmapsampler)
4578                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4579                         if (r_shadow_shadowmappcf > 1)
4580                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4581                         else if (r_shadow_shadowmappcf)
4582                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4583                 }
4584                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4585                         permutation |= SHADERPERMUTATION_REFLECTION;
4586                 if (rsurface.texture->reflectmasktexture)
4587                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4588                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4589                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4590                 {
4591                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4592                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4593                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4594                 }
4595                 else
4596                 {
4597                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4598                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4599                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4600                 }
4601                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4602                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4603                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4604                 else
4605                         R_Mesh_ColorPointer(NULL, 0, 0);
4606                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4607                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4608         }
4609         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4610         {
4611                 if (r_glsl_offsetmapping.integer)
4612                 {
4613                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4614                         if (r_glsl_offsetmapping_reliefmapping.integer)
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4616                 }
4617                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4618                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4619                 // directional model lighting
4620                 mode = SHADERMODE_LIGHTDIRECTION;
4621                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4622                         permutation |= SHADERPERMUTATION_GLOW;
4623                 permutation |= SHADERPERMUTATION_DIFFUSE;
4624                 if (specularscale > 0)
4625                 {
4626                         permutation |= SHADERPERMUTATION_SPECULAR;
4627                         if (r_shadow_glossexact.integer)
4628                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4629                 }
4630                 if (r_refdef.fogenabled)
4631                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4632                 if (rsurface.texture->colormapping)
4633                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4634                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4635                 {
4636                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4637                         if (r_shadow_usingshadowmaprect)
4638                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4639                         if (r_shadow_usingshadowmap2d)
4640                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4641
4642                         if (r_shadow_shadowmapsampler)
4643                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4644                         if (r_shadow_shadowmappcf > 1)
4645                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4646                         else if (r_shadow_shadowmappcf)
4647                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4648                 }
4649                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4650                         permutation |= SHADERPERMUTATION_REFLECTION;
4651                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4652                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4653                 if (rsurface.texture->reflectmasktexture)
4654                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4655                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4656                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4657                 {
4658                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4659                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4660                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4661                 }
4662                 else
4663                 {
4664                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4665                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4666                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4667                 }
4668                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4669                 R_Mesh_ColorPointer(NULL, 0, 0);
4670                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4671                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4672         }
4673         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4674         {
4675                 if (r_glsl_offsetmapping.integer)
4676                 {
4677                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4678                         if (r_glsl_offsetmapping_reliefmapping.integer)
4679                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4680                 }
4681                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4682                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4683                 // ambient model lighting
4684                 mode = SHADERMODE_LIGHTDIRECTION;
4685                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4686                         permutation |= SHADERPERMUTATION_GLOW;
4687                 if (r_refdef.fogenabled)
4688                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4689                 if (rsurface.texture->colormapping)
4690                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4691                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4692                 {
4693                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4694                         if (r_shadow_usingshadowmaprect)
4695                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4696                         if (r_shadow_usingshadowmap2d)
4697                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4698
4699                         if (r_shadow_shadowmapsampler)
4700                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4701                         if (r_shadow_shadowmappcf > 1)
4702                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4703                         else if (r_shadow_shadowmappcf)
4704                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4705                 }
4706                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4707                         permutation |= SHADERPERMUTATION_REFLECTION;
4708                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4709                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4710                 if (rsurface.texture->reflectmasktexture)
4711                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4712                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4713                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4714                 {
4715                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4716                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4717                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4718                 }
4719                 else
4720                 {
4721                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4722                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4723                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4724                 }
4725                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4726                 R_Mesh_ColorPointer(NULL, 0, 0);
4727                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4728                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4729         }
4730         else
4731         {
4732                 if (r_glsl_offsetmapping.integer)
4733                 {
4734                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4735                         if (r_glsl_offsetmapping_reliefmapping.integer)
4736                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4737                 }
4738                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4739                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4740                 // lightmapped wall
4741                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4742                         permutation |= SHADERPERMUTATION_GLOW;
4743                 if (r_refdef.fogenabled)
4744                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4745                 if (rsurface.texture->colormapping)
4746                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4747                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4748                 {
4749                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4750                         if (r_shadow_usingshadowmaprect)
4751                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4752                         if (r_shadow_usingshadowmap2d)
4753                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4754
4755                         if (r_shadow_shadowmapsampler)
4756                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4757                         if (r_shadow_shadowmappcf > 1)
4758                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4759                         else if (r_shadow_shadowmappcf)
4760                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4761                 }
4762                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4763                         permutation |= SHADERPERMUTATION_REFLECTION;
4764                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4765                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4766                 if (rsurface.texture->reflectmasktexture)
4767                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4768                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4769                 {
4770                         // deluxemapping (light direction texture)
4771                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4772                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4773                         else
4774                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4775                         permutation |= SHADERPERMUTATION_DIFFUSE;
4776                         if (specularscale > 0)
4777                         {
4778                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4779                                 if (r_shadow_glossexact.integer)
4780                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4781                         }
4782                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4783                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4784                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4785                         else
4786                                 R_Mesh_ColorPointer(NULL, 0, 0);
4787                 }
4788                 else if (r_glsl_deluxemapping.integer >= 2)
4789                 {
4790                         // fake deluxemapping (uniform light direction in tangentspace)
4791                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4792                         permutation |= SHADERPERMUTATION_DIFFUSE;
4793                         if (specularscale > 0)
4794                         {
4795                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4796                                 if (r_shadow_glossexact.integer)
4797                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4798                         }
4799                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4800                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4801                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4802                         else
4803                                 R_Mesh_ColorPointer(NULL, 0, 0);
4804                 }
4805                 else if (rsurface.uselightmaptexture)
4806                 {
4807                         // ordinary lightmapping (q1bsp, q3bsp)
4808                         mode = SHADERMODE_LIGHTMAP;
4809                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4810                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4811                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4812                         else
4813                                 R_Mesh_ColorPointer(NULL, 0, 0);
4814                 }
4815                 else
4816                 {
4817                         // ordinary vertex coloring (q3bsp)
4818                         mode = SHADERMODE_VERTEXCOLOR;
4819                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4820                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4821                 }
4822                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4823                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4824                 {
4825                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4826                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4827                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4828                 }
4829                 else
4830                 {
4831                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4832                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4833                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4834                 }
4835                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4836                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4837         }
4838         switch(vid.renderpath)
4839         {
4840         case RENDERPATH_GL20:
4841                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4842                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4843                 if (mode == SHADERMODE_LIGHTSOURCE)
4844                 {
4845                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4846                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4847                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4848                         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);
4849                         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);
4850                         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);
4851         
4852                         // additive passes are only darkened by fog, not tinted
4853                         if (r_glsl_permutation->loc_FogColor >= 0)
4854                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4855                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4856                 }
4857                 else
4858                 {
4859                         if (mode == SHADERMODE_FLATCOLOR)
4860                         {
4861                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4862                         }
4863                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4864                         {
4865                                 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]);
4866                                 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]);
4867                                 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);
4868                                 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);
4869                                 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);
4870                                 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]);
4871                                 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]);
4872                         }
4873                         else
4874                         {
4875                                 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]);
4876                                 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]);
4877                                 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);
4878                                 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);
4879                                 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);
4880                         }
4881                         // additive passes are only darkened by fog, not tinted
4882                         if (r_glsl_permutation->loc_FogColor >= 0)
4883                         {
4884                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4885                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4886                                 else
4887                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4888                         }
4889                         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);
4890                         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]);
4891                         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]);
4892                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4893                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4894                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4895                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4896                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4897                 }
4898                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4899                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4900                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4901                 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]);
4902                 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]);
4903
4904                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4905                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4906                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4907                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4908                 {
4909                         if (rsurface.texture->pantstexture)
4910                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4911                         else
4912                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4913                 }
4914                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4915                 {
4916                         if (rsurface.texture->shirttexture)
4917                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4918                         else
4919                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4920                 }
4921                 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]);
4922                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4923                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4924                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4925                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4926                 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]);
4927                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4928
4929         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4930         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4931         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4932                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4933                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4934                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4935                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4936                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4937                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4938                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4939                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4940                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4941                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4942                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4943                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4944                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4945                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4946                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4947                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4948                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4949                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4950                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4951                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4952                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4953                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4954                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4955                 {
4956                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
4957                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
4958                         if (rsurface.rtlight)
4959                         {
4960                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4961                                 if (r_shadow_usingshadowmapcube)
4962                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4963                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4964                         }
4965                 }
4966                 CHECKGLERROR
4967                 break;
4968         case RENDERPATH_CGGL:
4969 #ifdef SUPPORTCG
4970                 R_SetupShader_SetPermutationCG(mode, permutation);
4971                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4972                 if (mode == SHADERMODE_LIGHTSOURCE)
4973                 {
4974                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4975                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4976                 }
4977                 else
4978                 {
4979                         if (mode == SHADERMODE_LIGHTDIRECTION)
4980                         {
4981                                 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
4982                         }
4983                 }
4984                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4985                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4986                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
4987                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4988                 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
4989                 CHECKGLERROR
4990
4991                 if (mode == SHADERMODE_LIGHTSOURCE)
4992                 {
4993                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4994                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4995                         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
4996                         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
4997                         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
4998
4999                         // additive passes are only darkened by fog, not tinted
5000                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5001                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5002                 }
5003                 else
5004                 {
5005                         if (mode == SHADERMODE_FLATCOLOR)
5006                         {
5007                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5008                         }
5009                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5010                         {
5011                                 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
5012                                 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
5013                                 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
5014                                 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
5015                                 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
5016                                 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
5017                                 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
5018                         }
5019                         else
5020                         {
5021                                 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
5022                                 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
5023                                 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
5024                                 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
5025                                 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
5026                         }
5027                         // additive passes are only darkened by fog, not tinted
5028                         if (r_cg_permutation->fp_FogColor)
5029                         {
5030                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5031                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5032                                 else
5033                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5034                                 CHECKCGERROR
5035                         }
5036                         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
5037                         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
5038                         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
5039                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5040                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5041                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5042                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5043                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5044                 }
5045                 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
5046                 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
5047                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5048                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5049                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5050                 if (r_cg_permutation->fp_Color_Pants)
5051                 {
5052                         if (rsurface.texture->pantstexture)
5053                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5054                         else
5055                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5056                         CHECKCGERROR
5057                 }
5058                 if (r_cg_permutation->fp_Color_Shirt)
5059                 {
5060                         if (rsurface.texture->shirttexture)
5061                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5062                         else
5063                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5064                         CHECKCGERROR
5065                 }
5066                 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
5067                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5068                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5069                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5070                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5071                 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
5072                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5073
5074         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5075         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5076         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5077                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5078                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5079                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5080                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5081                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5082                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5083                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5084                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5085                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5086                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5087                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5088                 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
5089                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5090                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5091                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5092                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5093                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5094                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5095                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5096                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5097                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5098                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5099                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5100                 {
5101                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5102                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5103                         if (rsurface.rtlight)
5104                         {
5105                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5106                                 if (r_shadow_usingshadowmapcube)
5107                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5108                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5109                         }
5110                 }
5111
5112                 CHECKGLERROR
5113 #endif
5114                 break;
5115         case RENDERPATH_GL13:
5116         case RENDERPATH_GL11:
5117                 break;
5118         }
5119 }
5120
5121 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5122 {
5123         // select a permutation of the lighting shader appropriate to this
5124         // combination of texture, entity, light source, and fogging, only use the
5125         // minimum features necessary to avoid wasting rendering time in the
5126         // fragment shader on features that are not being used
5127         unsigned int permutation = 0;
5128         unsigned int mode = 0;
5129         const float *lightcolorbase = rtlight->currentcolor;
5130         float ambientscale = rtlight->ambientscale;
5131         float diffusescale = rtlight->diffusescale;
5132         float specularscale = rtlight->specularscale;
5133         // this is the location of the light in view space
5134         vec3_t viewlightorigin;
5135         // this transforms from view space (camera) to light space (cubemap)
5136         matrix4x4_t viewtolight;
5137         matrix4x4_t lighttoview;
5138         float viewtolight16f[16];
5139         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5140         // light source
5141         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5142         if (rtlight->currentcubemap != r_texture_whitecube)
5143                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5144         if (diffusescale > 0)
5145                 permutation |= SHADERPERMUTATION_DIFFUSE;
5146         if (specularscale > 0)
5147         {
5148                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5149                 if (r_shadow_glossexact.integer)
5150                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5151         }
5152         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5153         {
5154                 if (r_shadow_usingshadowmaprect)
5155                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5156                 if (r_shadow_usingshadowmap2d)
5157                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5158                 if (r_shadow_usingshadowmapcube)
5159                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5160                 else if(r_shadow_shadowmapvsdct)
5161                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5162
5163                 if (r_shadow_shadowmapsampler)
5164                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5165                 if (r_shadow_shadowmappcf > 1)
5166                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5167                 else if (r_shadow_shadowmappcf)
5168                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5169         }
5170         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5171         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5172         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5173         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5174         switch(vid.renderpath)
5175         {
5176         case RENDERPATH_GL20:
5177                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5178                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5179                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5180                 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);
5181                 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);
5182                 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);
5183                 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]);
5184                 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]);
5185                 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));
5186                 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]);
5187                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5188
5189                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5190                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5191                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5192                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5193                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5194                 if (r_shadow_usingshadowmapcube)
5195                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5196                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5197                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5198                 break;
5199         case RENDERPATH_CGGL:
5200 #ifdef SUPPORTCG
5201                 R_SetupShader_SetPermutationCG(mode, permutation);
5202                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5203                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5204                 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
5205                 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
5206                 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
5207                 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
5208                 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
5209                 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
5210                 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
5211                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5212
5213                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5218                 if (r_shadow_usingshadowmapcube)
5219                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5222 #endif
5223                 break;
5224         case RENDERPATH_GL13:
5225         case RENDERPATH_GL11:
5226                 break;
5227         }
5228 }
5229
5230 #define SKINFRAME_HASH 1024
5231
5232 typedef struct
5233 {
5234         int loadsequence; // incremented each level change
5235         memexpandablearray_t array;
5236         skinframe_t *hash[SKINFRAME_HASH];
5237 }
5238 r_skinframe_t;
5239 r_skinframe_t r_skinframe;
5240
5241 void R_SkinFrame_PrepareForPurge(void)
5242 {
5243         r_skinframe.loadsequence++;
5244         // wrap it without hitting zero
5245         if (r_skinframe.loadsequence >= 200)
5246                 r_skinframe.loadsequence = 1;
5247 }
5248
5249 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5250 {
5251         if (!skinframe)
5252                 return;
5253         // mark the skinframe as used for the purging code
5254         skinframe->loadsequence = r_skinframe.loadsequence;
5255 }
5256
5257 void R_SkinFrame_Purge(void)
5258 {
5259         int i;
5260         skinframe_t *s;
5261         for (i = 0;i < SKINFRAME_HASH;i++)
5262         {
5263                 for (s = r_skinframe.hash[i];s;s = s->next)
5264                 {
5265                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5266                         {
5267                                 if (s->merged == s->base)
5268                                         s->merged = NULL;
5269                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5270                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5271                                 R_PurgeTexture(s->merged);s->merged = NULL;
5272                                 R_PurgeTexture(s->base  );s->base   = NULL;
5273                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5274                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5275                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5276                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5277                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5278                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5279                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5280                                 s->loadsequence = 0;
5281                         }
5282                 }
5283         }
5284 }
5285
5286 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5287         skinframe_t *item;
5288         char basename[MAX_QPATH];
5289
5290         Image_StripImageExtension(name, basename, sizeof(basename));
5291
5292         if( last == NULL ) {
5293                 int hashindex;
5294                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5295                 item = r_skinframe.hash[hashindex];
5296         } else {
5297                 item = last->next;
5298         }
5299
5300         // linearly search through the hash bucket
5301         for( ; item ; item = item->next ) {
5302                 if( !strcmp( item->basename, basename ) ) {
5303                         return item;
5304                 }
5305         }
5306         return NULL;
5307 }
5308
5309 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5310 {
5311         skinframe_t *item;
5312         int hashindex;
5313         char basename[MAX_QPATH];
5314
5315         Image_StripImageExtension(name, basename, sizeof(basename));
5316
5317         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5318         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5319                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5320                         break;
5321
5322         if (!item) {
5323                 rtexture_t *dyntexture;
5324                 // check whether its a dynamic texture
5325                 dyntexture = CL_GetDynTexture( basename );
5326                 if (!add && !dyntexture)
5327                         return NULL;
5328                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5329                 memset(item, 0, sizeof(*item));
5330                 strlcpy(item->basename, basename, sizeof(item->basename));
5331                 item->base = dyntexture; // either NULL or dyntexture handle
5332                 item->textureflags = textureflags;
5333                 item->comparewidth = comparewidth;
5334                 item->compareheight = compareheight;
5335                 item->comparecrc = comparecrc;
5336                 item->next = r_skinframe.hash[hashindex];
5337                 r_skinframe.hash[hashindex] = item;
5338         }
5339         else if( item->base == NULL )
5340         {
5341                 rtexture_t *dyntexture;
5342                 // check whether its a dynamic texture
5343                 // 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]
5344                 dyntexture = CL_GetDynTexture( basename );
5345                 item->base = dyntexture; // either NULL or dyntexture handle
5346         }
5347
5348         R_SkinFrame_MarkUsed(item);
5349         return item;
5350 }
5351
5352 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5353         { \
5354                 unsigned long long avgcolor[5], wsum; \
5355                 int pix, comp, w; \
5356                 avgcolor[0] = 0; \
5357                 avgcolor[1] = 0; \
5358                 avgcolor[2] = 0; \
5359                 avgcolor[3] = 0; \
5360                 avgcolor[4] = 0; \
5361                 wsum = 0; \
5362                 for(pix = 0; pix < cnt; ++pix) \
5363                 { \
5364                         w = 0; \
5365                         for(comp = 0; comp < 3; ++comp) \
5366                                 w += getpixel; \
5367                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5368                         { \
5369                                 ++wsum; \
5370                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5371                                 w = getpixel; \
5372                                 for(comp = 0; comp < 3; ++comp) \
5373                                         avgcolor[comp] += getpixel * w; \
5374                                 avgcolor[3] += w; \
5375                         } \
5376                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5377                         avgcolor[4] += getpixel; \
5378                 } \
5379                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5380                         avgcolor[3] = 1; \
5381                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5382                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5383                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5384                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5385         }
5386
5387 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5388 {
5389         int j;
5390         unsigned char *pixels;
5391         unsigned char *bumppixels;
5392         unsigned char *basepixels = NULL;
5393         int basepixels_width = 0;
5394         int basepixels_height = 0;
5395         skinframe_t *skinframe;
5396         rtexture_t *ddsbase = NULL;
5397         qboolean ddshasalpha = false;
5398         float ddsavgcolor[4];
5399         char basename[MAX_QPATH];
5400
5401         if (cls.state == ca_dedicated)
5402                 return NULL;
5403
5404         // return an existing skinframe if already loaded
5405         // if loading of the first image fails, don't make a new skinframe as it
5406         // would cause all future lookups of this to be missing
5407         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5408         if (skinframe && skinframe->base)
5409                 return skinframe;
5410
5411         Image_StripImageExtension(name, basename, sizeof(basename));
5412
5413         // check for DDS texture file first
5414         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5415         {
5416                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5417                 if (basepixels == NULL)
5418                         return NULL;
5419         }
5420
5421         if (developer_loading.integer)
5422                 Con_Printf("loading skin \"%s\"\n", name);
5423
5424         // we've got some pixels to store, so really allocate this new texture now
5425         if (!skinframe)
5426                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5427         skinframe->stain = NULL;
5428         skinframe->merged = NULL;
5429         skinframe->base = NULL;
5430         skinframe->pants = NULL;
5431         skinframe->shirt = NULL;
5432         skinframe->nmap = NULL;
5433         skinframe->gloss = NULL;
5434         skinframe->glow = NULL;
5435         skinframe->fog = NULL;
5436         skinframe->reflect = NULL;
5437         skinframe->hasalpha = false;
5438
5439         if (ddsbase)
5440         {
5441                 skinframe->base = ddsbase;
5442                 skinframe->hasalpha = ddshasalpha;
5443                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5444                 if (r_loadfog && skinframe->hasalpha)
5445                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5446                 //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]);
5447         }
5448         else
5449         {
5450                 basepixels_width = image_width;
5451                 basepixels_height = image_height;
5452                 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);
5453                 if (textureflags & TEXF_ALPHA)
5454                 {
5455                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5456                         {
5457                                 if (basepixels[j] < 255)
5458                                 {
5459                                         skinframe->hasalpha = true;
5460                                         break;
5461                                 }
5462                         }
5463                         if (r_loadfog && skinframe->hasalpha)
5464                         {
5465                                 // has transparent pixels
5466                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5467                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5468                                 {
5469                                         pixels[j+0] = 255;
5470                                         pixels[j+1] = 255;
5471                                         pixels[j+2] = 255;
5472                                         pixels[j+3] = basepixels[j+3];
5473                                 }
5474                                 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);
5475                                 Mem_Free(pixels);
5476                         }
5477                 }
5478                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5479                 //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]);
5480                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5481                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5483                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5484         }
5485
5486         if (r_loaddds)
5487         {
5488                 if (r_loadnormalmap)
5489                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5490                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5491                 if (r_loadgloss)
5492                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5493                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5494                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5495                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5496         }
5497
5498         // _norm is the name used by tenebrae and has been adopted as standard
5499         if (r_loadnormalmap && skinframe->nmap == NULL)
5500         {
5501                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5502                 {
5503                         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);
5504                         Mem_Free(pixels);
5505                         pixels = NULL;
5506                 }
5507                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5508                 {
5509                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5510                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5511                         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);
5512                         Mem_Free(pixels);
5513                         Mem_Free(bumppixels);
5514                 }
5515                 else if (r_shadow_bumpscale_basetexture.value > 0)
5516                 {
5517                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5518                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5519                         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);
5520                         Mem_Free(pixels);
5521                 }
5522                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5523                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5524         }
5525
5526         // _luma is supported only for tenebrae compatibility
5527         // _glow is the preferred name
5528         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))))
5529         {
5530                 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);
5531                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5532                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5533                 Mem_Free(pixels);pixels = NULL;
5534         }
5535
5536         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5537         {
5538                 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);
5539                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5540                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5541                 Mem_Free(pixels);
5542                 pixels = NULL;
5543         }
5544
5545         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5546         {
5547                 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);
5548                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5549                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5550                 Mem_Free(pixels);
5551                 pixels = NULL;
5552         }
5553
5554         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5555         {
5556                 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);
5557                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5558                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5559                 Mem_Free(pixels);
5560                 pixels = NULL;
5561         }
5562
5563         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5564         {
5565                 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);
5566                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5567                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5568                 Mem_Free(pixels);
5569                 pixels = NULL;
5570         }
5571
5572         if (basepixels)
5573                 Mem_Free(basepixels);
5574
5575         return skinframe;
5576 }
5577
5578 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5579 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5580 {
5581         int i;
5582         unsigned char *temp1, *temp2;
5583         skinframe_t *skinframe;
5584
5585         if (cls.state == ca_dedicated)
5586                 return NULL;
5587
5588         // if already loaded just return it, otherwise make a new skinframe
5589         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5590         if (skinframe && skinframe->base)
5591                 return skinframe;
5592
5593         skinframe->stain = NULL;
5594         skinframe->merged = NULL;
5595         skinframe->base = NULL;
5596         skinframe->pants = NULL;
5597         skinframe->shirt = NULL;
5598         skinframe->nmap = NULL;
5599         skinframe->gloss = NULL;
5600         skinframe->glow = NULL;
5601         skinframe->fog = NULL;
5602         skinframe->reflect = NULL;
5603         skinframe->hasalpha = false;
5604
5605         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5606         if (!skindata)
5607                 return NULL;
5608
5609         if (developer_loading.integer)
5610                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5611
5612         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5613         {
5614                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5615                 temp2 = temp1 + width * height * 4;
5616                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5617                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5618                 Mem_Free(temp1);
5619         }
5620         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5621         if (textureflags & TEXF_ALPHA)
5622         {
5623                 for (i = 3;i < width * height * 4;i += 4)
5624                 {
5625                         if (skindata[i] < 255)
5626                         {
5627                                 skinframe->hasalpha = true;
5628                                 break;
5629                         }
5630                 }
5631                 if (r_loadfog && skinframe->hasalpha)
5632                 {
5633                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5634                         memcpy(fogpixels, skindata, width * height * 4);
5635                         for (i = 0;i < width * height * 4;i += 4)
5636                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5637                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5638                         Mem_Free(fogpixels);
5639                 }
5640         }
5641
5642         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5643         //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]);
5644
5645         return skinframe;
5646 }
5647
5648 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5649 {
5650         int i;
5651         int featuresmask;
5652         skinframe_t *skinframe;
5653
5654         if (cls.state == ca_dedicated)
5655                 return NULL;
5656
5657         // if already loaded just return it, otherwise make a new skinframe
5658         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5659         if (skinframe && skinframe->base)
5660                 return skinframe;
5661
5662         skinframe->stain = NULL;
5663         skinframe->merged = NULL;
5664         skinframe->base = NULL;
5665         skinframe->pants = NULL;
5666         skinframe->shirt = NULL;
5667         skinframe->nmap = NULL;
5668         skinframe->gloss = NULL;
5669         skinframe->glow = NULL;
5670         skinframe->fog = NULL;
5671         skinframe->reflect = NULL;
5672         skinframe->hasalpha = false;
5673
5674         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5675         if (!skindata)
5676                 return NULL;
5677
5678         if (developer_loading.integer)
5679                 Con_Printf("loading quake skin \"%s\"\n", name);
5680
5681         // 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)
5682         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5683         memcpy(skinframe->qpixels, skindata, width*height);
5684         skinframe->qwidth = width;
5685         skinframe->qheight = height;
5686
5687         featuresmask = 0;
5688         for (i = 0;i < width * height;i++)
5689                 featuresmask |= palette_featureflags[skindata[i]];
5690
5691         skinframe->hasalpha = false;
5692         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5693         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5694         skinframe->qgeneratemerged = true;
5695         skinframe->qgeneratebase = skinframe->qhascolormapping;
5696         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5697
5698         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5699         //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]);
5700
5701         return skinframe;
5702 }
5703
5704 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5705 {
5706         int width;
5707         int height;
5708         unsigned char *skindata;
5709
5710         if (!skinframe->qpixels)
5711                 return;
5712
5713         if (!skinframe->qhascolormapping)
5714                 colormapped = false;
5715
5716         if (colormapped)
5717         {
5718                 if (!skinframe->qgeneratebase)
5719                         return;
5720         }
5721         else
5722         {
5723                 if (!skinframe->qgeneratemerged)
5724                         return;
5725         }
5726
5727         width = skinframe->qwidth;
5728         height = skinframe->qheight;
5729         skindata = skinframe->qpixels;
5730
5731         if (skinframe->qgeneratenmap)
5732         {
5733                 unsigned char *temp1, *temp2;
5734                 skinframe->qgeneratenmap = false;
5735                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5736                 temp2 = temp1 + width * height * 4;
5737                 // use either a custom palette or the quake palette
5738                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5739                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5740                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5741                 Mem_Free(temp1);
5742         }
5743
5744         if (skinframe->qgenerateglow)
5745         {
5746                 skinframe->qgenerateglow = false;
5747                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5748         }
5749
5750         if (colormapped)
5751         {
5752                 skinframe->qgeneratebase = false;
5753                 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);
5754                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5755                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5756         }
5757         else
5758         {
5759                 skinframe->qgeneratemerged = false;
5760                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5761         }
5762
5763         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5764         {
5765                 Mem_Free(skinframe->qpixels);
5766                 skinframe->qpixels = NULL;
5767         }
5768 }
5769
5770 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)
5771 {
5772         int i;
5773         skinframe_t *skinframe;
5774
5775         if (cls.state == ca_dedicated)
5776                 return NULL;
5777
5778         // if already loaded just return it, otherwise make a new skinframe
5779         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5780         if (skinframe && skinframe->base)
5781                 return skinframe;
5782
5783         skinframe->stain = NULL;
5784         skinframe->merged = NULL;
5785         skinframe->base = NULL;
5786         skinframe->pants = NULL;
5787         skinframe->shirt = NULL;
5788         skinframe->nmap = NULL;
5789         skinframe->gloss = NULL;
5790         skinframe->glow = NULL;
5791         skinframe->fog = NULL;
5792         skinframe->reflect = NULL;
5793         skinframe->hasalpha = false;
5794
5795         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5796         if (!skindata)
5797                 return NULL;
5798
5799         if (developer_loading.integer)
5800                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5801
5802         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5803         if (textureflags & TEXF_ALPHA)
5804         {
5805                 for (i = 0;i < width * height;i++)
5806                 {
5807                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5808                         {
5809                                 skinframe->hasalpha = true;
5810                                 break;
5811                         }
5812                 }
5813                 if (r_loadfog && skinframe->hasalpha)
5814                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5815         }
5816
5817         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5818         //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]);
5819
5820         return skinframe;
5821 }
5822
5823 skinframe_t *R_SkinFrame_LoadMissing(void)
5824 {
5825         skinframe_t *skinframe;
5826
5827         if (cls.state == ca_dedicated)
5828                 return NULL;
5829
5830         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5831         skinframe->stain = NULL;
5832         skinframe->merged = NULL;
5833         skinframe->base = NULL;
5834         skinframe->pants = NULL;
5835         skinframe->shirt = NULL;
5836         skinframe->nmap = NULL;
5837         skinframe->gloss = NULL;
5838         skinframe->glow = NULL;
5839         skinframe->fog = NULL;
5840         skinframe->reflect = NULL;
5841         skinframe->hasalpha = false;
5842
5843         skinframe->avgcolor[0] = rand() / RAND_MAX;
5844         skinframe->avgcolor[1] = rand() / RAND_MAX;
5845         skinframe->avgcolor[2] = rand() / RAND_MAX;
5846         skinframe->avgcolor[3] = 1;
5847
5848         return skinframe;
5849 }
5850
5851 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5852 typedef struct suffixinfo_s
5853 {
5854         char *suffix;
5855         qboolean flipx, flipy, flipdiagonal;
5856 }
5857 suffixinfo_t;
5858 static suffixinfo_t suffix[3][6] =
5859 {
5860         {
5861                 {"px",   false, false, false},
5862                 {"nx",   false, false, false},
5863                 {"py",   false, false, false},
5864                 {"ny",   false, false, false},
5865                 {"pz",   false, false, false},
5866                 {"nz",   false, false, false}
5867         },
5868         {
5869                 {"posx", false, false, false},
5870                 {"negx", false, false, false},
5871                 {"posy", false, false, false},
5872                 {"negy", false, false, false},
5873                 {"posz", false, false, false},
5874                 {"negz", false, false, false}
5875         },
5876         {
5877                 {"rt",    true, false,  true},
5878                 {"lf",   false,  true,  true},
5879                 {"ft",    true,  true, false},
5880                 {"bk",   false, false, false},
5881                 {"up",    true, false,  true},
5882                 {"dn",    true, false,  true}
5883         }
5884 };
5885
5886 static int componentorder[4] = {0, 1, 2, 3};
5887
5888 rtexture_t *R_LoadCubemap(const char *basename)
5889 {
5890         int i, j, cubemapsize;
5891         unsigned char *cubemappixels, *image_buffer;
5892         rtexture_t *cubemaptexture;
5893         char name[256];
5894         // must start 0 so the first loadimagepixels has no requested width/height
5895         cubemapsize = 0;
5896         cubemappixels = NULL;
5897         cubemaptexture = NULL;
5898         // keep trying different suffix groups (posx, px, rt) until one loads
5899         for (j = 0;j < 3 && !cubemappixels;j++)
5900         {
5901                 // load the 6 images in the suffix group
5902                 for (i = 0;i < 6;i++)
5903                 {
5904                         // generate an image name based on the base and and suffix
5905                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5906                         // load it
5907                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5908                         {
5909                                 // an image loaded, make sure width and height are equal
5910                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5911                                 {
5912                                         // if this is the first image to load successfully, allocate the cubemap memory
5913                                         if (!cubemappixels && image_width >= 1)
5914                                         {
5915                                                 cubemapsize = image_width;
5916                                                 // note this clears to black, so unavailable sides are black
5917                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5918                                         }
5919                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5920                                         if (cubemappixels)
5921                                                 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);
5922                                 }
5923                                 else
5924                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5925                                 // free the image
5926                                 Mem_Free(image_buffer);
5927                         }
5928                 }
5929         }
5930         // if a cubemap loaded, upload it
5931         if (cubemappixels)
5932         {
5933                 if (developer_loading.integer)
5934                         Con_Printf("loading cubemap \"%s\"\n", basename);
5935
5936                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5937                 Mem_Free(cubemappixels);
5938         }
5939         else
5940         {
5941                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5942                 if (developer_loading.integer)
5943                 {
5944                         Con_Printf("(tried tried images ");
5945                         for (j = 0;j < 3;j++)
5946                                 for (i = 0;i < 6;i++)
5947                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5948                         Con_Print(" and was unable to find any of them).\n");
5949                 }
5950         }
5951         return cubemaptexture;
5952 }
5953
5954 rtexture_t *R_GetCubemap(const char *basename)
5955 {
5956         int i;
5957         for (i = 0;i < r_texture_numcubemaps;i++)
5958                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5959                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5960         if (i >= MAX_CUBEMAPS)
5961                 return r_texture_whitecube;
5962         r_texture_numcubemaps++;
5963         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5964         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5965         return r_texture_cubemaps[i].texture;
5966 }
5967
5968 void R_FreeCubemaps(void)
5969 {
5970         int i;
5971         for (i = 0;i < r_texture_numcubemaps;i++)
5972         {
5973                 if (developer_loading.integer)
5974                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5975                 if (r_texture_cubemaps[i].texture)
5976                         R_FreeTexture(r_texture_cubemaps[i].texture);
5977         }
5978         r_texture_numcubemaps = 0;
5979 }
5980
5981 void R_Main_FreeViewCache(void)
5982 {
5983         if (r_refdef.viewcache.entityvisible)
5984                 Mem_Free(r_refdef.viewcache.entityvisible);
5985         if (r_refdef.viewcache.world_pvsbits)
5986                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5987         if (r_refdef.viewcache.world_leafvisible)
5988                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5989         if (r_refdef.viewcache.world_surfacevisible)
5990                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5991         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5992 }
5993
5994 void R_Main_ResizeViewCache(void)
5995 {
5996         int numentities = r_refdef.scene.numentities;
5997         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5998         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5999         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6000         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6001         if (r_refdef.viewcache.maxentities < numentities)
6002         {
6003                 r_refdef.viewcache.maxentities = numentities;
6004                 if (r_refdef.viewcache.entityvisible)
6005                         Mem_Free(r_refdef.viewcache.entityvisible);
6006                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6007         }
6008         if (r_refdef.viewcache.world_numclusters != numclusters)
6009         {
6010                 r_refdef.viewcache.world_numclusters = numclusters;
6011                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6012                 if (r_refdef.viewcache.world_pvsbits)
6013                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6014                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6015         }
6016         if (r_refdef.viewcache.world_numleafs != numleafs)
6017         {
6018                 r_refdef.viewcache.world_numleafs = numleafs;
6019                 if (r_refdef.viewcache.world_leafvisible)
6020                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6021                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6022         }
6023         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6024         {
6025                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6026                 if (r_refdef.viewcache.world_surfacevisible)
6027                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6028                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6029         }
6030 }
6031
6032 extern rtexture_t *loadingscreentexture;
6033 void gl_main_start(void)
6034 {
6035         loadingscreentexture = NULL;
6036         r_texture_blanknormalmap = NULL;
6037         r_texture_white = NULL;
6038         r_texture_grey128 = NULL;
6039         r_texture_black = NULL;
6040         r_texture_whitecube = NULL;
6041         r_texture_normalizationcube = NULL;
6042         r_texture_fogattenuation = NULL;
6043         r_texture_gammaramps = NULL;
6044         r_texture_numcubemaps = 0;
6045
6046         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6047         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6048
6049         switch(vid.renderpath)
6050         {
6051         case RENDERPATH_GL20:
6052         case RENDERPATH_CGGL:
6053                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6054                 Cvar_SetValueQuick(&gl_combine, 1);
6055                 Cvar_SetValueQuick(&r_glsl, 1);
6056                 r_loadnormalmap = true;
6057                 r_loadgloss = true;
6058                 r_loadfog = false;
6059                 break;
6060         case RENDERPATH_GL13:
6061                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6062                 Cvar_SetValueQuick(&gl_combine, 1);
6063                 Cvar_SetValueQuick(&r_glsl, 0);
6064                 r_loadnormalmap = false;
6065                 r_loadgloss = false;
6066                 r_loadfog = true;
6067                 break;
6068         case RENDERPATH_GL11:
6069                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6070                 Cvar_SetValueQuick(&gl_combine, 0);
6071                 Cvar_SetValueQuick(&r_glsl, 0);
6072                 r_loadnormalmap = false;
6073                 r_loadgloss = false;
6074                 r_loadfog = true;
6075                 break;
6076         }
6077
6078         R_AnimCache_Free();
6079         R_FrameData_Reset();
6080
6081         r_numqueries = 0;
6082         r_maxqueries = 0;
6083         memset(r_queries, 0, sizeof(r_queries));
6084
6085         r_qwskincache = NULL;
6086         r_qwskincache_size = 0;
6087
6088         // set up r_skinframe loading system for textures
6089         memset(&r_skinframe, 0, sizeof(r_skinframe));
6090         r_skinframe.loadsequence = 1;
6091         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6092
6093         r_main_texturepool = R_AllocTexturePool();
6094         R_BuildBlankTextures();
6095         R_BuildNoTexture();
6096         if (vid.support.arb_texture_cube_map)
6097         {
6098                 R_BuildWhiteCube();
6099                 R_BuildNormalizationCube();
6100         }
6101         r_texture_fogattenuation = NULL;
6102         r_texture_gammaramps = NULL;
6103         //r_texture_fogintensity = NULL;
6104         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6105         memset(&r_waterstate, 0, sizeof(r_waterstate));
6106         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6107         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6108         glslshaderstring = NULL;
6109 #ifdef SUPPORTCG
6110         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6111         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6112         cgshaderstring = NULL;
6113 #endif
6114         memset(&r_svbsp, 0, sizeof (r_svbsp));
6115
6116         r_refdef.fogmasktable_density = 0;
6117 }
6118
6119 void gl_main_shutdown(void)
6120 {
6121         R_AnimCache_Free();
6122         R_FrameData_Reset();
6123
6124         R_Main_FreeViewCache();
6125
6126         if (r_maxqueries)
6127                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6128
6129         r_numqueries = 0;
6130         r_maxqueries = 0;
6131         memset(r_queries, 0, sizeof(r_queries));
6132
6133         r_qwskincache = NULL;
6134         r_qwskincache_size = 0;
6135
6136         // clear out the r_skinframe state
6137         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6138         memset(&r_skinframe, 0, sizeof(r_skinframe));
6139
6140         if (r_svbsp.nodes)
6141                 Mem_Free(r_svbsp.nodes);
6142         memset(&r_svbsp, 0, sizeof (r_svbsp));
6143         R_FreeTexturePool(&r_main_texturepool);
6144         loadingscreentexture = NULL;
6145         r_texture_blanknormalmap = NULL;
6146         r_texture_white = NULL;
6147         r_texture_grey128 = NULL;
6148         r_texture_black = NULL;
6149         r_texture_whitecube = NULL;
6150         r_texture_normalizationcube = NULL;
6151         r_texture_fogattenuation = NULL;
6152         r_texture_gammaramps = NULL;
6153         r_texture_numcubemaps = 0;
6154         //r_texture_fogintensity = NULL;
6155         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6156         memset(&r_waterstate, 0, sizeof(r_waterstate));
6157         R_GLSL_Restart_f();
6158 }
6159
6160 extern void CL_ParseEntityLump(char *entitystring);
6161 void gl_main_newmap(void)
6162 {
6163         // FIXME: move this code to client
6164         int l;
6165         char *entities, entname[MAX_QPATH];
6166         if (r_qwskincache)
6167                 Mem_Free(r_qwskincache);
6168         r_qwskincache = NULL;
6169         r_qwskincache_size = 0;
6170         if (cl.worldmodel)
6171         {
6172                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6173                 l = (int)strlen(entname) - 4;
6174                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6175                 {
6176                         memcpy(entname + l, ".ent", 5);
6177                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6178                         {
6179                                 CL_ParseEntityLump(entities);
6180                                 Mem_Free(entities);
6181                                 return;
6182                         }
6183                 }
6184                 if (cl.worldmodel->brush.entities)
6185                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6186         }
6187         R_Main_FreeViewCache();
6188
6189         R_FrameData_Reset();
6190 }
6191
6192 void GL_Main_Init(void)
6193 {
6194         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6195
6196         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6197         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6198         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6199         if (gamemode == GAME_NEHAHRA)
6200         {
6201                 Cvar_RegisterVariable (&gl_fogenable);
6202                 Cvar_RegisterVariable (&gl_fogdensity);
6203                 Cvar_RegisterVariable (&gl_fogred);
6204                 Cvar_RegisterVariable (&gl_foggreen);
6205                 Cvar_RegisterVariable (&gl_fogblue);
6206                 Cvar_RegisterVariable (&gl_fogstart);
6207                 Cvar_RegisterVariable (&gl_fogend);
6208                 Cvar_RegisterVariable (&gl_skyclip);
6209         }
6210         Cvar_RegisterVariable(&r_motionblur);
6211         Cvar_RegisterVariable(&r_motionblur_maxblur);
6212         Cvar_RegisterVariable(&r_motionblur_bmin);
6213         Cvar_RegisterVariable(&r_motionblur_vmin);
6214         Cvar_RegisterVariable(&r_motionblur_vmax);
6215         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6216         Cvar_RegisterVariable(&r_motionblur_randomize);
6217         Cvar_RegisterVariable(&r_damageblur);
6218         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6219         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6220         Cvar_RegisterVariable(&r_equalize_entities_by);
6221         Cvar_RegisterVariable(&r_equalize_entities_to);
6222         Cvar_RegisterVariable(&r_depthfirst);
6223         Cvar_RegisterVariable(&r_useinfinitefarclip);
6224         Cvar_RegisterVariable(&r_farclip_base);
6225         Cvar_RegisterVariable(&r_farclip_world);
6226         Cvar_RegisterVariable(&r_nearclip);
6227         Cvar_RegisterVariable(&r_showbboxes);
6228         Cvar_RegisterVariable(&r_showsurfaces);
6229         Cvar_RegisterVariable(&r_showtris);
6230         Cvar_RegisterVariable(&r_shownormals);
6231         Cvar_RegisterVariable(&r_showlighting);
6232         Cvar_RegisterVariable(&r_showshadowvolumes);
6233         Cvar_RegisterVariable(&r_showcollisionbrushes);
6234         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6235         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6236         Cvar_RegisterVariable(&r_showdisabledepthtest);
6237         Cvar_RegisterVariable(&r_drawportals);
6238         Cvar_RegisterVariable(&r_drawentities);
6239         Cvar_RegisterVariable(&r_cullentities_trace);
6240         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6241         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6242         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6243         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6244         Cvar_RegisterVariable(&r_drawviewmodel);
6245         Cvar_RegisterVariable(&r_speeds);
6246         Cvar_RegisterVariable(&r_fullbrights);
6247         Cvar_RegisterVariable(&r_wateralpha);
6248         Cvar_RegisterVariable(&r_dynamic);
6249         Cvar_RegisterVariable(&r_fullbright);
6250         Cvar_RegisterVariable(&r_shadows);
6251         Cvar_RegisterVariable(&r_shadows_darken);
6252         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6253         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6254         Cvar_RegisterVariable(&r_shadows_throwdistance);
6255         Cvar_RegisterVariable(&r_shadows_throwdirection);
6256         Cvar_RegisterVariable(&r_shadows_focus);
6257         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6258         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6259         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6260         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6261         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6262         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6263         Cvar_RegisterVariable(&r_fog_exp2);
6264         Cvar_RegisterVariable(&r_drawfog);
6265         Cvar_RegisterVariable(&r_transparentdepthmasking);
6266         Cvar_RegisterVariable(&r_texture_dds_load);
6267         Cvar_RegisterVariable(&r_texture_dds_save);
6268         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6269         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6270         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6271         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6272         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6273         Cvar_RegisterVariable(&r_textureunits);
6274         Cvar_RegisterVariable(&gl_combine);
6275         Cvar_RegisterVariable(&r_glsl);
6276         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6277         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6278         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6279         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6280         Cvar_RegisterVariable(&r_glsl_postprocess);
6281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6283         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6284         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6285         Cvar_RegisterVariable(&r_water);
6286         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6287         Cvar_RegisterVariable(&r_water_clippingplanebias);
6288         Cvar_RegisterVariable(&r_water_refractdistort);
6289         Cvar_RegisterVariable(&r_water_reflectdistort);
6290         Cvar_RegisterVariable(&r_lerpsprites);
6291         Cvar_RegisterVariable(&r_lerpmodels);
6292         Cvar_RegisterVariable(&r_lerplightstyles);
6293         Cvar_RegisterVariable(&r_waterscroll);
6294         Cvar_RegisterVariable(&r_bloom);
6295         Cvar_RegisterVariable(&r_bloom_colorscale);
6296         Cvar_RegisterVariable(&r_bloom_brighten);
6297         Cvar_RegisterVariable(&r_bloom_blur);
6298         Cvar_RegisterVariable(&r_bloom_resolution);
6299         Cvar_RegisterVariable(&r_bloom_colorexponent);
6300         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6301         Cvar_RegisterVariable(&r_hdr);
6302         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6303         Cvar_RegisterVariable(&r_hdr_glowintensity);
6304         Cvar_RegisterVariable(&r_hdr_range);
6305         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6306         Cvar_RegisterVariable(&developer_texturelogging);
6307         Cvar_RegisterVariable(&gl_lightmaps);
6308         Cvar_RegisterVariable(&r_test);
6309         Cvar_RegisterVariable(&r_batchmode);
6310         Cvar_RegisterVariable(&r_glsl_saturation);
6311         Cvar_RegisterVariable(&r_framedatasize);
6312         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6313                 Cvar_SetValue("r_fullbrights", 0);
6314         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6315
6316         Cvar_RegisterVariable(&r_track_sprites);
6317         Cvar_RegisterVariable(&r_track_sprites_flags);
6318         Cvar_RegisterVariable(&r_track_sprites_scalew);
6319         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6320         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6321         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6322 }
6323
6324 extern void R_Textures_Init(void);
6325 extern void GL_Draw_Init(void);
6326 extern void GL_Main_Init(void);
6327 extern void R_Shadow_Init(void);
6328 extern void R_Sky_Init(void);
6329 extern void GL_Surf_Init(void);
6330 extern void R_Particles_Init(void);
6331 extern void R_Explosion_Init(void);
6332 extern void gl_backend_init(void);
6333 extern void Sbar_Init(void);
6334 extern void R_LightningBeams_Init(void);
6335 extern void Mod_RenderInit(void);
6336 extern void Font_Init(void);
6337
6338 void Render_Init(void)
6339 {
6340         gl_backend_init();
6341         R_Textures_Init();
6342         GL_Main_Init();
6343         Font_Init();
6344         GL_Draw_Init();
6345         R_Shadow_Init();
6346         R_Sky_Init();
6347         GL_Surf_Init();
6348         Sbar_Init();
6349         R_Particles_Init();
6350         R_Explosion_Init();
6351         R_LightningBeams_Init();
6352         Mod_RenderInit();
6353 }
6354
6355 /*
6356 ===============
6357 GL_Init
6358 ===============
6359 */
6360 extern char *ENGINE_EXTENSIONS;
6361 void GL_Init (void)
6362 {
6363         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6364         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6365         gl_version = (const char *)qglGetString(GL_VERSION);
6366         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6367
6368         if (!gl_extensions)
6369                 gl_extensions = "";
6370         if (!gl_platformextensions)
6371                 gl_platformextensions = "";
6372
6373         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6374         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6375         Con_Printf("GL_VERSION: %s\n", gl_version);
6376         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6377         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6378
6379         VID_CheckExtensions();
6380
6381         // LordHavoc: report supported extensions
6382         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6383
6384         // clear to black (loading plaque will be seen over this)
6385         CHECKGLERROR
6386         qglClearColor(0,0,0,1);CHECKGLERROR
6387         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6388 }
6389
6390 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6391 {
6392         int i;
6393         mplane_t *p;
6394         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6395         {
6396                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6397                 if (i == 4)
6398                         continue;
6399                 p = r_refdef.view.frustum + i;
6400                 switch(p->signbits)
6401                 {
6402                 default:
6403                 case 0:
6404                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6405                                 return true;
6406                         break;
6407                 case 1:
6408                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6409                                 return true;
6410                         break;
6411                 case 2:
6412                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6413                                 return true;
6414                         break;
6415                 case 3:
6416                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6417                                 return true;
6418                         break;
6419                 case 4:
6420                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6421                                 return true;
6422                         break;
6423                 case 5:
6424                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6425                                 return true;
6426                         break;
6427                 case 6:
6428                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6429                                 return true;
6430                         break;
6431                 case 7:
6432                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6433                                 return true;
6434                         break;
6435                 }
6436         }
6437         return false;
6438 }
6439
6440 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6441 {
6442         int i;
6443         const mplane_t *p;
6444         for (i = 0;i < numplanes;i++)
6445         {
6446                 p = planes + i;
6447                 switch(p->signbits)
6448                 {
6449                 default:
6450                 case 0:
6451                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6452                                 return true;
6453                         break;
6454                 case 1:
6455                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6456                                 return true;
6457                         break;
6458                 case 2:
6459                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6460                                 return true;
6461                         break;
6462                 case 3:
6463                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6464                                 return true;
6465                         break;
6466                 case 4:
6467                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6468                                 return true;
6469                         break;
6470                 case 5:
6471                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6472                                 return true;
6473                         break;
6474                 case 6:
6475                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6476                                 return true;
6477                         break;
6478                 case 7:
6479                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6480                                 return true;
6481                         break;
6482                 }
6483         }
6484         return false;
6485 }
6486
6487 //==================================================================================
6488
6489 // LordHavoc: this stores temporary data used within the same frame
6490
6491 qboolean r_framedata_failed;
6492 static size_t r_framedata_size;
6493 static size_t r_framedata_current;
6494 static void *r_framedata_base;
6495
6496 void R_FrameData_Reset(void)
6497 {
6498         if (r_framedata_base)
6499                 Mem_Free(r_framedata_base);
6500         r_framedata_base = NULL;
6501         r_framedata_size = 0;
6502         r_framedata_current = 0;
6503         r_framedata_failed = false;
6504 }
6505
6506 void R_FrameData_NewFrame(void)
6507 {
6508         size_t wantedsize;
6509         if (r_framedata_failed)
6510                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6511         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6512         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6513         if (r_framedata_size != wantedsize)
6514         {
6515                 r_framedata_size = wantedsize;
6516                 if (r_framedata_base)
6517                         Mem_Free(r_framedata_base);
6518                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6519         }
6520         r_framedata_current = 0;
6521         r_framedata_failed = false;
6522 }
6523
6524 void *R_FrameData_Alloc(size_t size)
6525 {
6526         void *data;
6527
6528         // align to 16 byte boundary
6529         size = (size + 15) & ~15;
6530         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6531         r_framedata_current += size;
6532
6533         // check overflow
6534         if (r_framedata_current > r_framedata_size)
6535                 r_framedata_failed = true;
6536
6537         // return NULL on everything after a failure
6538         if (r_framedata_failed)
6539                 return NULL;
6540
6541         return data;
6542 }
6543
6544 void *R_FrameData_Store(size_t size, void *data)
6545 {
6546         void *d = R_FrameData_Alloc(size);
6547         if (d)
6548                 memcpy(d, data, size);
6549         return d;
6550 }
6551
6552 //==================================================================================
6553
6554 // LordHavoc: animcache originally written by Echon, rewritten since then
6555
6556 /**
6557  * Animation cache prevents re-generating mesh data for an animated model
6558  * multiple times in one frame for lighting, shadowing, reflections, etc.
6559  */
6560
6561 void R_AnimCache_Free(void)
6562 {
6563 }
6564
6565 void R_AnimCache_ClearCache(void)
6566 {
6567         int i;
6568         entity_render_t *ent;
6569
6570         for (i = 0;i < r_refdef.scene.numentities;i++)
6571         {
6572                 ent = r_refdef.scene.entities[i];
6573                 ent->animcache_vertex3f = NULL;
6574                 ent->animcache_normal3f = NULL;
6575                 ent->animcache_svector3f = NULL;
6576                 ent->animcache_tvector3f = NULL;
6577         }
6578 }
6579
6580 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6581 {
6582         dp_model_t *model = ent->model;
6583         int numvertices;
6584         // see if it's already cached this frame
6585         if (ent->animcache_vertex3f)
6586         {
6587                 // add normals/tangents if needed
6588                 if (wantnormals || wanttangents)
6589                 {
6590                         if (ent->animcache_normal3f)
6591                                 wantnormals = false;
6592                         if (ent->animcache_svector3f)
6593                                 wanttangents = false;
6594                         if (wantnormals || wanttangents)
6595                         {
6596                                 numvertices = model->surfmesh.num_vertices;
6597                                 if (wantnormals)
6598                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6599                                 if (wanttangents)
6600                                 {
6601                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6602                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6603                                 }
6604                                 if (!r_framedata_failed)
6605                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6606                         }
6607                 }
6608         }
6609         else
6610         {
6611                 // see if this ent is worth caching
6612                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6613                         return false;
6614                 // get some memory for this entity and generate mesh data
6615                 numvertices = model->surfmesh.num_vertices;
6616                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6617                 if (wantnormals)
6618                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6619                 if (wanttangents)
6620                 {
6621                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6622                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6623                 }
6624                 if (!r_framedata_failed)
6625                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6626         }
6627         return !r_framedata_failed;
6628 }
6629
6630 void R_AnimCache_CacheVisibleEntities(void)
6631 {
6632         int i;
6633         qboolean wantnormals = !r_showsurfaces.integer;
6634         qboolean wanttangents = !r_showsurfaces.integer;
6635
6636         switch(vid.renderpath)
6637         {
6638         case RENDERPATH_GL20:
6639         case RENDERPATH_CGGL:
6640                 break;
6641         case RENDERPATH_GL13:
6642         case RENDERPATH_GL11:
6643                 wanttangents = false;
6644                 break;
6645         }
6646
6647         // TODO: thread this
6648         // NOTE: R_PrepareRTLights() also caches entities
6649
6650         for (i = 0;i < r_refdef.scene.numentities;i++)
6651                 if (r_refdef.viewcache.entityvisible[i])
6652                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6653 }
6654
6655 //==================================================================================
6656
6657 static void R_View_UpdateEntityLighting (void)
6658 {
6659         int i;
6660         entity_render_t *ent;
6661         vec3_t tempdiffusenormal, avg;
6662         vec_t f, fa, fd, fdd;
6663         qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6664
6665         for (i = 0;i < r_refdef.scene.numentities;i++)
6666         {
6667                 ent = r_refdef.scene.entities[i];
6668
6669                 // skip unseen models
6670                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6671                         continue;
6672
6673                 // skip bsp models
6674                 if (ent->model && ent->model->brush.num_leafs)
6675                 {
6676                         // TODO: use modellight for r_ambient settings on world?
6677                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6678                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6679                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6680                         continue;
6681                 }
6682
6683                 // fetch the lighting from the worldmodel data
6684                 VectorClear(ent->modellight_ambient);
6685                 VectorClear(ent->modellight_diffuse);
6686                 VectorClear(tempdiffusenormal);
6687                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6688                 {
6689                         vec3_t org;
6690                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6691                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6692                         if(ent->flags & RENDER_EQUALIZE)
6693                         {
6694                                 // first fix up ambient lighting...
6695                                 if(r_equalize_entities_minambient.value > 0)
6696                                 {
6697                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6698                                         if(fd > 0)
6699                                         {
6700                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6701                                                 if(fa < r_equalize_entities_minambient.value * fd)
6702                                                 {
6703                                                         // solve:
6704                                                         //   fa'/fd' = minambient
6705                                                         //   fa'+0.25*fd' = fa+0.25*fd
6706                                                         //   ...
6707                                                         //   fa' = fd' * minambient
6708                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6709                                                         //   ...
6710                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6711                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6712                                                         //   ...
6713                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6714                                                         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
6715                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6716                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6717                                                 }
6718                                         }
6719                                 }
6720
6721                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6722                                 {
6723                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6724                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6725                                         if(f > 0)
6726                                         {
6727                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6728                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6729                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6730                                         }
6731                                 }
6732                         }
6733                 }
6734                 else // highly rare
6735                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6736
6737                 // move the light direction into modelspace coordinates for lighting code
6738                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6739                 if(VectorLength2(ent->modellight_lightdir) == 0)
6740                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6741                 VectorNormalize(ent->modellight_lightdir);
6742         }
6743 }
6744
6745 #define MAX_LINEOFSIGHTTRACES 64
6746
6747 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6748 {
6749         int i;
6750         vec3_t boxmins, boxmaxs;
6751         vec3_t start;
6752         vec3_t end;
6753         dp_model_t *model = r_refdef.scene.worldmodel;
6754
6755         if (!model || !model->brush.TraceLineOfSight)
6756                 return true;
6757
6758         // expand the box a little
6759         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6760         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6761         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6762         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6763         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6764         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6765
6766         // return true if eye is inside enlarged box
6767         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6768                 return true;
6769
6770         // try center
6771         VectorCopy(eye, start);
6772         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6773         if (model->brush.TraceLineOfSight(model, start, end))
6774                 return true;
6775
6776         // try various random positions
6777         for (i = 0;i < numsamples;i++)
6778         {
6779                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6780                 if (model->brush.TraceLineOfSight(model, start, end))
6781                         return true;
6782         }
6783
6784         return false;
6785 }
6786
6787
6788 static void R_View_UpdateEntityVisible (void)
6789 {
6790         int i;
6791         int renderimask;
6792         int samples;
6793         entity_render_t *ent;
6794
6795         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6796                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6797                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6798                 :                                                          RENDER_EXTERIORMODEL;
6799         if (!r_drawviewmodel.integer)
6800                 renderimask |= RENDER_VIEWMODEL;
6801         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6802         {
6803                 // worldmodel can check visibility
6804                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6805                 for (i = 0;i < r_refdef.scene.numentities;i++)
6806                 {
6807                         ent = r_refdef.scene.entities[i];
6808                         if (!(ent->flags & renderimask))
6809                         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)))
6810                         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))
6811                                 r_refdef.viewcache.entityvisible[i] = true;
6812                 }
6813                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6814                 {
6815                         for (i = 0;i < r_refdef.scene.numentities;i++)
6816                         {
6817                                 ent = r_refdef.scene.entities[i];
6818                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6819                                 {
6820                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6821                                         if (samples < 0)
6822                                                 continue; // temp entities do pvs only
6823                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6824                                                 ent->last_trace_visibility = realtime;
6825                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6826                                                 r_refdef.viewcache.entityvisible[i] = 0;
6827                                 }
6828                         }
6829                 }
6830         }
6831         else
6832         {
6833                 // no worldmodel or it can't check visibility
6834                 for (i = 0;i < r_refdef.scene.numentities;i++)
6835                 {
6836                         ent = r_refdef.scene.entities[i];
6837                         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));
6838                 }
6839         }
6840 }
6841
6842 /// only used if skyrendermasked, and normally returns false
6843 int R_DrawBrushModelsSky (void)
6844 {
6845         int i, sky;
6846         entity_render_t *ent;
6847
6848         sky = false;
6849         for (i = 0;i < r_refdef.scene.numentities;i++)
6850         {
6851                 if (!r_refdef.viewcache.entityvisible[i])
6852                         continue;
6853                 ent = r_refdef.scene.entities[i];
6854                 if (!ent->model || !ent->model->DrawSky)
6855                         continue;
6856                 ent->model->DrawSky(ent);
6857                 sky = true;
6858         }
6859         return sky;
6860 }
6861
6862 static void R_DrawNoModel(entity_render_t *ent);
6863 static void R_DrawModels(void)
6864 {
6865         int i;
6866         entity_render_t *ent;
6867
6868         for (i = 0;i < r_refdef.scene.numentities;i++)
6869         {
6870                 if (!r_refdef.viewcache.entityvisible[i])
6871                         continue;
6872                 ent = r_refdef.scene.entities[i];
6873                 r_refdef.stats.entities++;
6874                 if (ent->model && ent->model->Draw != NULL)
6875                         ent->model->Draw(ent);
6876                 else
6877                         R_DrawNoModel(ent);
6878         }
6879 }
6880
6881 static void R_DrawModelsDepth(void)
6882 {
6883         int i;
6884         entity_render_t *ent;
6885
6886         for (i = 0;i < r_refdef.scene.numentities;i++)
6887         {
6888                 if (!r_refdef.viewcache.entityvisible[i])
6889                         continue;
6890                 ent = r_refdef.scene.entities[i];
6891                 if (ent->model && ent->model->DrawDepth != NULL)
6892                         ent->model->DrawDepth(ent);
6893         }
6894 }
6895
6896 static void R_DrawModelsDebug(void)
6897 {
6898         int i;
6899         entity_render_t *ent;
6900
6901         for (i = 0;i < r_refdef.scene.numentities;i++)
6902         {
6903                 if (!r_refdef.viewcache.entityvisible[i])
6904                         continue;
6905                 ent = r_refdef.scene.entities[i];
6906                 if (ent->model && ent->model->DrawDebug != NULL)
6907                         ent->model->DrawDebug(ent);
6908         }
6909 }
6910
6911 static void R_DrawModelsAddWaterPlanes(void)
6912 {
6913         int i;
6914         entity_render_t *ent;
6915
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->DrawAddWaterPlanes != NULL)
6922                         ent->model->DrawAddWaterPlanes(ent);
6923         }
6924 }
6925
6926 static void R_View_SetFrustum(void)
6927 {
6928         int i;
6929         double slopex, slopey;
6930         vec3_t forward, left, up, origin;
6931
6932         // we can't trust r_refdef.view.forward and friends in reflected scenes
6933         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6934
6935 #if 0
6936         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6937         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6938         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6939         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6940         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6941         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6942         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6943         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6944         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6945         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6946         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6947         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6948 #endif
6949
6950 #if 0
6951         zNear = r_refdef.nearclip;
6952         nudge = 1.0 - 1.0 / (1<<23);
6953         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6954         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6955         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6956         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6957         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6958         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6959         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6960         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6961 #endif
6962
6963
6964
6965 #if 0
6966         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6967         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6968         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6969         r_refdef.view.frustum[0].dist = m[15] - m[12];
6970
6971         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6972         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6973         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6974         r_refdef.view.frustum[1].dist = m[15] + m[12];
6975
6976         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6977         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6978         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6979         r_refdef.view.frustum[2].dist = m[15] - m[13];
6980
6981         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6982         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6983         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6984         r_refdef.view.frustum[3].dist = m[15] + m[13];
6985
6986         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6987         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6988         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6989         r_refdef.view.frustum[4].dist = m[15] - m[14];
6990
6991         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6992         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6993         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6994         r_refdef.view.frustum[5].dist = m[15] + m[14];
6995 #endif
6996
6997         if (r_refdef.view.useperspective)
6998         {
6999                 slopex = 1.0 / r_refdef.view.frustum_x;
7000                 slopey = 1.0 / r_refdef.view.frustum_y;
7001                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7002                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7003                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7004                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7005                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7006
7007                 // Leaving those out was a mistake, those were in the old code, and they
7008                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7009                 // I couldn't reproduce it after adding those normalizations. --blub
7010                 VectorNormalize(r_refdef.view.frustum[0].normal);
7011                 VectorNormalize(r_refdef.view.frustum[1].normal);
7012                 VectorNormalize(r_refdef.view.frustum[2].normal);
7013                 VectorNormalize(r_refdef.view.frustum[3].normal);
7014
7015                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7016                 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]);
7017                 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]);
7018                 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]);
7019                 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]);
7020
7021                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7022                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7023                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7024                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7025                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7026         }
7027         else
7028         {
7029                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7030                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7031                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7032                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7033                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7034                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7035                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7036                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7037                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7038                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7039         }
7040         r_refdef.view.numfrustumplanes = 5;
7041
7042         if (r_refdef.view.useclipplane)
7043         {
7044                 r_refdef.view.numfrustumplanes = 6;
7045                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7046         }
7047
7048         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7049                 PlaneClassify(r_refdef.view.frustum + i);
7050
7051         // LordHavoc: note to all quake engine coders, Quake had a special case
7052         // for 90 degrees which assumed a square view (wrong), so I removed it,
7053         // Quake2 has it disabled as well.
7054
7055         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7056         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7057         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7058         //PlaneClassify(&frustum[0]);
7059
7060         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7061         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7062         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7063         //PlaneClassify(&frustum[1]);
7064
7065         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7066         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7067         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7068         //PlaneClassify(&frustum[2]);
7069
7070         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7071         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7072         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7073         //PlaneClassify(&frustum[3]);
7074
7075         // nearclip plane
7076         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7077         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7078         //PlaneClassify(&frustum[4]);
7079 }
7080
7081 void R_View_Update(void)
7082 {
7083         R_Main_ResizeViewCache();
7084         R_View_SetFrustum();
7085         R_View_WorldVisibility(r_refdef.view.useclipplane);
7086         R_View_UpdateEntityVisible();
7087         R_View_UpdateEntityLighting();
7088 }
7089
7090 void R_SetupView(qboolean allowwaterclippingplane)
7091 {
7092         const float *customclipplane = NULL;
7093         float plane[4];
7094         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7095         {
7096                 // LordHavoc: couldn't figure out how to make this approach the
7097                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7098                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7099                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7100                         dist = r_refdef.view.clipplane.dist;
7101                 plane[0] = r_refdef.view.clipplane.normal[0];
7102                 plane[1] = r_refdef.view.clipplane.normal[1];
7103                 plane[2] = r_refdef.view.clipplane.normal[2];
7104                 plane[3] = dist;
7105                 customclipplane = plane;
7106         }
7107
7108         if (!r_refdef.view.useperspective)
7109                 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);
7110         else if (vid.stencil && r_useinfinitefarclip.integer)
7111                 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);
7112         else
7113                 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);
7114         R_SetViewport(&r_refdef.view.viewport);
7115 }
7116
7117 void R_EntityMatrix(const matrix4x4_t *matrix)
7118 {
7119         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7120         {
7121                 gl_modelmatrixchanged = false;
7122                 gl_modelmatrix = *matrix;
7123                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7124                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7125                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7126                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7127                 CHECKGLERROR
7128                 switch(vid.renderpath)
7129                 {
7130                 case RENDERPATH_GL20:
7131                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7132                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7133                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7134                         break;
7135                 case RENDERPATH_CGGL:
7136 #ifdef SUPPORTCG
7137                         CHECKCGERROR
7138                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7139                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7140                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7141 #endif
7142                         break;
7143                 case RENDERPATH_GL13:
7144                 case RENDERPATH_GL11:
7145                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7146                         break;
7147                 }
7148         }
7149 }
7150
7151 void R_ResetViewRendering2D(void)
7152 {
7153         r_viewport_t viewport;
7154         DrawQ_Finish();
7155
7156         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7157         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);
7158         R_SetViewport(&viewport);
7159         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7160         GL_Color(1, 1, 1, 1);
7161         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7162         GL_BlendFunc(GL_ONE, GL_ZERO);
7163         GL_AlphaTest(false);
7164         GL_ScissorTest(false);
7165         GL_DepthMask(false);
7166         GL_DepthRange(0, 1);
7167         GL_DepthTest(false);
7168         R_EntityMatrix(&identitymatrix);
7169         R_Mesh_ResetTextureState();
7170         GL_PolygonOffset(0, 0);
7171         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7172         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7173         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7174         qglStencilMask(~0);CHECKGLERROR
7175         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7176         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7177         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7178 }
7179
7180 void R_ResetViewRendering3D(void)
7181 {
7182         DrawQ_Finish();
7183
7184         R_SetupView(true);
7185         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7186         GL_Color(1, 1, 1, 1);
7187         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7188         GL_BlendFunc(GL_ONE, GL_ZERO);
7189         GL_AlphaTest(false);
7190         GL_ScissorTest(true);
7191         GL_DepthMask(true);
7192         GL_DepthRange(0, 1);
7193         GL_DepthTest(true);
7194         R_EntityMatrix(&identitymatrix);
7195         R_Mesh_ResetTextureState();
7196         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7197         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7198         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7199         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7200         qglStencilMask(~0);CHECKGLERROR
7201         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7202         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7203         GL_CullFace(r_refdef.view.cullface_back);
7204 }
7205
7206 void R_RenderScene(void);
7207 void R_RenderWaterPlanes(void);
7208
7209 static void R_Water_StartFrame(void)
7210 {
7211         int i;
7212         int waterwidth, waterheight, texturewidth, textureheight;
7213         r_waterstate_waterplane_t *p;
7214
7215         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7216                 return;
7217
7218         switch(vid.renderpath)
7219         {
7220         case RENDERPATH_GL20:
7221         case RENDERPATH_CGGL:
7222                 break;
7223         case RENDERPATH_GL13:
7224         case RENDERPATH_GL11:
7225                 return;
7226         }
7227
7228         // set waterwidth and waterheight to the water resolution that will be
7229         // used (often less than the screen resolution for faster rendering)
7230         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7231         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7232
7233         // calculate desired texture sizes
7234         // can't use water if the card does not support the texture size
7235         if (!r_water.integer || r_showsurfaces.integer)
7236                 texturewidth = textureheight = waterwidth = waterheight = 0;
7237         else if (vid.support.arb_texture_non_power_of_two)
7238         {
7239                 texturewidth = waterwidth;
7240                 textureheight = waterheight;
7241         }
7242         else
7243         {
7244                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7245                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7246         }
7247
7248         // allocate textures as needed
7249         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7250         {
7251                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7252                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7253                 {
7254                         if (p->texture_refraction)
7255                                 R_FreeTexture(p->texture_refraction);
7256                         p->texture_refraction = NULL;
7257                         if (p->texture_reflection)
7258                                 R_FreeTexture(p->texture_reflection);
7259                         p->texture_reflection = NULL;
7260                 }
7261                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7262                 r_waterstate.texturewidth = texturewidth;
7263                 r_waterstate.textureheight = textureheight;
7264         }
7265
7266         if (r_waterstate.texturewidth)
7267         {
7268                 r_waterstate.enabled = true;
7269
7270                 // when doing a reduced render (HDR) we want to use a smaller area
7271                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7272                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7273
7274                 // set up variables that will be used in shader setup
7275                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7276                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7277                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7278                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7279         }
7280
7281         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7282         r_waterstate.numwaterplanes = 0;
7283 }
7284
7285 void R_Water_AddWaterPlane(msurface_t *surface)
7286 {
7287         int triangleindex, planeindex;
7288         const int *e;
7289         vec3_t vert[3];
7290         vec3_t normal;
7291         vec3_t center;
7292         mplane_t plane;
7293         r_waterstate_waterplane_t *p;
7294         texture_t *t = R_GetCurrentTexture(surface->texture);
7295         // just use the first triangle with a valid normal for any decisions
7296         VectorClear(normal);
7297         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7298         {
7299                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7300                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7301                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7302                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7303                 if (VectorLength2(normal) >= 0.001)
7304                         break;
7305         }
7306
7307         VectorCopy(normal, plane.normal);
7308         VectorNormalize(plane.normal);
7309         plane.dist = DotProduct(vert[0], plane.normal);
7310         PlaneClassify(&plane);
7311         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7312         {
7313                 // skip backfaces (except if nocullface is set)
7314                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7315                         return;
7316                 VectorNegate(plane.normal, plane.normal);
7317                 plane.dist *= -1;
7318                 PlaneClassify(&plane);
7319         }
7320
7321
7322         // find a matching plane if there is one
7323         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7324                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7325                         break;
7326         if (planeindex >= r_waterstate.maxwaterplanes)
7327                 return; // nothing we can do, out of planes
7328
7329         // if this triangle does not fit any known plane rendered this frame, add one
7330         if (planeindex >= r_waterstate.numwaterplanes)
7331         {
7332                 // store the new plane
7333                 r_waterstate.numwaterplanes++;
7334                 p->plane = plane;
7335                 // clear materialflags and pvs
7336                 p->materialflags = 0;
7337                 p->pvsvalid = false;
7338         }
7339         // merge this surface's materialflags into the waterplane
7340         p->materialflags |= t->currentmaterialflags;
7341         // merge this surface's PVS into the waterplane
7342         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7343         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7344          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7345         {
7346                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7347                 p->pvsvalid = true;
7348         }
7349 }
7350
7351 static void R_Water_ProcessPlanes(void)
7352 {
7353         r_refdef_view_t originalview;
7354         r_refdef_view_t myview;
7355         int planeindex;
7356         r_waterstate_waterplane_t *p;
7357
7358         originalview = r_refdef.view;
7359
7360         // make sure enough textures are allocated
7361         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7362         {
7363                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7364                 {
7365                         if (!p->texture_refraction)
7366                                 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);
7367                         if (!p->texture_refraction)
7368                                 goto error;
7369                 }
7370
7371                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7372                 {
7373                         if (!p->texture_reflection)
7374                                 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);
7375                         if (!p->texture_reflection)
7376                                 goto error;
7377                 }
7378         }
7379
7380         // render views
7381         r_refdef.view = originalview;
7382         r_refdef.view.showdebug = false;
7383         r_refdef.view.width = r_waterstate.waterwidth;
7384         r_refdef.view.height = r_waterstate.waterheight;
7385         r_refdef.view.useclipplane = true;
7386         myview = r_refdef.view;
7387         r_waterstate.renderingscene = true;
7388         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7389         {
7390                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7391                 {
7392                         r_refdef.view = myview;
7393                         // render reflected scene and copy into texture
7394                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7395                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7396                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7397                         r_refdef.view.clipplane = p->plane;
7398                         // reverse the cullface settings for this render
7399                         r_refdef.view.cullface_front = GL_FRONT;
7400                         r_refdef.view.cullface_back = GL_BACK;
7401                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7402                         {
7403                                 r_refdef.view.usecustompvs = true;
7404                                 if (p->pvsvalid)
7405                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7406                                 else
7407                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7408                         }
7409
7410                         R_ResetViewRendering3D();
7411                         R_ClearScreen(r_refdef.fogenabled);
7412                         R_View_Update();
7413                         R_RenderScene();
7414
7415                         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);
7416                 }
7417
7418                 // render the normal view scene and copy into texture
7419                 // (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)
7420                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7421                 {
7422                         r_waterstate.renderingrefraction = true;
7423                         r_refdef.view = myview;
7424                         r_refdef.view.clipplane = p->plane;
7425                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7426                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7427                         PlaneClassify(&r_refdef.view.clipplane);
7428
7429                         R_ResetViewRendering3D();
7430                         R_ClearScreen(r_refdef.fogenabled);
7431                         R_View_Update();
7432                         R_RenderScene();
7433
7434                         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);
7435                         r_waterstate.renderingrefraction = false;
7436                 }
7437
7438         }
7439         r_waterstate.renderingscene = false;
7440         r_refdef.view = originalview;
7441         R_ResetViewRendering3D();
7442         R_ClearScreen(r_refdef.fogenabled);
7443         R_View_Update();
7444         return;
7445 error:
7446         r_refdef.view = originalview;
7447         r_waterstate.renderingscene = false;
7448         Cvar_SetValueQuick(&r_water, 0);
7449         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7450         return;
7451 }
7452
7453 void R_Bloom_StartFrame(void)
7454 {
7455         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7456
7457         switch(vid.renderpath)
7458         {
7459         case RENDERPATH_GL20:
7460         case RENDERPATH_CGGL:
7461                 break;
7462         case RENDERPATH_GL13:
7463         case RENDERPATH_GL11:
7464                 return;
7465         }
7466
7467         // set bloomwidth and bloomheight to the bloom resolution that will be
7468         // used (often less than the screen resolution for faster rendering)
7469         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7470         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7471         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7472         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7473         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7474
7475         // calculate desired texture sizes
7476         if (vid.support.arb_texture_non_power_of_two)
7477         {
7478                 screentexturewidth = r_refdef.view.width;
7479                 screentextureheight = r_refdef.view.height;
7480                 bloomtexturewidth = r_bloomstate.bloomwidth;
7481                 bloomtextureheight = r_bloomstate.bloomheight;
7482         }
7483         else
7484         {
7485                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7486                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7487                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7488                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7489         }
7490
7491         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))
7492         {
7493                 Cvar_SetValueQuick(&r_hdr, 0);
7494                 Cvar_SetValueQuick(&r_bloom, 0);
7495                 Cvar_SetValueQuick(&r_motionblur, 0);
7496                 Cvar_SetValueQuick(&r_damageblur, 0);
7497         }
7498
7499         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)))
7500                 screentexturewidth = screentextureheight = 0;
7501         if (!r_hdr.integer && !r_bloom.integer)
7502                 bloomtexturewidth = bloomtextureheight = 0;
7503
7504         // allocate textures as needed
7505         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7506         {
7507                 if (r_bloomstate.texture_screen)
7508                         R_FreeTexture(r_bloomstate.texture_screen);
7509                 r_bloomstate.texture_screen = NULL;
7510                 r_bloomstate.screentexturewidth = screentexturewidth;
7511                 r_bloomstate.screentextureheight = screentextureheight;
7512                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7513                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7514         }
7515         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7516         {
7517                 if (r_bloomstate.texture_bloom)
7518                         R_FreeTexture(r_bloomstate.texture_bloom);
7519                 r_bloomstate.texture_bloom = NULL;
7520                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7521                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7522                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7523                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7524         }
7525
7526         // when doing a reduced render (HDR) we want to use a smaller area
7527         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7528         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7529         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7530         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7531         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7532
7533         // set up a texcoord array for the full resolution screen image
7534         // (we have to keep this around to copy back during final render)
7535         r_bloomstate.screentexcoord2f[0] = 0;
7536         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7537         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7538         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7539         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7540         r_bloomstate.screentexcoord2f[5] = 0;
7541         r_bloomstate.screentexcoord2f[6] = 0;
7542         r_bloomstate.screentexcoord2f[7] = 0;
7543
7544         // set up a texcoord array for the reduced resolution bloom image
7545         // (which will be additive blended over the screen image)
7546         r_bloomstate.bloomtexcoord2f[0] = 0;
7547         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7548         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7549         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7550         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7551         r_bloomstate.bloomtexcoord2f[5] = 0;
7552         r_bloomstate.bloomtexcoord2f[6] = 0;
7553         r_bloomstate.bloomtexcoord2f[7] = 0;
7554
7555         if (r_hdr.integer || r_bloom.integer)
7556         {
7557                 r_bloomstate.enabled = true;
7558                 r_bloomstate.hdr = r_hdr.integer != 0;
7559         }
7560
7561         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);
7562 }
7563
7564 void R_Bloom_CopyBloomTexture(float colorscale)
7565 {
7566         r_refdef.stats.bloom++;
7567
7568         // scale down screen texture to the bloom texture size
7569         CHECKGLERROR
7570         R_SetViewport(&r_bloomstate.viewport);
7571         GL_BlendFunc(GL_ONE, GL_ZERO);
7572         GL_Color(colorscale, colorscale, colorscale, 1);
7573         // TODO: optimize with multitexture or GLSL
7574         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7575         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7576         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7577         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7578
7579         // we now have a bloom image in the framebuffer
7580         // copy it into the bloom image texture for later processing
7581         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);
7582         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7583 }
7584
7585 void R_Bloom_CopyHDRTexture(void)
7586 {
7587         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);
7588         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7589 }
7590
7591 void R_Bloom_MakeTexture(void)
7592 {
7593         int x, range, dir;
7594         float xoffset, yoffset, r, brighten;
7595
7596         r_refdef.stats.bloom++;
7597
7598         R_ResetViewRendering2D();
7599         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7600         R_Mesh_ColorPointer(NULL, 0, 0);
7601
7602         // we have a bloom image in the framebuffer
7603         CHECKGLERROR
7604         R_SetViewport(&r_bloomstate.viewport);
7605
7606         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7607         {
7608                 x *= 2;
7609                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7610                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7611                 GL_Color(r, r, r, 1);
7612                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7613                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7614                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7615                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7616
7617                 // copy the vertically blurred bloom view to a texture
7618                 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);
7619                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7620         }
7621
7622         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7623         brighten = r_bloom_brighten.value;
7624         if (r_hdr.integer)
7625                 brighten *= r_hdr_range.value;
7626         brighten = sqrt(brighten);
7627         if(range >= 1)
7628                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7629         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7630         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7631
7632         for (dir = 0;dir < 2;dir++)
7633         {
7634                 // blend on at multiple vertical offsets to achieve a vertical blur
7635                 // TODO: do offset blends using GLSL
7636                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7637                 GL_BlendFunc(GL_ONE, GL_ZERO);
7638                 for (x = -range;x <= range;x++)
7639                 {
7640                         if (!dir){xoffset = 0;yoffset = x;}
7641                         else {xoffset = x;yoffset = 0;}
7642                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7643                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7644                         // compute a texcoord array with the specified x and y offset
7645                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7646                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7647                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7648                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7649                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7650                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7651                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7652                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7653                         // this r value looks like a 'dot' particle, fading sharply to
7654                         // black at the edges
7655                         // (probably not realistic but looks good enough)
7656                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7657                         //r = brighten/(range*2+1);
7658                         r = brighten / (range * 2 + 1);
7659                         if(range >= 1)
7660                                 r *= (1 - x*x/(float)(range*range));
7661                         GL_Color(r, r, r, 1);
7662                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7663                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7664                         GL_BlendFunc(GL_ONE, GL_ONE);
7665                 }
7666
7667                 // copy the vertically blurred bloom view to a texture
7668                 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);
7669                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7670         }
7671
7672         // apply subtract last
7673         // (just like it would be in a GLSL shader)
7674         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7675         {
7676                 GL_BlendFunc(GL_ONE, GL_ZERO);
7677                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7678                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7679                 GL_Color(1, 1, 1, 1);
7680                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7681                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7682
7683                 GL_BlendFunc(GL_ONE, GL_ONE);
7684                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7685                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7686                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7687                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7688                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7689                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7690                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7691
7692                 // copy the darkened bloom view to a texture
7693                 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);
7694                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7695         }
7696 }
7697
7698 void R_HDR_RenderBloomTexture(void)
7699 {
7700         int oldwidth, oldheight;
7701         float oldcolorscale;
7702
7703         oldcolorscale = r_refdef.view.colorscale;
7704         oldwidth = r_refdef.view.width;
7705         oldheight = r_refdef.view.height;
7706         r_refdef.view.width = r_bloomstate.bloomwidth;
7707         r_refdef.view.height = r_bloomstate.bloomheight;
7708
7709         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7710         // TODO: add exposure compensation features
7711         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7712
7713         r_refdef.view.showdebug = false;
7714         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7715
7716         R_ResetViewRendering3D();
7717
7718         R_ClearScreen(r_refdef.fogenabled);
7719         if (r_timereport_active)
7720                 R_TimeReport("HDRclear");
7721
7722         R_View_Update();
7723         if (r_timereport_active)
7724                 R_TimeReport("visibility");
7725
7726         // only do secondary renders with HDR if r_hdr is 2 or higher
7727         r_waterstate.numwaterplanes = 0;
7728         if (r_waterstate.enabled && r_hdr.integer >= 2)
7729                 R_RenderWaterPlanes();
7730
7731         r_refdef.view.showdebug = true;
7732         R_RenderScene();
7733         r_waterstate.numwaterplanes = 0;
7734
7735         R_ResetViewRendering2D();
7736
7737         R_Bloom_CopyHDRTexture();
7738         R_Bloom_MakeTexture();
7739
7740         // restore the view settings
7741         r_refdef.view.width = oldwidth;
7742         r_refdef.view.height = oldheight;
7743         r_refdef.view.colorscale = oldcolorscale;
7744
7745         R_ResetViewRendering3D();
7746
7747         R_ClearScreen(r_refdef.fogenabled);
7748         if (r_timereport_active)
7749                 R_TimeReport("viewclear");
7750 }
7751
7752 static void R_BlendView(void)
7753 {
7754         unsigned int permutation;
7755         float uservecs[4][4];
7756
7757         switch (vid.renderpath)
7758         {
7759         case RENDERPATH_GL20:
7760         case RENDERPATH_CGGL:
7761                 permutation =
7762                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7763                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7764                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7765                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7766                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7767
7768                 if (r_bloomstate.texture_screen)
7769                 {
7770                         // make sure the buffer is available
7771                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7772
7773                         R_ResetViewRendering2D();
7774                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7775                         R_Mesh_ColorPointer(NULL, 0, 0);
7776
7777                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7778                         {
7779                                 // declare variables
7780                                 float speed;
7781                                 static float avgspeed;
7782
7783                                 speed = VectorLength(cl.movement_velocity);
7784
7785                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7786                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7787
7788                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7789                                 speed = bound(0, speed, 1);
7790                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7791
7792                                 // calculate values into a standard alpha
7793                                 cl.motionbluralpha = 1 - exp(-
7794                                                 (
7795                                                  (r_motionblur.value * speed / 80)
7796                                                  +
7797                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7798                                                 )
7799                                                 /
7800                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7801                                            );
7802
7803                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7804                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7805                                 // apply the blur
7806                                 if (cl.motionbluralpha > 0)
7807                                 {
7808                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7809                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7810                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7811                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7812                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7813                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7814                                 }
7815                         }
7816
7817                         // copy view into the screen texture
7818                         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);
7819                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7820                 }
7821                 else if (!r_bloomstate.texture_bloom)
7822                 {
7823                         // we may still have to do view tint...
7824                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7825                         {
7826                                 // apply a color tint to the whole view
7827                                 R_ResetViewRendering2D();
7828                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7829                                 R_Mesh_ColorPointer(NULL, 0, 0);
7830                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7831                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7832                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7833                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7834                         }
7835                         break; // no screen processing, no bloom, skip it
7836                 }
7837
7838                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7839                 {
7840                         // render simple bloom effect
7841                         // copy the screen and shrink it and darken it for the bloom process
7842                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7843                         // make the bloom texture
7844                         R_Bloom_MakeTexture();
7845                 }
7846
7847 #if _MSC_VER >= 1400
7848 #define sscanf sscanf_s
7849 #endif
7850                 memset(uservecs, 0, sizeof(uservecs));
7851                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7852                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7853                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7854                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7855
7856                 R_ResetViewRendering2D();
7857                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7858                 R_Mesh_ColorPointer(NULL, 0, 0);
7859                 GL_Color(1, 1, 1, 1);
7860                 GL_BlendFunc(GL_ONE, GL_ZERO);
7861                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7862                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7863
7864                 switch(vid.renderpath)
7865                 {
7866                 case RENDERPATH_GL20:
7867                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7868                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7869                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7870                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7871                         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]);
7872                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7873                         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]);
7874                         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]);
7875                         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]);
7876                         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]);
7877                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7878                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7879                         break;
7880                 case RENDERPATH_CGGL:
7881 #ifdef SUPPORTCG
7882                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7883                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7884                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7885                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7886                         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
7887                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7888                         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
7889                         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
7890                         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
7891                         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
7892                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7893                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7894 #endif
7895                         break;
7896                 default:
7897                         break;
7898                 }
7899                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7900                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7901                 break;
7902         case RENDERPATH_GL13:
7903         case RENDERPATH_GL11:
7904                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7905                 {
7906                         // apply a color tint to the whole view
7907                         R_ResetViewRendering2D();
7908                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7909                         R_Mesh_ColorPointer(NULL, 0, 0);
7910                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7911                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7912                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7913                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7914                 }
7915                 break;
7916         }
7917 }
7918
7919 matrix4x4_t r_waterscrollmatrix;
7920
7921 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7922 {
7923         if (r_refdef.fog_density)
7924         {
7925                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7926                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7927                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7928
7929                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7930                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7931                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7932                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7933
7934                 {
7935                         vec3_t fogvec;
7936                         VectorCopy(r_refdef.fogcolor, fogvec);
7937                         //   color.rgb *= ContrastBoost * SceneBrightness;
7938                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7939                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7940                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7941                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7942                 }
7943         }
7944 }
7945
7946 void R_UpdateVariables(void)
7947 {
7948         R_Textures_Frame();
7949
7950         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7951
7952         r_refdef.farclip = r_farclip_base.value;
7953         if (r_refdef.scene.worldmodel)
7954                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7955         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7956
7957         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7958                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7959         r_refdef.polygonfactor = 0;
7960         r_refdef.polygonoffset = 0;
7961         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7962         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7963
7964         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7965         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7966         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7967         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7968         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7969         if (r_showsurfaces.integer)
7970         {
7971                 r_refdef.scene.rtworld = false;
7972                 r_refdef.scene.rtworldshadows = false;
7973                 r_refdef.scene.rtdlight = false;
7974                 r_refdef.scene.rtdlightshadows = false;
7975                 r_refdef.lightmapintensity = 0;
7976         }
7977
7978         if (gamemode == GAME_NEHAHRA)
7979         {
7980                 if (gl_fogenable.integer)
7981                 {
7982                         r_refdef.oldgl_fogenable = true;
7983                         r_refdef.fog_density = gl_fogdensity.value;
7984                         r_refdef.fog_red = gl_fogred.value;
7985                         r_refdef.fog_green = gl_foggreen.value;
7986                         r_refdef.fog_blue = gl_fogblue.value;
7987                         r_refdef.fog_alpha = 1;
7988                         r_refdef.fog_start = 0;
7989                         r_refdef.fog_end = gl_skyclip.value;
7990                         r_refdef.fog_height = 1<<30;
7991                         r_refdef.fog_fadedepth = 128;
7992                 }
7993                 else if (r_refdef.oldgl_fogenable)
7994                 {
7995                         r_refdef.oldgl_fogenable = false;
7996                         r_refdef.fog_density = 0;
7997                         r_refdef.fog_red = 0;
7998                         r_refdef.fog_green = 0;
7999                         r_refdef.fog_blue = 0;
8000                         r_refdef.fog_alpha = 0;
8001                         r_refdef.fog_start = 0;
8002                         r_refdef.fog_end = 0;
8003                         r_refdef.fog_height = 1<<30;
8004                         r_refdef.fog_fadedepth = 128;
8005                 }
8006         }
8007
8008         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8009         r_refdef.fog_start = max(0, r_refdef.fog_start);
8010         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8011
8012         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8013
8014         if (r_refdef.fog_density && r_drawfog.integer)
8015         {
8016                 r_refdef.fogenabled = true;
8017                 // this is the point where the fog reaches 0.9986 alpha, which we
8018                 // consider a good enough cutoff point for the texture
8019                 // (0.9986 * 256 == 255.6)
8020                 if (r_fog_exp2.integer)
8021                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8022                 else
8023                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8024                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8025                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8026                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8027                 // fog color was already set
8028                 // update the fog texture
8029                 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)
8030                         R_BuildFogTexture();
8031         }
8032         else
8033                 r_refdef.fogenabled = false;
8034
8035         switch(vid.renderpath)
8036         {
8037         case RENDERPATH_GL20:
8038         case RENDERPATH_CGGL:
8039                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8040                 {
8041                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8042                         {
8043                                 // build GLSL gamma texture
8044 #define RAMPWIDTH 256
8045                                 unsigned short ramp[RAMPWIDTH * 3];
8046                                 unsigned char rampbgr[RAMPWIDTH][4];
8047                                 int i;
8048
8049                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8050
8051                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8052                                 for(i = 0; i < RAMPWIDTH; ++i)
8053                                 {
8054                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8055                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8056                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8057                                         rampbgr[i][3] = 0;
8058                                 }
8059                                 if (r_texture_gammaramps)
8060                                 {
8061                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8062                                 }
8063                                 else
8064                                 {
8065                                         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);
8066                                 }
8067                         }
8068                 }
8069                 else
8070                 {
8071                         // remove GLSL gamma texture
8072                 }
8073                 break;
8074         case RENDERPATH_GL13:
8075         case RENDERPATH_GL11:
8076                 break;
8077         }
8078 }
8079
8080 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8081 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8082 /*
8083 ================
8084 R_SelectScene
8085 ================
8086 */
8087 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8088         if( scenetype != r_currentscenetype ) {
8089                 // store the old scenetype
8090                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8091                 r_currentscenetype = scenetype;
8092                 // move in the new scene
8093                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8094         }
8095 }
8096
8097 /*
8098 ================
8099 R_GetScenePointer
8100 ================
8101 */
8102 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8103 {
8104         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8105         if( scenetype == r_currentscenetype ) {
8106                 return &r_refdef.scene;
8107         } else {
8108                 return &r_scenes_store[ scenetype ];
8109         }
8110 }
8111
8112 /*
8113 ================
8114 R_RenderView
8115 ================
8116 */
8117 void R_RenderView(void)
8118 {
8119         if (r_timereport_active)
8120                 R_TimeReport("start");
8121         r_textureframe++; // used only by R_GetCurrentTexture
8122         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8123
8124         if (!r_drawentities.integer)
8125                 r_refdef.scene.numentities = 0;
8126
8127         R_AnimCache_ClearCache();
8128         R_FrameData_NewFrame();
8129
8130         if (r_refdef.view.isoverlay)
8131         {
8132                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8133                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8134                 R_TimeReport("depthclear");
8135
8136                 r_refdef.view.showdebug = false;
8137
8138                 r_waterstate.enabled = false;
8139                 r_waterstate.numwaterplanes = 0;
8140
8141                 R_RenderScene();
8142
8143                 CHECKGLERROR
8144                 return;
8145         }
8146
8147         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8148                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8149
8150         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8151
8152         // break apart the view matrix into vectors for various purposes
8153         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8154         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8155         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8156         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8157         // make an inverted copy of the view matrix for tracking sprites
8158         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8159
8160         R_Shadow_UpdateWorldLightSelection();
8161
8162         R_Bloom_StartFrame();
8163         R_Water_StartFrame();
8164
8165         CHECKGLERROR
8166         if (r_timereport_active)
8167                 R_TimeReport("viewsetup");
8168
8169         R_ResetViewRendering3D();
8170
8171         if (r_refdef.view.clear || r_refdef.fogenabled)
8172         {
8173                 R_ClearScreen(r_refdef.fogenabled);
8174                 if (r_timereport_active)
8175                         R_TimeReport("viewclear");
8176         }
8177         r_refdef.view.clear = true;
8178
8179         // this produces a bloom texture to be used in R_BlendView() later
8180         if (r_hdr.integer && r_bloomstate.bloomwidth)
8181         {
8182                 R_HDR_RenderBloomTexture();
8183                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8184                 r_textureframe++; // used only by R_GetCurrentTexture
8185         }
8186
8187         r_refdef.view.showdebug = true;
8188
8189         R_View_Update();
8190         if (r_timereport_active)
8191                 R_TimeReport("visibility");
8192
8193         r_waterstate.numwaterplanes = 0;
8194         if (r_waterstate.enabled)
8195                 R_RenderWaterPlanes();
8196
8197         R_RenderScene();
8198         r_waterstate.numwaterplanes = 0;
8199
8200         R_BlendView();
8201         if (r_timereport_active)
8202                 R_TimeReport("blendview");
8203
8204         GL_Scissor(0, 0, vid.width, vid.height);
8205         GL_ScissorTest(false);
8206         CHECKGLERROR
8207 }
8208
8209 void R_RenderWaterPlanes(void)
8210 {
8211         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8212         {
8213                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8214                 if (r_timereport_active)
8215                         R_TimeReport("waterworld");
8216         }
8217
8218         // don't let sound skip if going slow
8219         if (r_refdef.scene.extraupdate)
8220                 S_ExtraUpdate ();
8221
8222         R_DrawModelsAddWaterPlanes();
8223         if (r_timereport_active)
8224                 R_TimeReport("watermodels");
8225
8226         if (r_waterstate.numwaterplanes)
8227         {
8228                 R_Water_ProcessPlanes();
8229                 if (r_timereport_active)
8230                         R_TimeReport("waterscenes");
8231         }
8232 }
8233
8234 extern void R_DrawLightningBeams (void);
8235 extern void VM_CL_AddPolygonsToMeshQueue (void);
8236 extern void R_DrawPortals (void);
8237 extern cvar_t cl_locs_show;
8238 static void R_DrawLocs(void);
8239 static void R_DrawEntityBBoxes(void);
8240 static void R_DrawModelDecals(void);
8241 extern void R_DrawModelShadows(void);
8242 extern void R_DrawModelShadowMaps(void);
8243 extern cvar_t cl_decals_newsystem;
8244 extern qboolean r_shadow_usingdeferredprepass;
8245 void R_RenderScene(void)
8246 {
8247         qboolean shadowmapping = false;
8248
8249         r_refdef.stats.renders++;
8250
8251         R_UpdateFogColor();
8252
8253         // don't let sound skip if going slow
8254         if (r_refdef.scene.extraupdate)
8255                 S_ExtraUpdate ();
8256
8257         R_MeshQueue_BeginScene();
8258
8259         R_SkyStartFrame();
8260
8261         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);
8262
8263         if (cl.csqc_vidvars.drawworld)
8264         {
8265                 // don't let sound skip if going slow
8266                 if (r_refdef.scene.extraupdate)
8267                         S_ExtraUpdate ();
8268
8269                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8270                 {
8271                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8272                         if (r_timereport_active)
8273                                 R_TimeReport("worldsky");
8274                 }
8275
8276                 if (R_DrawBrushModelsSky() && r_timereport_active)
8277                         R_TimeReport("bmodelsky");
8278
8279                 if (skyrendermasked && skyrenderlater)
8280                 {
8281                         // we have to force off the water clipping plane while rendering sky
8282                         R_SetupView(false);
8283                         R_Sky();
8284                         R_SetupView(true);
8285                         if (r_timereport_active)
8286                                 R_TimeReport("sky");
8287                 }
8288         }
8289
8290         R_AnimCache_CacheVisibleEntities();
8291         if (r_timereport_active)
8292                 R_TimeReport("animation");
8293
8294         R_Shadow_PrepareLights();
8295         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8296                 R_Shadow_PrepareModelShadows();
8297         if (r_timereport_active)
8298                 R_TimeReport("preparelights");
8299
8300         if (R_Shadow_ShadowMappingEnabled())
8301                 shadowmapping = true;
8302
8303         if (r_shadow_usingdeferredprepass)
8304                 R_Shadow_DrawPrepass();
8305
8306         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8307         {
8308                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8309                 if (r_timereport_active)
8310                         R_TimeReport("worlddepth");
8311         }
8312         if (r_depthfirst.integer >= 2)
8313         {
8314                 R_DrawModelsDepth();
8315                 if (r_timereport_active)
8316                         R_TimeReport("modeldepth");
8317         }
8318
8319         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8320         {
8321                 R_DrawModelShadowMaps();
8322                 R_ResetViewRendering3D();
8323                 // don't let sound skip if going slow
8324                 if (r_refdef.scene.extraupdate)
8325                         S_ExtraUpdate ();
8326         }
8327
8328         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8329         {
8330                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8331                 if (r_timereport_active)
8332                         R_TimeReport("world");
8333         }
8334
8335         // don't let sound skip if going slow
8336         if (r_refdef.scene.extraupdate)
8337                 S_ExtraUpdate ();
8338
8339         R_DrawModels();
8340         if (r_timereport_active)
8341                 R_TimeReport("models");
8342
8343         // don't let sound skip if going slow
8344         if (r_refdef.scene.extraupdate)
8345                 S_ExtraUpdate ();
8346
8347         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8348         {
8349                 R_DrawModelShadows();
8350                 R_ResetViewRendering3D();
8351                 // don't let sound skip if going slow
8352                 if (r_refdef.scene.extraupdate)
8353                         S_ExtraUpdate ();
8354         }
8355
8356         if (!r_shadow_usingdeferredprepass)
8357         {
8358                 R_Shadow_DrawLights();
8359                 if (r_timereport_active)
8360                         R_TimeReport("rtlights");
8361         }
8362
8363         // don't let sound skip if going slow
8364         if (r_refdef.scene.extraupdate)
8365                 S_ExtraUpdate ();
8366
8367         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8368         {
8369                 R_DrawModelShadows();
8370                 R_ResetViewRendering3D();
8371                 // don't let sound skip if going slow
8372                 if (r_refdef.scene.extraupdate)
8373                         S_ExtraUpdate ();
8374         }
8375
8376         if (cl.csqc_vidvars.drawworld)
8377         {
8378                 if (cl_decals_newsystem.integer)
8379                 {
8380                         R_DrawModelDecals();
8381                         if (r_timereport_active)
8382                                 R_TimeReport("modeldecals");
8383                 }
8384                 else
8385                 {
8386                         R_DrawDecals();
8387                         if (r_timereport_active)
8388                                 R_TimeReport("decals");
8389                 }
8390
8391                 R_DrawParticles();
8392                 if (r_timereport_active)
8393                         R_TimeReport("particles");
8394
8395                 R_DrawExplosions();
8396                 if (r_timereport_active)
8397                         R_TimeReport("explosions");
8398
8399                 R_DrawLightningBeams();
8400                 if (r_timereport_active)
8401                         R_TimeReport("lightning");
8402         }
8403
8404         VM_CL_AddPolygonsToMeshQueue();
8405
8406         if (r_refdef.view.showdebug)
8407         {
8408                 if (cl_locs_show.integer)
8409                 {
8410                         R_DrawLocs();
8411                         if (r_timereport_active)
8412                                 R_TimeReport("showlocs");
8413                 }
8414
8415                 if (r_drawportals.integer)
8416                 {
8417                         R_DrawPortals();
8418                         if (r_timereport_active)
8419                                 R_TimeReport("portals");
8420                 }
8421
8422                 if (r_showbboxes.value > 0)
8423                 {
8424                         R_DrawEntityBBoxes();
8425                         if (r_timereport_active)
8426                                 R_TimeReport("bboxes");
8427                 }
8428         }
8429
8430         R_MeshQueue_RenderTransparent();
8431         if (r_timereport_active)
8432                 R_TimeReport("drawtrans");
8433
8434         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))
8435         {
8436                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8437                 if (r_timereport_active)
8438                         R_TimeReport("worlddebug");
8439                 R_DrawModelsDebug();
8440                 if (r_timereport_active)
8441                         R_TimeReport("modeldebug");
8442         }
8443
8444         if (cl.csqc_vidvars.drawworld)
8445         {
8446                 R_Shadow_DrawCoronas();
8447                 if (r_timereport_active)
8448                         R_TimeReport("coronas");
8449         }
8450
8451         // don't let sound skip if going slow
8452         if (r_refdef.scene.extraupdate)
8453                 S_ExtraUpdate ();
8454
8455         R_ResetViewRendering2D();
8456 }
8457
8458 static const unsigned short bboxelements[36] =
8459 {
8460         5, 1, 3, 5, 3, 7,
8461         6, 2, 0, 6, 0, 4,
8462         7, 3, 2, 7, 2, 6,
8463         4, 0, 1, 4, 1, 5,
8464         4, 5, 7, 4, 7, 6,
8465         1, 0, 2, 1, 2, 3,
8466 };
8467
8468 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8469 {
8470         int i;
8471         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8472
8473         RSurf_ActiveWorldEntity();
8474
8475         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8476         GL_DepthMask(false);
8477         GL_DepthRange(0, 1);
8478         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8479         R_Mesh_ResetTextureState();
8480
8481         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8482         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8483         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8484         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8485         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8486         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8487         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8488         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8489         R_FillColors(color4f, 8, cr, cg, cb, ca);
8490         if (r_refdef.fogenabled)
8491         {
8492                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8493                 {
8494                         f1 = RSurf_FogVertex(v);
8495                         f2 = 1 - f1;
8496                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8497                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8498                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8499                 }
8500         }
8501         R_Mesh_VertexPointer(vertex3f, 0, 0);
8502         R_Mesh_ColorPointer(color4f, 0, 0);
8503         R_Mesh_ResetTextureState();
8504         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8505         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8506 }
8507
8508 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8509 {
8510         int i;
8511         float color[4];
8512         prvm_edict_t *edict;
8513         prvm_prog_t *prog_save = prog;
8514
8515         // this function draws bounding boxes of server entities
8516         if (!sv.active)
8517                 return;
8518
8519         GL_CullFace(GL_NONE);
8520         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8521
8522         prog = 0;
8523         SV_VM_Begin();
8524         for (i = 0;i < numsurfaces;i++)
8525         {
8526                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8527                 switch ((int)edict->fields.server->solid)
8528                 {
8529                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8530                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8531                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8532                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8533                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8534                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8535                 }
8536                 color[3] *= r_showbboxes.value;
8537                 color[3] = bound(0, color[3], 1);
8538                 GL_DepthTest(!r_showdisabledepthtest.integer);
8539                 GL_CullFace(r_refdef.view.cullface_front);
8540                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8541         }
8542         SV_VM_End();
8543         prog = prog_save;
8544 }
8545
8546 static void R_DrawEntityBBoxes(void)
8547 {
8548         int i;
8549         prvm_edict_t *edict;
8550         vec3_t center;
8551         prvm_prog_t *prog_save = prog;
8552
8553         // this function draws bounding boxes of server entities
8554         if (!sv.active)
8555                 return;
8556
8557         prog = 0;
8558         SV_VM_Begin();
8559         for (i = 0;i < prog->num_edicts;i++)
8560         {
8561                 edict = PRVM_EDICT_NUM(i);
8562                 if (edict->priv.server->free)
8563                         continue;
8564                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8565                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8566                         continue;
8567                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8568                         continue;
8569                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8570                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8571         }
8572         SV_VM_End();
8573         prog = prog_save;
8574 }
8575
8576 static const int nomodelelement3i[24] =
8577 {
8578         5, 2, 0,
8579         5, 1, 2,
8580         5, 0, 3,
8581         5, 3, 1,
8582         0, 2, 4,
8583         2, 1, 4,
8584         3, 0, 4,
8585         1, 3, 4
8586 };
8587
8588 static const unsigned short nomodelelement3s[24] =
8589 {
8590         5, 2, 0,
8591         5, 1, 2,
8592         5, 0, 3,
8593         5, 3, 1,
8594         0, 2, 4,
8595         2, 1, 4,
8596         3, 0, 4,
8597         1, 3, 4
8598 };
8599
8600 static const float nomodelvertex3f[6*3] =
8601 {
8602         -16,   0,   0,
8603          16,   0,   0,
8604           0, -16,   0,
8605           0,  16,   0,
8606           0,   0, -16,
8607           0,   0,  16
8608 };
8609
8610 static const float nomodelcolor4f[6*4] =
8611 {
8612         0.0f, 0.0f, 0.5f, 1.0f,
8613         0.0f, 0.0f, 0.5f, 1.0f,
8614         0.0f, 0.5f, 0.0f, 1.0f,
8615         0.0f, 0.5f, 0.0f, 1.0f,
8616         0.5f, 0.0f, 0.0f, 1.0f,
8617         0.5f, 0.0f, 0.0f, 1.0f
8618 };
8619
8620 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8621 {
8622         int i;
8623         float f1, f2, *c;
8624         float color4f[6*4];
8625
8626         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);
8627
8628         // this is only called once per entity so numsurfaces is always 1, and
8629         // surfacelist is always {0}, so this code does not handle batches
8630
8631         if (rsurface.ent_flags & RENDER_ADDITIVE)
8632         {
8633                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8634                 GL_DepthMask(false);
8635         }
8636         else if (rsurface.colormod[3] < 1)
8637         {
8638                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8639                 GL_DepthMask(false);
8640         }
8641         else
8642         {
8643                 GL_BlendFunc(GL_ONE, GL_ZERO);
8644                 GL_DepthMask(true);
8645         }
8646         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8647         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8648         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8649         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8650         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8651         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8652         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8653         R_Mesh_ColorPointer(color4f, 0, 0);
8654         for (i = 0, c = color4f;i < 6;i++, c += 4)
8655         {
8656                 c[0] *= rsurface.colormod[0];
8657                 c[1] *= rsurface.colormod[1];
8658                 c[2] *= rsurface.colormod[2];
8659                 c[3] *= rsurface.colormod[3];
8660         }
8661         if (r_refdef.fogenabled)
8662         {
8663                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8664                 {
8665                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8666                         f2 = 1 - f1;
8667                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8668                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8669                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8670                 }
8671         }
8672         R_Mesh_ResetTextureState();
8673         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8674 }
8675
8676 void R_DrawNoModel(entity_render_t *ent)
8677 {
8678         vec3_t org;
8679         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8680         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8681                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8682         else
8683                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8684 }
8685
8686 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8687 {
8688         vec3_t right1, right2, diff, normal;
8689
8690         VectorSubtract (org2, org1, normal);
8691
8692         // calculate 'right' vector for start
8693         VectorSubtract (r_refdef.view.origin, org1, diff);
8694         CrossProduct (normal, diff, right1);
8695         VectorNormalize (right1);
8696
8697         // calculate 'right' vector for end
8698         VectorSubtract (r_refdef.view.origin, org2, diff);
8699         CrossProduct (normal, diff, right2);
8700         VectorNormalize (right2);
8701
8702         vert[ 0] = org1[0] + width * right1[0];
8703         vert[ 1] = org1[1] + width * right1[1];
8704         vert[ 2] = org1[2] + width * right1[2];
8705         vert[ 3] = org1[0] - width * right1[0];
8706         vert[ 4] = org1[1] - width * right1[1];
8707         vert[ 5] = org1[2] - width * right1[2];
8708         vert[ 6] = org2[0] - width * right2[0];
8709         vert[ 7] = org2[1] - width * right2[1];
8710         vert[ 8] = org2[2] - width * right2[2];
8711         vert[ 9] = org2[0] + width * right2[0];
8712         vert[10] = org2[1] + width * right2[1];
8713         vert[11] = org2[2] + width * right2[2];
8714 }
8715
8716 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)
8717 {
8718         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8719         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8720         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8721         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8722         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8723         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8724         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8725         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8726         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8727         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8728         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8729         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8730 }
8731
8732 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8733 {
8734         int i;
8735         float *vertex3f;
8736         float v[3];
8737         VectorSet(v, x, y, z);
8738         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8739                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8740                         break;
8741         if (i == mesh->numvertices)
8742         {
8743                 if (mesh->numvertices < mesh->maxvertices)
8744                 {
8745                         VectorCopy(v, vertex3f);
8746                         mesh->numvertices++;
8747                 }
8748                 return mesh->numvertices;
8749         }
8750         else
8751                 return i;
8752 }
8753
8754 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8755 {
8756         int i;
8757         int *e, element[3];
8758         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8759         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8760         e = mesh->element3i + mesh->numtriangles * 3;
8761         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8762         {
8763                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8764                 if (mesh->numtriangles < mesh->maxtriangles)
8765                 {
8766                         *e++ = element[0];
8767                         *e++ = element[1];
8768                         *e++ = element[2];
8769                         mesh->numtriangles++;
8770                 }
8771                 element[1] = element[2];
8772         }
8773 }
8774
8775 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8776 {
8777         int i;
8778         int *e, element[3];
8779         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8780         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8781         e = mesh->element3i + mesh->numtriangles * 3;
8782         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8783         {
8784                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8785                 if (mesh->numtriangles < mesh->maxtriangles)
8786                 {
8787                         *e++ = element[0];
8788                         *e++ = element[1];
8789                         *e++ = element[2];
8790                         mesh->numtriangles++;
8791                 }
8792                 element[1] = element[2];
8793         }
8794 }
8795
8796 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8797 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8798 {
8799         int planenum, planenum2;
8800         int w;
8801         int tempnumpoints;
8802         mplane_t *plane, *plane2;
8803         double maxdist;
8804         double temppoints[2][256*3];
8805         // figure out how large a bounding box we need to properly compute this brush
8806         maxdist = 0;
8807         for (w = 0;w < numplanes;w++)
8808                 maxdist = max(maxdist, fabs(planes[w].dist));
8809         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8810         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8811         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8812         {
8813                 w = 0;
8814                 tempnumpoints = 4;
8815                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8816                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8817                 {
8818                         if (planenum2 == planenum)
8819                                 continue;
8820                         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);
8821                         w = !w;
8822                 }
8823                 if (tempnumpoints < 3)
8824                         continue;
8825                 // generate elements forming a triangle fan for this polygon
8826                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8827         }
8828 }
8829
8830 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)
8831 {
8832         texturelayer_t *layer;
8833         layer = t->currentlayers + t->currentnumlayers++;
8834         layer->type = type;
8835         layer->depthmask = depthmask;
8836         layer->blendfunc1 = blendfunc1;
8837         layer->blendfunc2 = blendfunc2;
8838         layer->texture = texture;
8839         layer->texmatrix = *matrix;
8840         layer->color[0] = r;
8841         layer->color[1] = g;
8842         layer->color[2] = b;
8843         layer->color[3] = a;
8844 }
8845
8846 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8847 {
8848         double index, f;
8849         index = parms[2] + r_refdef.scene.time * parms[3];
8850         index -= floor(index);
8851         switch (func)
8852         {
8853         default:
8854         case Q3WAVEFUNC_NONE:
8855         case Q3WAVEFUNC_NOISE:
8856         case Q3WAVEFUNC_COUNT:
8857                 f = 0;
8858                 break;
8859         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8860         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8861         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8862         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8863         case Q3WAVEFUNC_TRIANGLE:
8864                 index *= 4;
8865                 f = index - floor(index);
8866                 if (index < 1)
8867                         f = f;
8868                 else if (index < 2)
8869                         f = 1 - f;
8870                 else if (index < 3)
8871                         f = -f;
8872                 else
8873                         f = -(1 - f);
8874                 break;
8875         }
8876         return (float)(parms[0] + parms[1] * f);
8877 }
8878
8879 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8880 {
8881         int w, h, idx;
8882         float f;
8883         float tcmat[12];
8884         matrix4x4_t matrix, temp;
8885         switch(tcmod->tcmod)
8886         {
8887                 case Q3TCMOD_COUNT:
8888                 case Q3TCMOD_NONE:
8889                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8890                                 matrix = r_waterscrollmatrix;
8891                         else
8892                                 matrix = identitymatrix;
8893                         break;
8894                 case Q3TCMOD_ENTITYTRANSLATE:
8895                         // this is used in Q3 to allow the gamecode to control texcoord
8896                         // scrolling on the entity, which is not supported in darkplaces yet.
8897                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8898                         break;
8899                 case Q3TCMOD_ROTATE:
8900                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8901                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8902                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8903                         break;
8904                 case Q3TCMOD_SCALE:
8905                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8906                         break;
8907                 case Q3TCMOD_SCROLL:
8908                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8909                         break;
8910                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8911                         w = (int) tcmod->parms[0];
8912                         h = (int) tcmod->parms[1];
8913                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8914                         f = f - floor(f);
8915                         idx = (int) floor(f * w * h);
8916                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8917                         break;
8918                 case Q3TCMOD_STRETCH:
8919                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8920                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8921                         break;
8922                 case Q3TCMOD_TRANSFORM:
8923                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8924                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8925                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8926                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8927                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8928                         break;
8929                 case Q3TCMOD_TURBULENT:
8930                         // this is handled in the RSurf_PrepareVertices function
8931                         matrix = identitymatrix;
8932                         break;
8933         }
8934         temp = *texmatrix;
8935         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8936 }
8937
8938 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8939 {
8940         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8941         char name[MAX_QPATH];
8942         skinframe_t *skinframe;
8943         unsigned char pixels[296*194];
8944         strlcpy(cache->name, skinname, sizeof(cache->name));
8945         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8946         if (developer_loading.integer)
8947                 Con_Printf("loading %s\n", name);
8948         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8949         if (!skinframe || !skinframe->base)
8950         {
8951                 unsigned char *f;
8952                 fs_offset_t filesize;
8953                 skinframe = NULL;
8954                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8955                 if (f)
8956                 {
8957                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8958                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8959                         Mem_Free(f);
8960                 }
8961         }
8962         cache->skinframe = skinframe;
8963 }
8964
8965 texture_t *R_GetCurrentTexture(texture_t *t)
8966 {
8967         int i;
8968         const entity_render_t *ent = rsurface.entity;
8969         dp_model_t *model = ent->model;
8970         q3shaderinfo_layer_tcmod_t *tcmod;
8971
8972         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8973                 return t->currentframe;
8974         t->update_lastrenderframe = r_textureframe;
8975         t->update_lastrenderentity = (void *)ent;
8976
8977         // switch to an alternate material if this is a q1bsp animated material
8978         {
8979                 texture_t *texture = t;
8980                 int s = rsurface.ent_skinnum;
8981                 if ((unsigned int)s >= (unsigned int)model->numskins)
8982                         s = 0;
8983                 if (model->skinscenes)
8984                 {
8985                         if (model->skinscenes[s].framecount > 1)
8986                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8987                         else
8988                                 s = model->skinscenes[s].firstframe;
8989                 }
8990                 if (s > 0)
8991                         t = t + s * model->num_surfaces;
8992                 if (t->animated)
8993                 {
8994                         // use an alternate animation if the entity's frame is not 0,
8995                         // and only if the texture has an alternate animation
8996                         if (rsurface.ent_alttextures && t->anim_total[1])
8997                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8998                         else
8999                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9000                 }
9001                 texture->currentframe = t;
9002         }
9003
9004         // update currentskinframe to be a qw skin or animation frame
9005         if (rsurface.ent_qwskin >= 0)
9006         {
9007                 i = rsurface.ent_qwskin;
9008                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9009                 {
9010                         r_qwskincache_size = cl.maxclients;
9011                         if (r_qwskincache)
9012                                 Mem_Free(r_qwskincache);
9013                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9014                 }
9015                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9016                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9017                 t->currentskinframe = r_qwskincache[i].skinframe;
9018                 if (t->currentskinframe == NULL)
9019                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9020         }
9021         else if (t->numskinframes >= 2)
9022                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9023         if (t->backgroundnumskinframes >= 2)
9024                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9025
9026         t->currentmaterialflags = t->basematerialflags;
9027         t->currentalpha = rsurface.colormod[3];
9028         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9029                 t->currentalpha *= r_wateralpha.value;
9030         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9031                 t->currentalpha *= t->r_water_wateralpha;
9032         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9033                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9034         if (!(rsurface.ent_flags & RENDER_LIGHT))
9035                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9036         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9037         {
9038                 // pick a model lighting mode
9039                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9040                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9041                 else
9042                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9043         }
9044         if (rsurface.ent_flags & RENDER_ADDITIVE)
9045                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9046         else if (t->currentalpha < 1)
9047                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9048         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9049                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9050         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9051                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9052         if (t->backgroundnumskinframes)
9053                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9054         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9055         {
9056                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9057                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9058         }
9059         else
9060                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9061         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9062                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9063
9064         // there is no tcmod
9065         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9066         {
9067                 t->currenttexmatrix = r_waterscrollmatrix;
9068                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9069         }
9070         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9071         {
9072                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9073                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9074         }
9075
9076         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9077                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9078         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9079                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9080
9081         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9082         if (t->currentskinframe->qpixels)
9083                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9084         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9085         if (!t->basetexture)
9086                 t->basetexture = r_texture_notexture;
9087         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9088         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9089         t->nmaptexture = t->currentskinframe->nmap;
9090         if (!t->nmaptexture)
9091                 t->nmaptexture = r_texture_blanknormalmap;
9092         t->glosstexture = r_texture_black;
9093         t->glowtexture = t->currentskinframe->glow;
9094         t->fogtexture = t->currentskinframe->fog;
9095         t->reflectmasktexture = t->currentskinframe->reflect;
9096         if (t->backgroundnumskinframes)
9097         {
9098                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9099                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9100                 t->backgroundglosstexture = r_texture_black;
9101                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9102                 if (!t->backgroundnmaptexture)
9103                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9104         }
9105         else
9106         {
9107                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9108                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9109                 t->backgroundglosstexture = r_texture_black;
9110                 t->backgroundglowtexture = NULL;
9111         }
9112         t->specularpower = r_shadow_glossexponent.value;
9113         // TODO: store reference values for these in the texture?
9114         t->specularscale = 0;
9115         if (r_shadow_gloss.integer > 0)
9116         {
9117                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9118                 {
9119                         if (r_shadow_glossintensity.value > 0)
9120                         {
9121                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9122                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9123                                 t->specularscale = r_shadow_glossintensity.value;
9124                         }
9125                 }
9126                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9127                 {
9128                         t->glosstexture = r_texture_white;
9129                         t->backgroundglosstexture = r_texture_white;
9130                         t->specularscale = r_shadow_gloss2intensity.value;
9131                         t->specularpower = r_shadow_gloss2exponent.value;
9132                 }
9133         }
9134         t->specularscale *= t->specularscalemod;
9135         t->specularpower *= t->specularpowermod;
9136
9137         // lightmaps mode looks bad with dlights using actual texturing, so turn
9138         // off the colormap and glossmap, but leave the normalmap on as it still
9139         // accurately represents the shading involved
9140         if (gl_lightmaps.integer)
9141         {
9142                 t->basetexture = r_texture_grey128;
9143                 t->pantstexture = r_texture_black;
9144                 t->shirttexture = r_texture_black;
9145                 t->nmaptexture = r_texture_blanknormalmap;
9146                 t->glosstexture = r_texture_black;
9147                 t->glowtexture = NULL;
9148                 t->fogtexture = NULL;
9149                 t->reflectmasktexture = NULL;
9150                 t->backgroundbasetexture = NULL;
9151                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9152                 t->backgroundglosstexture = r_texture_black;
9153                 t->backgroundglowtexture = NULL;
9154                 t->specularscale = 0;
9155                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9156         }
9157
9158         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9159         VectorClear(t->dlightcolor);
9160         t->currentnumlayers = 0;
9161         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9162         {
9163                 int blendfunc1, blendfunc2;
9164                 qboolean depthmask;
9165                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9166                 {
9167                         blendfunc1 = GL_SRC_ALPHA;
9168                         blendfunc2 = GL_ONE;
9169                 }
9170                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9171                 {
9172                         blendfunc1 = GL_SRC_ALPHA;
9173                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9174                 }
9175                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9176                 {
9177                         blendfunc1 = t->customblendfunc[0];
9178                         blendfunc2 = t->customblendfunc[1];
9179                 }
9180                 else
9181                 {
9182                         blendfunc1 = GL_ONE;
9183                         blendfunc2 = GL_ZERO;
9184                 }
9185                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9186                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9187                 {
9188                         // fullbright is not affected by r_refdef.lightmapintensity
9189                         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]);
9190                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9191                                 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]);
9192                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9193                                 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]);
9194                 }
9195                 else
9196                 {
9197                         vec3_t ambientcolor;
9198                         float colorscale;
9199                         // set the color tint used for lights affecting this surface
9200                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9201                         colorscale = 2;
9202                         // q3bsp has no lightmap updates, so the lightstylevalue that
9203                         // would normally be baked into the lightmap must be
9204                         // applied to the color
9205                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9206                         if (model->type == mod_brushq3)
9207                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9208                         colorscale *= r_refdef.lightmapintensity;
9209                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9210                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9211                         // basic lit geometry
9212                         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]);
9213                         // add pants/shirt if needed
9214                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9215                                 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]);
9216                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9217                                 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]);
9218                         // now add ambient passes if needed
9219                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9220                         {
9221                                 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]);
9222                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9223                                         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]);
9224                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9225                                         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]);
9226                         }
9227                 }
9228                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9229                         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]);
9230                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9231                 {
9232                         // if this is opaque use alpha blend which will darken the earlier
9233                         // passes cheaply.
9234                         //
9235                         // if this is an alpha blended material, all the earlier passes
9236                         // were darkened by fog already, so we only need to add the fog
9237                         // color ontop through the fog mask texture
9238                         //
9239                         // if this is an additive blended material, all the earlier passes
9240                         // were darkened by fog already, and we should not add fog color
9241                         // (because the background was not darkened, there is no fog color
9242                         // that was lost behind it).
9243                         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]);
9244                 }
9245         }
9246
9247         return t->currentframe;
9248 }
9249
9250 rsurfacestate_t rsurface;
9251
9252 void R_Mesh_ResizeArrays(int newvertices)
9253 {
9254         float *base;
9255         if (rsurface.array_size >= newvertices)
9256                 return;
9257         if (rsurface.array_modelvertex3f)
9258                 Mem_Free(rsurface.array_modelvertex3f);
9259         rsurface.array_size = (newvertices + 1023) & ~1023;
9260         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9261         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9262         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9263         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9264         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9265         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9266         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9267         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9268         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9269         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9270         rsurface.array_color4f           = base + rsurface.array_size * 27;
9271         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9272 }
9273
9274 void RSurf_ActiveWorldEntity(void)
9275 {
9276         dp_model_t *model = r_refdef.scene.worldmodel;
9277         //if (rsurface.entity == r_refdef.scene.worldentity)
9278         //      return;
9279         rsurface.entity = r_refdef.scene.worldentity;
9280         rsurface.skeleton = NULL;
9281         rsurface.ent_skinnum = 0;
9282         rsurface.ent_qwskin = -1;
9283         rsurface.ent_shadertime = 0;
9284         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9285         if (rsurface.array_size < model->surfmesh.num_vertices)
9286                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9287         rsurface.matrix = identitymatrix;
9288         rsurface.inversematrix = identitymatrix;
9289         rsurface.matrixscale = 1;
9290         rsurface.inversematrixscale = 1;
9291         R_EntityMatrix(&identitymatrix);
9292         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9293         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9294         rsurface.fograngerecip = r_refdef.fograngerecip;
9295         rsurface.fogheightfade = r_refdef.fogheightfade;
9296         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9297         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9298         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9299         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9300         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9301         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9302         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9303         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9304         rsurface.colormod[3] = 1;
9305         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);
9306         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9307         rsurface.frameblend[0].lerp = 1;
9308         rsurface.ent_alttextures = false;
9309         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9310         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9311         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9312         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9313         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9314         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9315         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9316         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9317         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9318         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9319         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9320         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9321         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9322         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9323         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9324         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9325         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9326         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9327         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9328         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9329         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9330         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9331         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9332         rsurface.modelelement3i = model->surfmesh.data_element3i;
9333         rsurface.modelelement3s = model->surfmesh.data_element3s;
9334         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9335         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9336         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9337         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9338         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9339         rsurface.modelsurfaces = model->data_surfaces;
9340         rsurface.generatedvertex = false;
9341         rsurface.vertex3f  = rsurface.modelvertex3f;
9342         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9343         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9344         rsurface.svector3f = rsurface.modelsvector3f;
9345         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9346         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9347         rsurface.tvector3f = rsurface.modeltvector3f;
9348         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9349         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9350         rsurface.normal3f  = rsurface.modelnormal3f;
9351         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9352         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9353         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9354 }
9355
9356 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9357 {
9358         dp_model_t *model = ent->model;
9359         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9360         //      return;
9361         rsurface.entity = (entity_render_t *)ent;
9362         rsurface.skeleton = ent->skeleton;
9363         rsurface.ent_skinnum = ent->skinnum;
9364         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;
9365         rsurface.ent_shadertime = ent->shadertime;
9366         rsurface.ent_flags = ent->flags;
9367         if (rsurface.array_size < model->surfmesh.num_vertices)
9368                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9369         rsurface.matrix = ent->matrix;
9370         rsurface.inversematrix = ent->inversematrix;
9371         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9372         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9373         R_EntityMatrix(&rsurface.matrix);
9374         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9375         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9376         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9377         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9378         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9379         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9380         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9381         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9382         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9383         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9384         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9385         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9386         rsurface.colormod[3] = ent->alpha;
9387         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9388         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9389         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9390         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9391         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9392         if (ent->model->brush.submodel && !prepass)
9393         {
9394                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9395                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9396         }
9397         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9398         {
9399                 if (ent->animcache_vertex3f && !r_framedata_failed)
9400                 {
9401                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9402                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9403                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9404                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9405                 }
9406                 else if (wanttangents)
9407                 {
9408                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9409                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9410                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9411                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9412                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9413                 }
9414                 else if (wantnormals)
9415                 {
9416                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9417                         rsurface.modelsvector3f = NULL;
9418                         rsurface.modeltvector3f = NULL;
9419                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9420                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9421                 }
9422                 else
9423                 {
9424                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9425                         rsurface.modelsvector3f = NULL;
9426                         rsurface.modeltvector3f = NULL;
9427                         rsurface.modelnormal3f = NULL;
9428                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9429                 }
9430                 rsurface.modelvertex3f_bufferobject = 0;
9431                 rsurface.modelvertex3f_bufferoffset = 0;
9432                 rsurface.modelsvector3f_bufferobject = 0;
9433                 rsurface.modelsvector3f_bufferoffset = 0;
9434                 rsurface.modeltvector3f_bufferobject = 0;
9435                 rsurface.modeltvector3f_bufferoffset = 0;
9436                 rsurface.modelnormal3f_bufferobject = 0;
9437                 rsurface.modelnormal3f_bufferoffset = 0;
9438                 rsurface.generatedvertex = true;
9439         }
9440         else
9441         {
9442                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9443                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9444                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9445                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9446                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9447                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9448                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9449                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9450                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9451                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9452                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9453                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9454                 rsurface.generatedvertex = false;
9455         }
9456         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9457         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9458         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9459         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9460         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9461         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9462         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9463         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9464         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9465         rsurface.modelelement3i = model->surfmesh.data_element3i;
9466         rsurface.modelelement3s = model->surfmesh.data_element3s;
9467         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9468         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9469         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9470         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9471         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9472         rsurface.modelsurfaces = model->data_surfaces;
9473         rsurface.vertex3f  = rsurface.modelvertex3f;
9474         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9475         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9476         rsurface.svector3f = rsurface.modelsvector3f;
9477         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9478         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9479         rsurface.tvector3f = rsurface.modeltvector3f;
9480         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9481         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9482         rsurface.normal3f  = rsurface.modelnormal3f;
9483         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9484         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9485         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9486 }
9487
9488 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)
9489 {
9490         rsurface.entity = r_refdef.scene.worldentity;
9491         rsurface.skeleton = NULL;
9492         rsurface.ent_skinnum = 0;
9493         rsurface.ent_qwskin = -1;
9494         rsurface.ent_shadertime = shadertime;
9495         rsurface.ent_flags = entflags;
9496         rsurface.modelnum_vertices = numvertices;
9497         rsurface.modelnum_triangles = numtriangles;
9498         if (rsurface.array_size < rsurface.modelnum_vertices)
9499                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9500         rsurface.matrix = *matrix;
9501         rsurface.inversematrix = *inversematrix;
9502         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9503         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9504         R_EntityMatrix(&rsurface.matrix);
9505         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9506         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9507         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9508         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9509         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9510         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9511         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9512         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9513         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9514         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9515         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9516         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9517         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);
9518         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9519         rsurface.frameblend[0].lerp = 1;
9520         rsurface.ent_alttextures = false;
9521         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9522         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9523         if (wanttangents)
9524         {
9525                 rsurface.modelvertex3f = vertex3f;
9526                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9527                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9528                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9529         }
9530         else if (wantnormals)
9531         {
9532                 rsurface.modelvertex3f = vertex3f;
9533                 rsurface.modelsvector3f = NULL;
9534                 rsurface.modeltvector3f = NULL;
9535                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9536         }
9537         else
9538         {
9539                 rsurface.modelvertex3f = vertex3f;
9540                 rsurface.modelsvector3f = NULL;
9541                 rsurface.modeltvector3f = NULL;
9542                 rsurface.modelnormal3f = NULL;
9543         }
9544         rsurface.modelvertex3f_bufferobject = 0;
9545         rsurface.modelvertex3f_bufferoffset = 0;
9546         rsurface.modelsvector3f_bufferobject = 0;
9547         rsurface.modelsvector3f_bufferoffset = 0;
9548         rsurface.modeltvector3f_bufferobject = 0;
9549         rsurface.modeltvector3f_bufferoffset = 0;
9550         rsurface.modelnormal3f_bufferobject = 0;
9551         rsurface.modelnormal3f_bufferoffset = 0;
9552         rsurface.generatedvertex = true;
9553         rsurface.modellightmapcolor4f  = color4f;
9554         rsurface.modellightmapcolor4f_bufferobject = 0;
9555         rsurface.modellightmapcolor4f_bufferoffset = 0;
9556         rsurface.modeltexcoordtexture2f  = texcoord2f;
9557         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9558         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9559         rsurface.modeltexcoordlightmap2f  = NULL;
9560         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9561         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9562         rsurface.modelelement3i = element3i;
9563         rsurface.modelelement3s = element3s;
9564         rsurface.modelelement3i_bufferobject = 0;
9565         rsurface.modelelement3s_bufferobject = 0;
9566         rsurface.modellightmapoffsets = NULL;
9567         rsurface.modelsurfaces = NULL;
9568         rsurface.vertex3f  = rsurface.modelvertex3f;
9569         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9570         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9571         rsurface.svector3f = rsurface.modelsvector3f;
9572         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9573         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9574         rsurface.tvector3f = rsurface.modeltvector3f;
9575         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9576         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9577         rsurface.normal3f  = rsurface.modelnormal3f;
9578         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9579         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9580         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9581
9582         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9583         {
9584                 if ((wantnormals || wanttangents) && !normal3f)
9585                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9586                 if (wanttangents && !svector3f)
9587                         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);
9588         }
9589 }
9590
9591 float RSurf_FogPoint(const float *v)
9592 {
9593         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9594         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9595         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9596         float FogHeightFade = r_refdef.fogheightfade;
9597         float fogfrac;
9598         unsigned int fogmasktableindex;
9599         if (r_refdef.fogplaneviewabove)
9600                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9601         else
9602                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9603         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9604         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9605 }
9606
9607 float RSurf_FogVertex(const float *v)
9608 {
9609         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9610         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9611         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9612         float FogHeightFade = rsurface.fogheightfade;
9613         float fogfrac;
9614         unsigned int fogmasktableindex;
9615         if (r_refdef.fogplaneviewabove)
9616                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9617         else
9618                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9619         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9620         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9621 }
9622
9623 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9624 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9625 {
9626         int deformindex;
9627         int texturesurfaceindex;
9628         int i, j;
9629         float amplitude;
9630         float animpos;
9631         float scale;
9632         const float *v1, *in_tc;
9633         float *out_tc;
9634         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9635         float waveparms[4];
9636         q3shaderinfo_deform_t *deform;
9637         // 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
9638         if (rsurface.generatedvertex)
9639         {
9640                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9641                         generatenormals = true;
9642                 for (i = 0;i < Q3MAXDEFORMS;i++)
9643                 {
9644                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9645                         {
9646                                 generatetangents = true;
9647                                 generatenormals = true;
9648                         }
9649                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9650                                 generatenormals = true;
9651                 }
9652                 if (generatenormals && !rsurface.modelnormal3f)
9653                 {
9654                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9655                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9656                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9657                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9658                 }
9659                 if (generatetangents && !rsurface.modelsvector3f)
9660                 {
9661                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9662                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9663                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9664                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9665                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9666                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9667                         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);
9668                 }
9669         }
9670         rsurface.vertex3f  = rsurface.modelvertex3f;
9671         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9672         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9673         rsurface.svector3f = rsurface.modelsvector3f;
9674         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9675         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9676         rsurface.tvector3f = rsurface.modeltvector3f;
9677         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9678         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9679         rsurface.normal3f  = rsurface.modelnormal3f;
9680         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9681         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9682         // if vertices are deformed (sprite flares and things in maps, possibly
9683         // water waves, bulges and other deformations), generate them into
9684         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9685         // (may be static model data or generated data for an animated model, or
9686         //  the previous deform pass)
9687         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9688         {
9689                 switch (deform->deform)
9690                 {
9691                 default:
9692                 case Q3DEFORM_PROJECTIONSHADOW:
9693                 case Q3DEFORM_TEXT0:
9694                 case Q3DEFORM_TEXT1:
9695                 case Q3DEFORM_TEXT2:
9696                 case Q3DEFORM_TEXT3:
9697                 case Q3DEFORM_TEXT4:
9698                 case Q3DEFORM_TEXT5:
9699                 case Q3DEFORM_TEXT6:
9700                 case Q3DEFORM_TEXT7:
9701                 case Q3DEFORM_NONE:
9702                         break;
9703                 case Q3DEFORM_AUTOSPRITE:
9704                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9705                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9706                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9707                         VectorNormalize(newforward);
9708                         VectorNormalize(newright);
9709                         VectorNormalize(newup);
9710                         // make deformed versions of only the model vertices used by the specified surfaces
9711                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9712                         {
9713                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9714                                 // a single autosprite surface can contain multiple sprites...
9715                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9716                                 {
9717                                         VectorClear(center);
9718                                         for (i = 0;i < 4;i++)
9719                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9720                                         VectorScale(center, 0.25f, center);
9721                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9722                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9723                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9724                                         for (i = 0;i < 4;i++)
9725                                         {
9726                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9727                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9728                                         }
9729                                 }
9730                                 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);
9731                                 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);
9732                         }
9733                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9734                         rsurface.vertex3f_bufferobject = 0;
9735                         rsurface.vertex3f_bufferoffset = 0;
9736                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9737                         rsurface.svector3f_bufferobject = 0;
9738                         rsurface.svector3f_bufferoffset = 0;
9739                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9740                         rsurface.tvector3f_bufferobject = 0;
9741                         rsurface.tvector3f_bufferoffset = 0;
9742                         rsurface.normal3f = rsurface.array_deformednormal3f;
9743                         rsurface.normal3f_bufferobject = 0;
9744                         rsurface.normal3f_bufferoffset = 0;
9745                         break;
9746                 case Q3DEFORM_AUTOSPRITE2:
9747                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9748                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9749                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9750                         VectorNormalize(newforward);
9751                         VectorNormalize(newright);
9752                         VectorNormalize(newup);
9753                         // make deformed versions of only the model vertices used by the specified surfaces
9754                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9755                         {
9756                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9757                                 const float *v1, *v2;
9758                                 vec3_t start, end;
9759                                 float f, l;
9760                                 struct
9761                                 {
9762                                         float length2;
9763                                         const float *v1;
9764                                         const float *v2;
9765                                 }
9766                                 shortest[2];
9767                                 memset(shortest, 0, sizeof(shortest));
9768                                 // a single autosprite surface can contain multiple sprites...
9769                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9770                                 {
9771                                         VectorClear(center);
9772                                         for (i = 0;i < 4;i++)
9773                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9774                                         VectorScale(center, 0.25f, center);
9775                                         // find the two shortest edges, then use them to define the
9776                                         // axis vectors for rotating around the central axis
9777                                         for (i = 0;i < 6;i++)
9778                                         {
9779                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9780                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9781 #if 0
9782                                                 Debug_PolygonBegin(NULL, 0);
9783                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9784                                                 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);
9785                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9786                                                 Debug_PolygonEnd();
9787 #endif
9788                                                 l = VectorDistance2(v1, v2);
9789                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9790                                                 if (v1[2] != v2[2])
9791                                                         l += (1.0f / 1024.0f);
9792                                                 if (shortest[0].length2 > l || i == 0)
9793                                                 {
9794                                                         shortest[1] = shortest[0];
9795                                                         shortest[0].length2 = l;
9796                                                         shortest[0].v1 = v1;
9797                                                         shortest[0].v2 = v2;
9798                                                 }
9799                                                 else if (shortest[1].length2 > l || i == 1)
9800                                                 {
9801                                                         shortest[1].length2 = l;
9802                                                         shortest[1].v1 = v1;
9803                                                         shortest[1].v2 = v2;
9804                                                 }
9805                                         }
9806                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9807                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9808 #if 0
9809                                         Debug_PolygonBegin(NULL, 0);
9810                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9811                                         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);
9812                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9813                                         Debug_PolygonEnd();
9814 #endif
9815                                         // this calculates the right vector from the shortest edge
9816                                         // and the up vector from the edge midpoints
9817                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9818                                         VectorNormalize(right);
9819                                         VectorSubtract(end, start, up);
9820                                         VectorNormalize(up);
9821                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9822                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9823                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9824                                         VectorNegate(forward, forward);
9825                                         VectorReflect(forward, 0, up, forward);
9826                                         VectorNormalize(forward);
9827                                         CrossProduct(up, forward, newright);
9828                                         VectorNormalize(newright);
9829 #if 0
9830                                         Debug_PolygonBegin(NULL, 0);
9831                                         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);
9832                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9833                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9834                                         Debug_PolygonEnd();
9835 #endif
9836 #if 0
9837                                         Debug_PolygonBegin(NULL, 0);
9838                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9839                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9840                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9841                                         Debug_PolygonEnd();
9842 #endif
9843                                         // rotate the quad around the up axis vector, this is made
9844                                         // especially easy by the fact we know the quad is flat,
9845                                         // so we only have to subtract the center position and
9846                                         // measure distance along the right vector, and then
9847                                         // multiply that by the newright vector and add back the
9848                                         // center position
9849                                         // we also need to subtract the old position to undo the
9850                                         // displacement from the center, which we do with a
9851                                         // DotProduct, the subtraction/addition of center is also
9852                                         // optimized into DotProducts here
9853                                         l = DotProduct(right, center);
9854                                         for (i = 0;i < 4;i++)
9855                                         {
9856                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9857                                                 f = DotProduct(right, v1) - l;
9858                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9859                                         }
9860                                 }
9861                                 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);
9862                                 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);
9863                         }
9864                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9865                         rsurface.vertex3f_bufferobject = 0;
9866                         rsurface.vertex3f_bufferoffset = 0;
9867                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9868                         rsurface.svector3f_bufferobject = 0;
9869                         rsurface.svector3f_bufferoffset = 0;
9870                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9871                         rsurface.tvector3f_bufferobject = 0;
9872                         rsurface.tvector3f_bufferoffset = 0;
9873                         rsurface.normal3f = rsurface.array_deformednormal3f;
9874                         rsurface.normal3f_bufferobject = 0;
9875                         rsurface.normal3f_bufferoffset = 0;
9876                         break;
9877                 case Q3DEFORM_NORMAL:
9878                         // deform the normals to make reflections wavey
9879                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9880                         {
9881                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9882                                 for (j = 0;j < surface->num_vertices;j++)
9883                                 {
9884                                         float vertex[3];
9885                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9886                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9887                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9888                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9889                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9890                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9891                                         VectorNormalize(normal);
9892                                 }
9893                                 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);
9894                         }
9895                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9896                         rsurface.svector3f_bufferobject = 0;
9897                         rsurface.svector3f_bufferoffset = 0;
9898                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9899                         rsurface.tvector3f_bufferobject = 0;
9900                         rsurface.tvector3f_bufferoffset = 0;
9901                         rsurface.normal3f = rsurface.array_deformednormal3f;
9902                         rsurface.normal3f_bufferobject = 0;
9903                         rsurface.normal3f_bufferoffset = 0;
9904                         break;
9905                 case Q3DEFORM_WAVE:
9906                         // deform vertex array to make wavey water and flags and such
9907                         waveparms[0] = deform->waveparms[0];
9908                         waveparms[1] = deform->waveparms[1];
9909                         waveparms[2] = deform->waveparms[2];
9910                         waveparms[3] = deform->waveparms[3];
9911                         // this is how a divisor of vertex influence on deformation
9912                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9913                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9914                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9915                         {
9916                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9917                                 for (j = 0;j < surface->num_vertices;j++)
9918                                 {
9919                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9920                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9921                                         // if the wavefunc depends on time, evaluate it per-vertex
9922                                         if (waveparms[3])
9923                                         {
9924                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9925                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9926                                         }
9927                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9928                                 }
9929                         }
9930                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9931                         rsurface.vertex3f_bufferobject = 0;
9932                         rsurface.vertex3f_bufferoffset = 0;
9933                         break;
9934                 case Q3DEFORM_BULGE:
9935                         // deform vertex array to make the surface have moving bulges
9936                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9937                         {
9938                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9939                                 for (j = 0;j < surface->num_vertices;j++)
9940                                 {
9941                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9942                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9943                                 }
9944                         }
9945                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9946                         rsurface.vertex3f_bufferobject = 0;
9947                         rsurface.vertex3f_bufferoffset = 0;
9948                         break;
9949                 case Q3DEFORM_MOVE:
9950                         // deform vertex array
9951                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9952                         VectorScale(deform->parms, scale, waveparms);
9953                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9954                         {
9955                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9956                                 for (j = 0;j < surface->num_vertices;j++)
9957                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9958                         }
9959                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9960                         rsurface.vertex3f_bufferobject = 0;
9961                         rsurface.vertex3f_bufferoffset = 0;
9962                         break;
9963                 }
9964         }
9965         // generate texcoords based on the chosen texcoord source
9966         switch(rsurface.texture->tcgen.tcgen)
9967         {
9968         default:
9969         case Q3TCGEN_TEXTURE:
9970                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9971                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9972                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9973                 break;
9974         case Q3TCGEN_LIGHTMAP:
9975                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9976                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9977                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9978                 break;
9979         case Q3TCGEN_VECTOR:
9980                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9981                 {
9982                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9983                         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)
9984                         {
9985                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9986                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9987                         }
9988                 }
9989                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9990                 rsurface.texcoordtexture2f_bufferobject  = 0;
9991                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9992                 break;
9993         case Q3TCGEN_ENVIRONMENT:
9994                 // make environment reflections using a spheremap
9995                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9996                 {
9997                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9998                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9999                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10000                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10001                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10002                         {
10003                                 // identical to Q3A's method, but executed in worldspace so
10004                                 // carried models can be shiny too
10005
10006                                 float viewer[3], d, reflected[3], worldreflected[3];
10007
10008                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10009                                 // VectorNormalize(viewer);
10010
10011                                 d = DotProduct(normal, viewer);
10012
10013                                 reflected[0] = normal[0]*2*d - viewer[0];
10014                                 reflected[1] = normal[1]*2*d - viewer[1];
10015                                 reflected[2] = normal[2]*2*d - viewer[2];
10016                                 // note: this is proportinal to viewer, so we can normalize later
10017
10018                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10019                                 VectorNormalize(worldreflected);
10020
10021                                 // note: this sphere map only uses world x and z!
10022                                 // so positive and negative y will LOOK THE SAME.
10023                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10024                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10025                         }
10026                 }
10027                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10028                 rsurface.texcoordtexture2f_bufferobject  = 0;
10029                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10030                 break;
10031         }
10032         // the only tcmod that needs software vertex processing is turbulent, so
10033         // check for it here and apply the changes if needed
10034         // and we only support that as the first one
10035         // (handling a mixture of turbulent and other tcmods would be problematic
10036         //  without punting it entirely to a software path)
10037         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10038         {
10039                 amplitude = rsurface.texture->tcmods[0].parms[1];
10040                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10041                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10042                 {
10043                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10044                         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)
10045                         {
10046                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10047                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10048                         }
10049                 }
10050                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10051                 rsurface.texcoordtexture2f_bufferobject  = 0;
10052                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10053         }
10054         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10055         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10056         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10057         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10058 }
10059
10060 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10061 {
10062         int i, j;
10063         const msurface_t *surface = texturesurfacelist[0];
10064         const msurface_t *surface2;
10065         int firstvertex;
10066         int endvertex;
10067         int numvertices;
10068         int numtriangles;
10069         // TODO: lock all array ranges before render, rather than on each surface
10070         if (texturenumsurfaces == 1)
10071                 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);
10072         else if (r_batchmode.integer == 2)
10073         {
10074                 #define MAXBATCHTRIANGLES 4096
10075                 int batchtriangles = 0;
10076                 static int batchelements[MAXBATCHTRIANGLES*3];
10077                 for (i = 0;i < texturenumsurfaces;i = j)
10078                 {
10079                         surface = texturesurfacelist[i];
10080                         j = i + 1;
10081                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10082                         {
10083                                 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);
10084                                 continue;
10085                         }
10086                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10087                         batchtriangles = surface->num_triangles;
10088                         firstvertex = surface->num_firstvertex;
10089                         endvertex = surface->num_firstvertex + surface->num_vertices;
10090                         for (;j < texturenumsurfaces;j++)
10091                         {
10092                                 surface2 = texturesurfacelist[j];
10093                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10094                                         break;
10095                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10096                                 batchtriangles += surface2->num_triangles;
10097                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10098                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10099                         }
10100                         surface2 = texturesurfacelist[j-1];
10101                         numvertices = endvertex - firstvertex;
10102                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10103                 }
10104         }
10105         else if (r_batchmode.integer == 1)
10106         {
10107                 for (i = 0;i < texturenumsurfaces;i = j)
10108                 {
10109                         surface = texturesurfacelist[i];
10110                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10111                                 if (texturesurfacelist[j] != surface2)
10112                                         break;
10113                         surface2 = texturesurfacelist[j-1];
10114                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10115                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10116                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10117                 }
10118         }
10119         else
10120         {
10121                 for (i = 0;i < texturenumsurfaces;i++)
10122                 {
10123                         surface = texturesurfacelist[i];
10124                         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);
10125                 }
10126         }
10127 }
10128
10129 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10130 {
10131         switch(vid.renderpath)
10132         {
10133         case RENDERPATH_CGGL:
10134 #ifdef SUPPORTCG
10135                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10136                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10137 #endif
10138                 break;
10139         case RENDERPATH_GL20:
10140                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10141                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10142                 break;
10143         case RENDERPATH_GL13:
10144         case RENDERPATH_GL11:
10145                 R_Mesh_TexBind(0, surface->lightmaptexture);
10146                 break;
10147         }
10148 }
10149
10150 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10151 {
10152         // pick the closest matching water plane and bind textures
10153         int planeindex, vertexindex;
10154         float d, bestd;
10155         vec3_t vert;
10156         const float *v;
10157         r_waterstate_waterplane_t *p, *bestp;
10158         bestd = 0;
10159         bestp = NULL;
10160         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10161         {
10162                 d = 0;
10163                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10164                 {
10165                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10166                         d += fabs(PlaneDiff(vert, &p->plane));
10167                 }
10168                 if (bestd > d || !bestp)
10169                 {
10170                         bestd = d;
10171                         bestp = p;
10172                 }
10173         }
10174         switch(vid.renderpath)
10175         {
10176         case RENDERPATH_CGGL:
10177 #ifdef SUPPORTCG
10178                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10179                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10180 #endif
10181                 break;
10182         case RENDERPATH_GL20:
10183                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10184                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10185                 break;
10186         case RENDERPATH_GL13:
10187         case RENDERPATH_GL11:
10188                 break;
10189         }
10190 }
10191
10192 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10193 {
10194         int i;
10195         const msurface_t *surface;
10196         if (r_waterstate.renderingscene)
10197                 return;
10198         for (i = 0;i < texturenumsurfaces;i++)
10199         {
10200                 surface = texturesurfacelist[i];
10201                 RSurf_BindLightmapForSurface(surface);
10202                 RSurf_BindReflectionForSurface(surface);
10203                 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);
10204         }
10205 }
10206
10207 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10208 {
10209         int i;
10210         int j;
10211         const msurface_t *surface = texturesurfacelist[0];
10212         const msurface_t *surface2;
10213         int firstvertex;
10214         int endvertex;
10215         int numvertices;
10216         int numtriangles;
10217         if (texturenumsurfaces == 1)
10218         {
10219                 RSurf_BindLightmapForSurface(surface);
10220                 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);
10221         }
10222         else if (r_batchmode.integer == 2)
10223         {
10224 #define MAXBATCHTRIANGLES 4096
10225                 int batchtriangles = 0;
10226                 static int batchelements[MAXBATCHTRIANGLES*3];
10227                 for (i = 0;i < texturenumsurfaces;i = j)
10228                 {
10229                         surface = texturesurfacelist[i];
10230                         RSurf_BindLightmapForSurface(surface);
10231                         j = i + 1;
10232                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10233                         {
10234                                 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);
10235                                 continue;
10236                         }
10237                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10238                         batchtriangles = surface->num_triangles;
10239                         firstvertex = surface->num_firstvertex;
10240                         endvertex = surface->num_firstvertex + surface->num_vertices;
10241                         for (;j < texturenumsurfaces;j++)
10242                         {
10243                                 surface2 = texturesurfacelist[j];
10244                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10245                                         break;
10246                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10247                                 batchtriangles += surface2->num_triangles;
10248                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10249                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10250                         }
10251                         surface2 = texturesurfacelist[j-1];
10252                         numvertices = endvertex - firstvertex;
10253                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10254                 }
10255         }
10256         else if (r_batchmode.integer == 1)
10257         {
10258 #if 0
10259                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10260                 for (i = 0;i < texturenumsurfaces;i = j)
10261                 {
10262                         surface = texturesurfacelist[i];
10263                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10264                                 if (texturesurfacelist[j] != surface2)
10265                                         break;
10266                         Con_Printf(" %i", j - i);
10267                 }
10268                 Con_Printf("\n");
10269                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10270 #endif
10271                 for (i = 0;i < texturenumsurfaces;i = j)
10272                 {
10273                         surface = texturesurfacelist[i];
10274                         RSurf_BindLightmapForSurface(surface);
10275                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10276                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10277                                         break;
10278 #if 0
10279                         Con_Printf(" %i", j - i);
10280 #endif
10281                         surface2 = texturesurfacelist[j-1];
10282                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10283                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10284                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10285                 }
10286 #if 0
10287                 Con_Printf("\n");
10288 #endif
10289         }
10290         else
10291         {
10292                 for (i = 0;i < texturenumsurfaces;i++)
10293                 {
10294                         surface = texturesurfacelist[i];
10295                         RSurf_BindLightmapForSurface(surface);
10296                         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);
10297                 }
10298         }
10299 }
10300
10301 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10302 {
10303         int j;
10304         int texturesurfaceindex;
10305         if (r_showsurfaces.integer == 2)
10306         {
10307                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10308                 {
10309                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10310                         for (j = 0;j < surface->num_triangles;j++)
10311                         {
10312                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10313                                 GL_Color(f, f, f, 1);
10314                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10315                         }
10316                 }
10317         }
10318         else
10319         {
10320                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10321                 {
10322                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10323                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10324                         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);
10325                         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);
10326                 }
10327         }
10328 }
10329
10330 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10331 {
10332         int texturesurfaceindex;
10333         int i;
10334         const float *v;
10335         float *c2;
10336         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10337         {
10338                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10339                 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)
10340                 {
10341                         c2[0] = 0.5;
10342                         c2[1] = 0.5;
10343                         c2[2] = 0.5;
10344                         c2[3] = 1;
10345                 }
10346         }
10347         rsurface.lightmapcolor4f = rsurface.array_color4f;
10348         rsurface.lightmapcolor4f_bufferobject = 0;
10349         rsurface.lightmapcolor4f_bufferoffset = 0;
10350 }
10351
10352 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10353 {
10354         int texturesurfaceindex;
10355         int i;
10356         float f;
10357         const float *v;
10358         const float *c;
10359         float *c2;
10360         if (rsurface.lightmapcolor4f)
10361         {
10362                 // generate color arrays for the surfaces in this list
10363                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10364                 {
10365                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10366                         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)
10367                         {
10368                                 f = RSurf_FogVertex(v);
10369                                 c2[0] = c[0] * f;
10370                                 c2[1] = c[1] * f;
10371                                 c2[2] = c[2] * f;
10372                                 c2[3] = c[3];
10373                         }
10374                 }
10375         }
10376         else
10377         {
10378                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10379                 {
10380                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10381                         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)
10382                         {
10383                                 f = RSurf_FogVertex(v);
10384                                 c2[0] = f;
10385                                 c2[1] = f;
10386                                 c2[2] = f;
10387                                 c2[3] = 1;
10388                         }
10389                 }
10390         }
10391         rsurface.lightmapcolor4f = rsurface.array_color4f;
10392         rsurface.lightmapcolor4f_bufferobject = 0;
10393         rsurface.lightmapcolor4f_bufferoffset = 0;
10394 }
10395
10396 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10397 {
10398         int texturesurfaceindex;
10399         int i;
10400         float f;
10401         const float *v;
10402         const float *c;
10403         float *c2;
10404         if (!rsurface.lightmapcolor4f)
10405                 return;
10406         // generate color arrays for the surfaces in this list
10407         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10408         {
10409                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10410                 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)
10411                 {
10412                         f = RSurf_FogVertex(v);
10413                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10414                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10415                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10416                         c2[3] = c[3];
10417                 }
10418         }
10419         rsurface.lightmapcolor4f = rsurface.array_color4f;
10420         rsurface.lightmapcolor4f_bufferobject = 0;
10421         rsurface.lightmapcolor4f_bufferoffset = 0;
10422 }
10423
10424 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10425 {
10426         int texturesurfaceindex;
10427         int i;
10428         const float *c;
10429         float *c2;
10430         if (!rsurface.lightmapcolor4f)
10431                 return;
10432         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10433         {
10434                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10435                 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)
10436                 {
10437                         c2[0] = c[0] * r;
10438                         c2[1] = c[1] * g;
10439                         c2[2] = c[2] * b;
10440                         c2[3] = c[3] * a;
10441                 }
10442         }
10443         rsurface.lightmapcolor4f = rsurface.array_color4f;
10444         rsurface.lightmapcolor4f_bufferobject = 0;
10445         rsurface.lightmapcolor4f_bufferoffset = 0;
10446 }
10447
10448 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10449 {
10450         int texturesurfaceindex;
10451         int i;
10452         const float *c;
10453         float *c2;
10454         if (!rsurface.lightmapcolor4f)
10455                 return;
10456         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10457         {
10458                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10459                 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)
10460                 {
10461                         c2[0] = c[0] + r_refdef.scene.ambient;
10462                         c2[1] = c[1] + r_refdef.scene.ambient;
10463                         c2[2] = c[2] + r_refdef.scene.ambient;
10464                         c2[3] = c[3];
10465                 }
10466         }
10467         rsurface.lightmapcolor4f = rsurface.array_color4f;
10468         rsurface.lightmapcolor4f_bufferobject = 0;
10469         rsurface.lightmapcolor4f_bufferoffset = 0;
10470 }
10471
10472 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10473 {
10474         // TODO: optimize
10475         rsurface.lightmapcolor4f = NULL;
10476         rsurface.lightmapcolor4f_bufferobject = 0;
10477         rsurface.lightmapcolor4f_bufferoffset = 0;
10478         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10479         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10480         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10481         GL_Color(r, g, b, a);
10482         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10483 }
10484
10485 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10486 {
10487         // TODO: optimize applyfog && applycolor case
10488         // just apply fog if necessary, and tint the fog color array if necessary
10489         rsurface.lightmapcolor4f = NULL;
10490         rsurface.lightmapcolor4f_bufferobject = 0;
10491         rsurface.lightmapcolor4f_bufferoffset = 0;
10492         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10493         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10494         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10495         GL_Color(r, g, b, a);
10496         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10497 }
10498
10499 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10500 {
10501         int texturesurfaceindex;
10502         int i;
10503         float *c;
10504         // TODO: optimize
10505         if (texturesurfacelist[0]->lightmapinfo)
10506         {
10507                 // generate color arrays for the surfaces in this list
10508                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10509                 {
10510                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10511                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10512                         {
10513                                 if (surface->lightmapinfo->samples)
10514                                 {
10515                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10516                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10517                                         VectorScale(lm, scale, c);
10518                                         if (surface->lightmapinfo->styles[1] != 255)
10519                                         {
10520                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10521                                                 lm += size3;
10522                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10523                                                 VectorMA(c, scale, lm, c);
10524                                                 if (surface->lightmapinfo->styles[2] != 255)
10525                                                 {
10526                                                         lm += size3;
10527                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10528                                                         VectorMA(c, scale, lm, c);
10529                                                         if (surface->lightmapinfo->styles[3] != 255)
10530                                                         {
10531                                                                 lm += size3;
10532                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10533                                                                 VectorMA(c, scale, lm, c);
10534                                                         }
10535                                                 }
10536                                         }
10537                                 }
10538                                 else
10539                                         VectorClear(c);
10540                                 c[3] = 1;
10541                         }
10542                 }
10543                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10544                 rsurface.lightmapcolor4f_bufferobject = 0;
10545                 rsurface.lightmapcolor4f_bufferoffset = 0;
10546         }
10547         else
10548         {
10549                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10550                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10551                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10552         }
10553         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10554         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10555         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10556         GL_Color(r, g, b, a);
10557         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10558 }
10559
10560 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10561 {
10562         int texturesurfaceindex;
10563         int i;
10564         float f;
10565         float alpha;
10566         const float *v;
10567         const float *n;
10568         float *c;
10569         vec3_t ambientcolor;
10570         vec3_t diffusecolor;
10571         vec3_t lightdir;
10572         // TODO: optimize
10573         // model lighting
10574         VectorCopy(rsurface.modellight_lightdir, lightdir);
10575         f = 0.5f * r_refdef.lightmapintensity;
10576         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10577         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10578         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10579         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10580         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10581         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10582         alpha = *a;
10583         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10584         {
10585                 // generate color arrays for the surfaces in this list
10586                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10587                 {
10588                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10589                         int numverts = surface->num_vertices;
10590                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10591                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10592                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10593                         // q3-style directional shading
10594                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10595                         {
10596                                 if ((f = DotProduct(n, lightdir)) > 0)
10597                                         VectorMA(ambientcolor, f, diffusecolor, c);
10598                                 else
10599                                         VectorCopy(ambientcolor, c);
10600                                 c[3] = alpha;
10601                         }
10602                 }
10603                 *r = 1;
10604                 *g = 1;
10605                 *b = 1;
10606                 *a = 1;
10607                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10608                 rsurface.lightmapcolor4f_bufferobject = 0;
10609                 rsurface.lightmapcolor4f_bufferoffset = 0;
10610                 *applycolor = false;
10611         }
10612         else
10613         {
10614                 *r = ambientcolor[0];
10615                 *g = ambientcolor[1];
10616                 *b = ambientcolor[2];
10617                 rsurface.lightmapcolor4f = NULL;
10618                 rsurface.lightmapcolor4f_bufferobject = 0;
10619                 rsurface.lightmapcolor4f_bufferoffset = 0;
10620         }
10621 }
10622
10623 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10624 {
10625         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10626         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10627         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10628         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10629         GL_Color(r, g, b, a);
10630         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10631 }
10632
10633 void RSurf_SetupDepthAndCulling(void)
10634 {
10635         // submodels are biased to avoid z-fighting with world surfaces that they
10636         // may be exactly overlapping (avoids z-fighting artifacts on certain
10637         // doors and things in Quake maps)
10638         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10639         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10640         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10641         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10642 }
10643
10644 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10645 {
10646         // transparent sky would be ridiculous
10647         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10648                 return;
10649         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10650         skyrenderlater = true;
10651         RSurf_SetupDepthAndCulling();
10652         GL_DepthMask(true);
10653         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10654         // skymasking on them, and Quake3 never did sky masking (unlike
10655         // software Quake and software Quake2), so disable the sky masking
10656         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10657         // and skymasking also looks very bad when noclipping outside the
10658         // level, so don't use it then either.
10659         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10660         {
10661                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10662                 R_Mesh_ColorPointer(NULL, 0, 0);
10663                 R_Mesh_ResetTextureState();
10664                 if (skyrendermasked)
10665                 {
10666                         R_SetupShader_DepthOrShadow();
10667                         // depth-only (masking)
10668                         GL_ColorMask(0,0,0,0);
10669                         // just to make sure that braindead drivers don't draw
10670                         // anything despite that colormask...
10671                         GL_BlendFunc(GL_ZERO, GL_ONE);
10672                 }
10673                 else
10674                 {
10675                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10676                         // fog sky
10677                         GL_BlendFunc(GL_ONE, GL_ZERO);
10678                 }
10679                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10680                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10681                 if (skyrendermasked)
10682                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10683         }
10684         R_Mesh_ResetTextureState();
10685         GL_Color(1, 1, 1, 1);
10686 }
10687
10688 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10689 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10690 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10691 {
10692         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10693                 return;
10694         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10695         if (prepass)
10696         {
10697                 // render screenspace normalmap to texture
10698                 GL_DepthMask(true);
10699                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10700                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10701         }
10702         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10703         {
10704                 // render water or distortion background, then blend surface on top
10705                 GL_DepthMask(true);
10706                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10707                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10708                 GL_DepthMask(false);
10709                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10710                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10711                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10712                 else
10713                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10714         }
10715         else
10716         {
10717                 // render surface normally
10718                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10719                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10720                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10721                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10722                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10723                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10724                 else
10725                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10726         }
10727 }
10728
10729 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10730 {
10731         // OpenGL 1.3 path - anything not completely ancient
10732         int texturesurfaceindex;
10733         qboolean applycolor;
10734         qboolean applyfog;
10735         int layerindex;
10736         const texturelayer_t *layer;
10737         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10738
10739         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10740         {
10741                 vec4_t layercolor;
10742                 int layertexrgbscale;
10743                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10744                 {
10745                         if (layerindex == 0)
10746                                 GL_AlphaTest(true);
10747                         else
10748                         {
10749                                 GL_AlphaTest(false);
10750                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10751                         }
10752                 }
10753                 GL_DepthMask(layer->depthmask && writedepth);
10754                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10755                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10756                 {
10757                         layertexrgbscale = 4;
10758                         VectorScale(layer->color, 0.25f, layercolor);
10759                 }
10760                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10761                 {
10762                         layertexrgbscale = 2;
10763                         VectorScale(layer->color, 0.5f, layercolor);
10764                 }
10765                 else
10766                 {
10767                         layertexrgbscale = 1;
10768                         VectorScale(layer->color, 1.0f, layercolor);
10769                 }
10770                 layercolor[3] = layer->color[3];
10771                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10772                 R_Mesh_ColorPointer(NULL, 0, 0);
10773                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10774                 switch (layer->type)
10775                 {
10776                 case TEXTURELAYERTYPE_LITTEXTURE:
10777                         // single-pass lightmapped texture with 2x rgbscale
10778                         R_Mesh_TexBind(0, r_texture_white);
10779                         R_Mesh_TexMatrix(0, NULL);
10780                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10781                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10782                         R_Mesh_TexBind(1, layer->texture);
10783                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10784                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10785                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10786                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10787                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10788                         else if (rsurface.uselightmaptexture)
10789                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10790                         else
10791                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10792                         break;
10793                 case TEXTURELAYERTYPE_TEXTURE:
10794                         // singletexture unlit texture with transparency support
10795                         R_Mesh_TexBind(0, layer->texture);
10796                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10797                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10798                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10799                         R_Mesh_TexBind(1, 0);
10800                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10801                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10802                         break;
10803                 case TEXTURELAYERTYPE_FOG:
10804                         // singletexture fogging
10805                         if (layer->texture)
10806                         {
10807                                 R_Mesh_TexBind(0, layer->texture);
10808                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10809                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10810                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10811                         }
10812                         else
10813                         {
10814                                 R_Mesh_TexBind(0, 0);
10815                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10816                         }
10817                         R_Mesh_TexBind(1, 0);
10818                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10819                         // generate a color array for the fog pass
10820                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10821                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10822                         {
10823                                 int i;
10824                                 float f;
10825                                 const float *v;
10826                                 float *c;
10827                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10828                                 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)
10829                                 {
10830                                         f = 1 - RSurf_FogVertex(v);
10831                                         c[0] = layercolor[0];
10832                                         c[1] = layercolor[1];
10833                                         c[2] = layercolor[2];
10834                                         c[3] = f * layercolor[3];
10835                                 }
10836                         }
10837                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10838                         break;
10839                 default:
10840                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10841                 }
10842         }
10843         CHECKGLERROR
10844         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10845         {
10846                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10847                 GL_AlphaTest(false);
10848         }
10849 }
10850
10851 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10852 {
10853         // OpenGL 1.1 - crusty old voodoo path
10854         int texturesurfaceindex;
10855         qboolean applyfog;
10856         int layerindex;
10857         const texturelayer_t *layer;
10858         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10859
10860         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10861         {
10862                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10863                 {
10864                         if (layerindex == 0)
10865                                 GL_AlphaTest(true);
10866                         else
10867                         {
10868                                 GL_AlphaTest(false);
10869                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10870                         }
10871                 }
10872                 GL_DepthMask(layer->depthmask && writedepth);
10873                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10874                 R_Mesh_ColorPointer(NULL, 0, 0);
10875                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10876                 switch (layer->type)
10877                 {
10878                 case TEXTURELAYERTYPE_LITTEXTURE:
10879                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10880                         {
10881                                 // two-pass lit texture with 2x rgbscale
10882                                 // first the lightmap pass
10883                                 R_Mesh_TexBind(0, r_texture_white);
10884                                 R_Mesh_TexMatrix(0, NULL);
10885                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10886                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10887                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10888                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10889                                 else if (rsurface.uselightmaptexture)
10890                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10891                                 else
10892                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10893                                 // then apply the texture to it
10894                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10895                                 R_Mesh_TexBind(0, layer->texture);
10896                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10897                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10898                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10899                                 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);
10900                         }
10901                         else
10902                         {
10903                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10904                                 R_Mesh_TexBind(0, layer->texture);
10905                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10906                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10907                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10908                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10909                                         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);
10910                                 else
10911                                         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);
10912                         }
10913                         break;
10914                 case TEXTURELAYERTYPE_TEXTURE:
10915                         // singletexture unlit texture with transparency support
10916                         R_Mesh_TexBind(0, layer->texture);
10917                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10918                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10919                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10920                         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);
10921                         break;
10922                 case TEXTURELAYERTYPE_FOG:
10923                         // singletexture fogging
10924                         if (layer->texture)
10925                         {
10926                                 R_Mesh_TexBind(0, layer->texture);
10927                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10928                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10929                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10930                         }
10931                         else
10932                         {
10933                                 R_Mesh_TexBind(0, 0);
10934                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10935                         }
10936                         // generate a color array for the fog pass
10937                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10938                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10939                         {
10940                                 int i;
10941                                 float f;
10942                                 const float *v;
10943                                 float *c;
10944                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10945                                 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)
10946                                 {
10947                                         f = 1 - RSurf_FogVertex(v);
10948                                         c[0] = layer->color[0];
10949                                         c[1] = layer->color[1];
10950                                         c[2] = layer->color[2];
10951                                         c[3] = f * layer->color[3];
10952                                 }
10953                         }
10954                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10955                         break;
10956                 default:
10957                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10958                 }
10959         }
10960         CHECKGLERROR
10961         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10962         {
10963                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10964                 GL_AlphaTest(false);
10965         }
10966 }
10967
10968 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10969 {
10970         float c[4];
10971
10972         GL_AlphaTest(false);
10973         R_Mesh_ColorPointer(NULL, 0, 0);
10974         R_Mesh_ResetTextureState();
10975         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10976
10977         if(rsurface.texture && rsurface.texture->currentskinframe)
10978         {
10979                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10980                 c[3] *= rsurface.texture->currentalpha;
10981         }
10982         else
10983         {
10984                 c[0] = 1;
10985                 c[1] = 0;
10986                 c[2] = 1;
10987                 c[3] = 1;
10988         }
10989
10990         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10991         {
10992                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10993                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10994                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10995         }
10996
10997         // brighten it up (as texture value 127 means "unlit")
10998         c[0] *= 2 * r_refdef.view.colorscale;
10999         c[1] *= 2 * r_refdef.view.colorscale;
11000         c[2] *= 2 * r_refdef.view.colorscale;
11001
11002         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11003                 c[3] *= r_wateralpha.value;
11004
11005         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11006         {
11007                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11008                 GL_DepthMask(false);
11009         }
11010         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11011         {
11012                 GL_BlendFunc(GL_ONE, GL_ONE);
11013                 GL_DepthMask(false);
11014         }
11015         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11016         {
11017                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11018                 GL_DepthMask(false);
11019         }
11020         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11021         {
11022                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11023                 GL_DepthMask(false);
11024         }
11025         else
11026         {
11027                 GL_BlendFunc(GL_ONE, GL_ZERO);
11028                 GL_DepthMask(writedepth);
11029         }
11030
11031         rsurface.lightmapcolor4f = NULL;
11032
11033         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11034         {
11035                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11036
11037                 rsurface.lightmapcolor4f = NULL;
11038                 rsurface.lightmapcolor4f_bufferobject = 0;
11039                 rsurface.lightmapcolor4f_bufferoffset = 0;
11040         }
11041         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11042         {
11043                 qboolean applycolor = true;
11044                 float one = 1.0;
11045
11046                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11047
11048                 r_refdef.lightmapintensity = 1;
11049                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11050                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11051         }
11052         else
11053         {
11054                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11055
11056                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11057                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11058                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11059         }
11060
11061         if(!rsurface.lightmapcolor4f)
11062                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11063
11064         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11065         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11066         if(r_refdef.fogenabled)
11067                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11068
11069         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11070         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11071 }
11072
11073 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11074 {
11075         CHECKGLERROR
11076         RSurf_SetupDepthAndCulling();
11077         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11078         {
11079                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11080                 return;
11081         }
11082         switch (vid.renderpath)
11083         {
11084         case RENDERPATH_GL20:
11085         case RENDERPATH_CGGL:
11086                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11087                 break;
11088         case RENDERPATH_GL13:
11089                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11090                 break;
11091         case RENDERPATH_GL11:
11092                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11093                 break;
11094         }
11095         CHECKGLERROR
11096 }
11097
11098 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11099 {
11100         CHECKGLERROR
11101         RSurf_SetupDepthAndCulling();
11102         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11103         {
11104                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11105                 return;
11106         }
11107         switch (vid.renderpath)
11108         {
11109         case RENDERPATH_GL20:
11110         case RENDERPATH_CGGL:
11111                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11112                 break;
11113         case RENDERPATH_GL13:
11114                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11115                 break;
11116         case RENDERPATH_GL11:
11117                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11118                 break;
11119         }
11120         CHECKGLERROR
11121 }
11122
11123 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11124 {
11125         int i, j;
11126         int texturenumsurfaces, endsurface;
11127         texture_t *texture;
11128         const msurface_t *surface;
11129         const msurface_t *texturesurfacelist[256];
11130
11131         // if the model is static it doesn't matter what value we give for
11132         // wantnormals and wanttangents, so this logic uses only rules applicable
11133         // to a model, knowing that they are meaningless otherwise
11134         if (ent == r_refdef.scene.worldentity)
11135                 RSurf_ActiveWorldEntity();
11136         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11137                 RSurf_ActiveModelEntity(ent, false, false, false);
11138         else
11139         {
11140                 switch (vid.renderpath)
11141                 {
11142                 case RENDERPATH_GL20:
11143                 case RENDERPATH_CGGL:
11144                         RSurf_ActiveModelEntity(ent, true, true, false);
11145                         break;
11146                 case RENDERPATH_GL13:
11147                 case RENDERPATH_GL11:
11148                         RSurf_ActiveModelEntity(ent, true, false, false);
11149                         break;
11150                 }
11151         }
11152
11153         if (r_transparentdepthmasking.integer)
11154         {
11155                 qboolean setup = false;
11156                 for (i = 0;i < numsurfaces;i = j)
11157                 {
11158                         j = i + 1;
11159                         surface = rsurface.modelsurfaces + surfacelist[i];
11160                         texture = surface->texture;
11161                         rsurface.texture = R_GetCurrentTexture(texture);
11162                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11163                         // scan ahead until we find a different texture
11164                         endsurface = min(i + 1024, numsurfaces);
11165                         texturenumsurfaces = 0;
11166                         texturesurfacelist[texturenumsurfaces++] = surface;
11167                         for (;j < endsurface;j++)
11168                         {
11169                                 surface = rsurface.modelsurfaces + surfacelist[j];
11170                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11171                                         break;
11172                                 texturesurfacelist[texturenumsurfaces++] = surface;
11173                         }
11174                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11175                                 continue;
11176                         // render the range of surfaces as depth
11177                         if (!setup)
11178                         {
11179                                 setup = true;
11180                                 GL_ColorMask(0,0,0,0);
11181                                 GL_Color(1,1,1,1);
11182                                 GL_DepthTest(true);
11183                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11184                                 GL_DepthMask(true);
11185                                 GL_AlphaTest(false);
11186                                 R_Mesh_ColorPointer(NULL, 0, 0);
11187                                 R_Mesh_ResetTextureState();
11188                                 R_SetupShader_DepthOrShadow();
11189                         }
11190                         RSurf_SetupDepthAndCulling();
11191                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11192                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11193                 }
11194                 if (setup)
11195                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11196         }
11197
11198         for (i = 0;i < numsurfaces;i = j)
11199         {
11200                 j = i + 1;
11201                 surface = rsurface.modelsurfaces + surfacelist[i];
11202                 texture = surface->texture;
11203                 rsurface.texture = R_GetCurrentTexture(texture);
11204                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11205                 // scan ahead until we find a different texture
11206                 endsurface = min(i + 1024, numsurfaces);
11207                 texturenumsurfaces = 0;
11208                 texturesurfacelist[texturenumsurfaces++] = surface;
11209                 for (;j < endsurface;j++)
11210                 {
11211                         surface = rsurface.modelsurfaces + surfacelist[j];
11212                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11213                                 break;
11214                         texturesurfacelist[texturenumsurfaces++] = surface;
11215                 }
11216                 // render the range of surfaces
11217                 if (ent == r_refdef.scene.worldentity)
11218                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11219                 else
11220                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11221         }
11222         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11223         GL_AlphaTest(false);
11224 }
11225
11226 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11227 {
11228         // transparent surfaces get pushed off into the transparent queue
11229         int surfacelistindex;
11230         const msurface_t *surface;
11231         vec3_t tempcenter, center;
11232         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11233         {
11234                 surface = texturesurfacelist[surfacelistindex];
11235                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11236                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11237                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11238                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11239                 if (queueentity->transparent_offset) // transparent offset
11240                 {
11241                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11242                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11243                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11244                 }
11245                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11246         }
11247 }
11248
11249 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11250 {
11251         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11252         CHECKGLERROR
11253         if (depthonly)
11254         {
11255                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11256                         return;
11257                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11258                         return;
11259                 RSurf_SetupDepthAndCulling();
11260                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11261                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11262         }
11263         else if (prepass)
11264         {
11265                 if (!rsurface.texture->currentnumlayers)
11266                         return;
11267                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11268                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11269                 else
11270                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11271         }
11272         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11273         {
11274                 RSurf_SetupDepthAndCulling();
11275                 GL_AlphaTest(false);
11276                 R_Mesh_ColorPointer(NULL, 0, 0);
11277                 R_Mesh_ResetTextureState();
11278                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11279                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11280                 GL_DepthMask(true);
11281                 GL_BlendFunc(GL_ONE, GL_ZERO);
11282                 GL_Color(0, 0, 0, 1);
11283                 GL_DepthTest(writedepth);
11284                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11285         }
11286         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11287         {
11288                 RSurf_SetupDepthAndCulling();
11289                 GL_AlphaTest(false);
11290                 R_Mesh_ColorPointer(NULL, 0, 0);
11291                 R_Mesh_ResetTextureState();
11292                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11293                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11294                 GL_DepthMask(true);
11295                 GL_BlendFunc(GL_ONE, GL_ZERO);
11296                 GL_DepthTest(true);
11297                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11298         }
11299         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11300                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11301         else if (!rsurface.texture->currentnumlayers)
11302                 return;
11303         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11304         {
11305                 // in the deferred case, transparent surfaces were queued during prepass
11306                 if (!r_shadow_usingdeferredprepass)
11307                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11308         }
11309         else
11310         {
11311                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11312                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11313         }
11314         CHECKGLERROR
11315 }
11316
11317 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11318 {
11319         int i, j;
11320         texture_t *texture;
11321         // break the surface list down into batches by texture and use of lightmapping
11322         for (i = 0;i < numsurfaces;i = j)
11323         {
11324                 j = i + 1;
11325                 // texture is the base texture pointer, rsurface.texture is the
11326                 // current frame/skin the texture is directing us to use (for example
11327                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11328                 // use skin 1 instead)
11329                 texture = surfacelist[i]->texture;
11330                 rsurface.texture = R_GetCurrentTexture(texture);
11331                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11332                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11333                 {
11334                         // if this texture is not the kind we want, skip ahead to the next one
11335                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11336                                 ;
11337                         continue;
11338                 }
11339                 // simply scan ahead until we find a different texture or lightmap state
11340                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11341                         ;
11342                 // render the range of surfaces
11343                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11344         }
11345 }
11346
11347 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11348 {
11349         CHECKGLERROR
11350         if (depthonly)
11351         {
11352                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11353                         return;
11354                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11355                         return;
11356                 RSurf_SetupDepthAndCulling();
11357                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11358                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11359         }
11360         else if (prepass)
11361         {
11362                 if (!rsurface.texture->currentnumlayers)
11363                         return;
11364                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11365                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11366                 else
11367                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11368         }
11369         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11370         {
11371                 RSurf_SetupDepthAndCulling();
11372                 GL_AlphaTest(false);
11373                 R_Mesh_ColorPointer(NULL, 0, 0);
11374                 R_Mesh_ResetTextureState();
11375                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11376                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11377                 GL_DepthMask(true);
11378                 GL_BlendFunc(GL_ONE, GL_ZERO);
11379                 GL_Color(0, 0, 0, 1);
11380                 GL_DepthTest(writedepth);
11381                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11382         }
11383         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11384         {
11385                 RSurf_SetupDepthAndCulling();
11386                 GL_AlphaTest(false);
11387                 R_Mesh_ColorPointer(NULL, 0, 0);
11388                 R_Mesh_ResetTextureState();
11389                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11390                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11391                 GL_DepthMask(true);
11392                 GL_BlendFunc(GL_ONE, GL_ZERO);
11393                 GL_DepthTest(true);
11394                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11395         }
11396         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11397                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11398         else if (!rsurface.texture->currentnumlayers)
11399                 return;
11400         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11401         {
11402                 // in the deferred case, transparent surfaces were queued during prepass
11403                 if (!r_shadow_usingdeferredprepass)
11404                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11405         }
11406         else
11407         {
11408                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11409                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11410         }
11411         CHECKGLERROR
11412 }
11413
11414 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11415 {
11416         int i, j;
11417         texture_t *texture;
11418         // break the surface list down into batches by texture and use of lightmapping
11419         for (i = 0;i < numsurfaces;i = j)
11420         {
11421                 j = i + 1;
11422                 // texture is the base texture pointer, rsurface.texture is the
11423                 // current frame/skin the texture is directing us to use (for example
11424                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11425                 // use skin 1 instead)
11426                 texture = surfacelist[i]->texture;
11427                 rsurface.texture = R_GetCurrentTexture(texture);
11428                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11429                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11430                 {
11431                         // if this texture is not the kind we want, skip ahead to the next one
11432                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11433                                 ;
11434                         continue;
11435                 }
11436                 // simply scan ahead until we find a different texture or lightmap state
11437                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11438                         ;
11439                 // render the range of surfaces
11440                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11441         }
11442 }
11443
11444 float locboxvertex3f[6*4*3] =
11445 {
11446         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11447         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11448         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11449         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11450         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11451         1,0,0, 0,0,0, 0,1,0, 1,1,0
11452 };
11453
11454 unsigned short locboxelements[6*2*3] =
11455 {
11456          0, 1, 2, 0, 2, 3,
11457          4, 5, 6, 4, 6, 7,
11458          8, 9,10, 8,10,11,
11459         12,13,14, 12,14,15,
11460         16,17,18, 16,18,19,
11461         20,21,22, 20,22,23
11462 };
11463
11464 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11465 {
11466         int i, j;
11467         cl_locnode_t *loc = (cl_locnode_t *)ent;
11468         vec3_t mins, size;
11469         float vertex3f[6*4*3];
11470         CHECKGLERROR
11471         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11472         GL_DepthMask(false);
11473         GL_DepthRange(0, 1);
11474         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11475         GL_DepthTest(true);
11476         GL_CullFace(GL_NONE);
11477         R_EntityMatrix(&identitymatrix);
11478
11479         R_Mesh_VertexPointer(vertex3f, 0, 0);
11480         R_Mesh_ColorPointer(NULL, 0, 0);
11481         R_Mesh_ResetTextureState();
11482         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11483
11484         i = surfacelist[0];
11485         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11486                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11487                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11488                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11489
11490         if (VectorCompare(loc->mins, loc->maxs))
11491         {
11492                 VectorSet(size, 2, 2, 2);
11493                 VectorMA(loc->mins, -0.5f, size, mins);
11494         }
11495         else
11496         {
11497                 VectorCopy(loc->mins, mins);
11498                 VectorSubtract(loc->maxs, loc->mins, size);
11499         }
11500
11501         for (i = 0;i < 6*4*3;)
11502                 for (j = 0;j < 3;j++, i++)
11503                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11504
11505         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11506 }
11507
11508 void R_DrawLocs(void)
11509 {
11510         int index;
11511         cl_locnode_t *loc, *nearestloc;
11512         vec3_t center;
11513         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11514         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11515         {
11516                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11517                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11518         }
11519 }
11520
11521 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11522 {
11523         if (decalsystem->decals)
11524                 Mem_Free(decalsystem->decals);
11525         memset(decalsystem, 0, sizeof(*decalsystem));
11526 }
11527
11528 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)
11529 {
11530         tridecal_t *decal;
11531         tridecal_t *decals;
11532         int i;
11533
11534         // expand or initialize the system
11535         if (decalsystem->maxdecals <= decalsystem->numdecals)
11536         {
11537                 decalsystem_t old = *decalsystem;
11538                 qboolean useshortelements;
11539                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11540                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11541                 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)));
11542                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11543                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11544                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11545                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11546                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11547                 if (decalsystem->numdecals)
11548                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11549                 if (old.decals)
11550                         Mem_Free(old.decals);
11551                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11552                         decalsystem->element3i[i] = i;
11553                 if (useshortelements)
11554                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11555                                 decalsystem->element3s[i] = i;
11556         }
11557
11558         // grab a decal and search for another free slot for the next one
11559         decals = decalsystem->decals;
11560         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11561         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11562                 ;
11563         decalsystem->freedecal = i;
11564         if (decalsystem->numdecals <= i)
11565                 decalsystem->numdecals = i + 1;
11566
11567         // initialize the decal
11568         decal->lived = 0;
11569         decal->triangleindex = triangleindex;
11570         decal->surfaceindex = surfaceindex;
11571         decal->decalsequence = decalsequence;
11572         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11573         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11574         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11575         decal->color4ub[0][3] = 255;
11576         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11577         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11578         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11579         decal->color4ub[1][3] = 255;
11580         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11581         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11582         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11583         decal->color4ub[2][3] = 255;
11584         decal->vertex3f[0][0] = v0[0];
11585         decal->vertex3f[0][1] = v0[1];
11586         decal->vertex3f[0][2] = v0[2];
11587         decal->vertex3f[1][0] = v1[0];
11588         decal->vertex3f[1][1] = v1[1];
11589         decal->vertex3f[1][2] = v1[2];
11590         decal->vertex3f[2][0] = v2[0];
11591         decal->vertex3f[2][1] = v2[1];
11592         decal->vertex3f[2][2] = v2[2];
11593         decal->texcoord2f[0][0] = t0[0];
11594         decal->texcoord2f[0][1] = t0[1];
11595         decal->texcoord2f[1][0] = t1[0];
11596         decal->texcoord2f[1][1] = t1[1];
11597         decal->texcoord2f[2][0] = t2[0];
11598         decal->texcoord2f[2][1] = t2[1];
11599 }
11600
11601 extern cvar_t cl_decals_bias;
11602 extern cvar_t cl_decals_models;
11603 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11604 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)
11605 {
11606         matrix4x4_t projection;
11607         decalsystem_t *decalsystem;
11608         qboolean dynamic;
11609         dp_model_t *model;
11610         const float *vertex3f;
11611         const msurface_t *surface;
11612         const msurface_t *surfaces;
11613         const int *surfacelist;
11614         const texture_t *texture;
11615         int numtriangles;
11616         int numsurfacelist;
11617         int surfacelistindex;
11618         int surfaceindex;
11619         int triangleindex;
11620         int cornerindex;
11621         int index;
11622         int numpoints;
11623         const int *e;
11624         float localorigin[3];
11625         float localnormal[3];
11626         float localmins[3];
11627         float localmaxs[3];
11628         float localsize;
11629         float v[9][3];
11630         float tc[9][2];
11631         float c[9][4];
11632         //float normal[3];
11633         float planes[6][4];
11634         float f;
11635         float points[2][9][3];
11636         float angles[3];
11637         float temp[3];
11638
11639         decalsystem = &ent->decalsystem;
11640         model = ent->model;
11641         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11642         {
11643                 R_DecalSystem_Reset(&ent->decalsystem);
11644                 return;
11645         }
11646
11647         if (!model->brush.data_nodes && !cl_decals_models.integer)
11648         {
11649                 if (decalsystem->model)
11650                         R_DecalSystem_Reset(decalsystem);
11651                 return;
11652         }
11653
11654         if (decalsystem->model != model)
11655                 R_DecalSystem_Reset(decalsystem);
11656         decalsystem->model = model;
11657
11658         RSurf_ActiveModelEntity(ent, false, false, false);
11659
11660         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11661         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11662         VectorNormalize(localnormal);
11663         localsize = worldsize*rsurface.inversematrixscale;
11664         localmins[0] = localorigin[0] - localsize;
11665         localmins[1] = localorigin[1] - localsize;
11666         localmins[2] = localorigin[2] - localsize;
11667         localmaxs[0] = localorigin[0] + localsize;
11668         localmaxs[1] = localorigin[1] + localsize;
11669         localmaxs[2] = localorigin[2] + localsize;
11670
11671         //VectorCopy(localnormal, planes[4]);
11672         //VectorVectors(planes[4], planes[2], planes[0]);
11673         AnglesFromVectors(angles, localnormal, NULL, false);
11674         AngleVectors(angles, planes[0], planes[2], planes[4]);
11675         VectorNegate(planes[0], planes[1]);
11676         VectorNegate(planes[2], planes[3]);
11677         VectorNegate(planes[4], planes[5]);
11678         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11679         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11680         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11681         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11682         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11683         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11684
11685 #if 1
11686 // works
11687 {
11688         matrix4x4_t forwardprojection;
11689         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11690         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11691 }
11692 #else
11693 // broken
11694 {
11695         float projectionvector[4][3];
11696         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11697         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11698         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11699         projectionvector[0][0] = planes[0][0] * ilocalsize;
11700         projectionvector[0][1] = planes[1][0] * ilocalsize;
11701         projectionvector[0][2] = planes[2][0] * ilocalsize;
11702         projectionvector[1][0] = planes[0][1] * ilocalsize;
11703         projectionvector[1][1] = planes[1][1] * ilocalsize;
11704         projectionvector[1][2] = planes[2][1] * ilocalsize;
11705         projectionvector[2][0] = planes[0][2] * ilocalsize;
11706         projectionvector[2][1] = planes[1][2] * ilocalsize;
11707         projectionvector[2][2] = planes[2][2] * ilocalsize;
11708         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11709         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11710         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11711         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11712 }
11713 #endif
11714
11715         dynamic = model->surfmesh.isanimated;
11716         vertex3f = rsurface.modelvertex3f;
11717         numsurfacelist = model->nummodelsurfaces;
11718         surfacelist = model->sortedmodelsurfaces;
11719         surfaces = model->data_surfaces;
11720         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11721         {
11722                 surfaceindex = surfacelist[surfacelistindex];
11723                 surface = surfaces + surfaceindex;
11724                 // check cull box first because it rejects more than any other check
11725                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11726                         continue;
11727                 // skip transparent surfaces
11728                 texture = surface->texture;
11729                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11730                         continue;
11731                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11732                         continue;
11733                 numtriangles = surface->num_triangles;
11734                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11735                 {
11736                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11737                         {
11738                                 index = 3*e[cornerindex];
11739                                 VectorCopy(vertex3f + index, v[cornerindex]);
11740                         }
11741                         // cull backfaces
11742                         //TriangleNormal(v[0], v[1], v[2], normal);
11743                         //if (DotProduct(normal, localnormal) < 0.0f)
11744                         //      continue;
11745                         // clip by each of the box planes formed from the projection matrix
11746                         // if anything survives, we emit the decal
11747                         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]);
11748                         if (numpoints < 3)
11749                                 continue;
11750                         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]);
11751                         if (numpoints < 3)
11752                                 continue;
11753                         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]);
11754                         if (numpoints < 3)
11755                                 continue;
11756                         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]);
11757                         if (numpoints < 3)
11758                                 continue;
11759                         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]);
11760                         if (numpoints < 3)
11761                                 continue;
11762                         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]);
11763                         if (numpoints < 3)
11764                                 continue;
11765                         // some part of the triangle survived, so we have to accept it...
11766                         if (dynamic)
11767                         {
11768                                 // dynamic always uses the original triangle
11769                                 numpoints = 3;
11770                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11771                                 {
11772                                         index = 3*e[cornerindex];
11773                                         VectorCopy(vertex3f + index, v[cornerindex]);
11774                                 }
11775                         }
11776                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11777                         {
11778                                 // convert vertex positions to texcoords
11779                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11780                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11781                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11782                                 // calculate distance fade from the projection origin
11783                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11784                                 f = bound(0.0f, f, 1.0f);
11785                                 c[cornerindex][0] = r * f;
11786                                 c[cornerindex][1] = g * f;
11787                                 c[cornerindex][2] = b * f;
11788                                 c[cornerindex][3] = 1.0f;
11789                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11790                         }
11791                         if (dynamic)
11792                                 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);
11793                         else
11794                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11795                                         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);
11796                 }
11797         }
11798 }
11799
11800 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11801 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)
11802 {
11803         int renderentityindex;
11804         float worldmins[3];
11805         float worldmaxs[3];
11806         entity_render_t *ent;
11807
11808         if (!cl_decals_newsystem.integer)
11809                 return;
11810
11811         worldmins[0] = worldorigin[0] - worldsize;
11812         worldmins[1] = worldorigin[1] - worldsize;
11813         worldmins[2] = worldorigin[2] - worldsize;
11814         worldmaxs[0] = worldorigin[0] + worldsize;
11815         worldmaxs[1] = worldorigin[1] + worldsize;
11816         worldmaxs[2] = worldorigin[2] + worldsize;
11817
11818         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11819
11820         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11821         {
11822                 ent = r_refdef.scene.entities[renderentityindex];
11823                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11824                         continue;
11825
11826                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11827         }
11828 }
11829
11830 typedef struct r_decalsystem_splatqueue_s
11831 {
11832         vec3_t worldorigin;
11833         vec3_t worldnormal;
11834         float color[4];
11835         float tcrange[4];
11836         float worldsize;
11837         int decalsequence;
11838 }
11839 r_decalsystem_splatqueue_t;
11840
11841 int r_decalsystem_numqueued = 0;
11842 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11843
11844 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)
11845 {
11846         r_decalsystem_splatqueue_t *queue;
11847
11848         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11849                 return;
11850
11851         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11852         VectorCopy(worldorigin, queue->worldorigin);
11853         VectorCopy(worldnormal, queue->worldnormal);
11854         Vector4Set(queue->color, r, g, b, a);
11855         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11856         queue->worldsize = worldsize;
11857         queue->decalsequence = cl.decalsequence++;
11858 }
11859
11860 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11861 {
11862         int i;
11863         r_decalsystem_splatqueue_t *queue;
11864
11865         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11866                 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);
11867         r_decalsystem_numqueued = 0;
11868 }
11869
11870 extern cvar_t cl_decals_max;
11871 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11872 {
11873         int i;
11874         decalsystem_t *decalsystem = &ent->decalsystem;
11875         int numdecals;
11876         int killsequence;
11877         tridecal_t *decal;
11878         float frametime;
11879         float lifetime;
11880
11881         if (!decalsystem->numdecals)
11882                 return;
11883
11884         if (r_showsurfaces.integer)
11885                 return;
11886
11887         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11888         {
11889                 R_DecalSystem_Reset(decalsystem);
11890                 return;
11891         }
11892
11893         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11894         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11895
11896         if (decalsystem->lastupdatetime)
11897                 frametime = (cl.time - decalsystem->lastupdatetime);
11898         else
11899                 frametime = 0;
11900         decalsystem->lastupdatetime = cl.time;
11901         decal = decalsystem->decals;
11902         numdecals = decalsystem->numdecals;
11903
11904         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11905         {
11906                 if (decal->color4ub[0][3])
11907                 {
11908                         decal->lived += frametime;
11909                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11910                         {
11911                                 memset(decal, 0, sizeof(*decal));
11912                                 if (decalsystem->freedecal > i)
11913                                         decalsystem->freedecal = i;
11914                         }
11915                 }
11916         }
11917         decal = decalsystem->decals;
11918         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11919                 numdecals--;
11920
11921         // collapse the array by shuffling the tail decals into the gaps
11922         for (;;)
11923         {
11924                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11925                         decalsystem->freedecal++;
11926                 if (decalsystem->freedecal == numdecals)
11927                         break;
11928                 decal[decalsystem->freedecal] = decal[--numdecals];
11929         }
11930
11931         decalsystem->numdecals = numdecals;
11932
11933         if (numdecals <= 0)
11934         {
11935                 // if there are no decals left, reset decalsystem
11936                 R_DecalSystem_Reset(decalsystem);
11937         }
11938 }
11939
11940 extern skinframe_t *decalskinframe;
11941 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11942 {
11943         int i;
11944         decalsystem_t *decalsystem = &ent->decalsystem;
11945         int numdecals;
11946         tridecal_t *decal;
11947         float faderate;
11948         float alpha;
11949         float *v3f;
11950         float *c4f;
11951         float *t2f;
11952         const int *e;
11953         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11954         int numtris = 0;
11955
11956         numdecals = decalsystem->numdecals;
11957         if (!numdecals)
11958                 return;
11959
11960         if (r_showsurfaces.integer)
11961                 return;
11962
11963         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11964         {
11965                 R_DecalSystem_Reset(decalsystem);
11966                 return;
11967         }
11968
11969         // if the model is static it doesn't matter what value we give for
11970         // wantnormals and wanttangents, so this logic uses only rules applicable
11971         // to a model, knowing that they are meaningless otherwise
11972         if (ent == r_refdef.scene.worldentity)
11973                 RSurf_ActiveWorldEntity();
11974         else
11975                 RSurf_ActiveModelEntity(ent, false, false, false);
11976
11977         decalsystem->lastupdatetime = cl.time;
11978         decal = decalsystem->decals;
11979
11980         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11981
11982         // update vertex positions for animated models
11983         v3f = decalsystem->vertex3f;
11984         c4f = decalsystem->color4f;
11985         t2f = decalsystem->texcoord2f;
11986         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11987         {
11988                 if (!decal->color4ub[0][3])
11989                         continue;
11990
11991                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11992                         continue;
11993
11994                 // update color values for fading decals
11995                 if (decal->lived >= cl_decals_time.value)
11996                 {
11997                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11998                         alpha *= (1.0f/255.0f);
11999                 }
12000                 else
12001                         alpha = 1.0f/255.0f;
12002
12003                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12004                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12005                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12006                 c4f[ 3] = 1;
12007                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12008                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12009                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12010                 c4f[ 7] = 1;
12011                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12012                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12013                 c4f[10] = decal->color4ub[2][2] * alpha;
12014                 c4f[11] = 1;
12015
12016                 t2f[0] = decal->texcoord2f[0][0];
12017                 t2f[1] = decal->texcoord2f[0][1];
12018                 t2f[2] = decal->texcoord2f[1][0];
12019                 t2f[3] = decal->texcoord2f[1][1];
12020                 t2f[4] = decal->texcoord2f[2][0];
12021                 t2f[5] = decal->texcoord2f[2][1];
12022
12023                 // update vertex positions for animated models
12024                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12025                 {
12026                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12027                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12028                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12029                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12030                 }
12031                 else
12032                 {
12033                         VectorCopy(decal->vertex3f[0], v3f);
12034                         VectorCopy(decal->vertex3f[1], v3f + 3);
12035                         VectorCopy(decal->vertex3f[2], v3f + 6);
12036                 }
12037
12038                 if (r_refdef.fogenabled)
12039                 {
12040                         alpha = RSurf_FogVertex(v3f);
12041                         VectorScale(c4f, alpha, c4f);
12042                         alpha = RSurf_FogVertex(v3f + 3);
12043                         VectorScale(c4f + 4, alpha, c4f + 4);
12044                         alpha = RSurf_FogVertex(v3f + 6);
12045                         VectorScale(c4f + 8, alpha, c4f + 8);
12046                 }
12047
12048                 v3f += 9;
12049                 c4f += 12;
12050                 t2f += 6;
12051                 numtris++;
12052         }
12053
12054         if (numtris > 0)
12055         {
12056                 r_refdef.stats.drawndecals += numtris;
12057
12058                 // now render the decals all at once
12059                 // (this assumes they all use one particle font texture!)
12060                 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);
12061                 R_Mesh_ResetTextureState();
12062                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12063                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12064                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12065                 GL_DepthMask(false);
12066                 GL_DepthRange(0, 1);
12067                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12068                 GL_DepthTest(true);
12069                 GL_CullFace(GL_NONE);
12070                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12071                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12072                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12073         }
12074 }
12075
12076 static void R_DrawModelDecals(void)
12077 {
12078         int i, numdecals;
12079
12080         // fade faster when there are too many decals
12081         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12082         for (i = 0;i < r_refdef.scene.numentities;i++)
12083                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12084
12085         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12086         for (i = 0;i < r_refdef.scene.numentities;i++)
12087                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12088                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12089
12090         R_DecalSystem_ApplySplatEntitiesQueue();
12091
12092         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12093         for (i = 0;i < r_refdef.scene.numentities;i++)
12094                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12095
12096         r_refdef.stats.totaldecals += numdecals;
12097
12098         if (r_showsurfaces.integer)
12099                 return;
12100
12101         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12102
12103         for (i = 0;i < r_refdef.scene.numentities;i++)
12104         {
12105                 if (!r_refdef.viewcache.entityvisible[i])
12106                         continue;
12107                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12108                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12109         }
12110 }
12111
12112 extern cvar_t mod_collision_bih;
12113 void R_DrawDebugModel(void)
12114 {
12115         entity_render_t *ent = rsurface.entity;
12116         int i, j, k, l, flagsmask;
12117         const msurface_t *surface;
12118         dp_model_t *model = ent->model;
12119         vec3_t v;
12120
12121         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12122
12123         R_Mesh_ColorPointer(NULL, 0, 0);
12124         R_Mesh_ResetTextureState();
12125         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12126         GL_DepthRange(0, 1);
12127         GL_DepthTest(!r_showdisabledepthtest.integer);
12128         GL_DepthMask(false);
12129         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12130
12131         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs && mod_collision_bih.integer)
12132         {
12133                 int triangleindex;
12134                 int bihleafindex;
12135                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12136                 const q3mbrush_t *brush;
12137                 const bih_t *bih = &model->collision_bih;
12138                 const bih_leaf_t *bihleaf;
12139                 float vertex3f[3][3];
12140                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12141                 cullbox = false;
12142                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12143                 {
12144                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12145                                 continue;
12146                         switch (bihleaf->type)
12147                         {
12148                         case BIH_LEAF:
12149                                 // brush
12150                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12151                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12152                                 {
12153                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12154                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12155                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12156                                 }
12157                                 break;
12158                         case BIH_LEAF + 1:
12159                                 // triangle
12160                                 triangleindex = bihleaf->itemindex;
12161                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12162                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12163                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12164                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12165                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12166                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12167                                 break;
12168                         default:
12169                                 break;
12170                         }
12171                 }
12172         }
12173
12174         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12175
12176         if (r_showtris.integer || r_shownormals.integer)
12177         {
12178                 if (r_showdisabledepthtest.integer)
12179                 {
12180                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12181                         GL_DepthMask(false);
12182                 }
12183                 else
12184                 {
12185                         GL_BlendFunc(GL_ONE, GL_ZERO);
12186                         GL_DepthMask(true);
12187                 }
12188                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12189                 {
12190                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12191                                 continue;
12192                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12193                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12194                         {
12195                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12196                                 if (r_showtris.value > 0)
12197                                 {
12198                                         if (!rsurface.texture->currentlayers->depthmask)
12199                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12200                                         else if (ent == r_refdef.scene.worldentity)
12201                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12202                                         else
12203                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12204                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12205                                         R_Mesh_ColorPointer(NULL, 0, 0);
12206                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12207                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12208                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12209                                         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);
12210                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12211                                         CHECKGLERROR
12212                                 }
12213                                 if (r_shownormals.value < 0)
12214                                 {
12215                                         qglBegin(GL_LINES);
12216                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12217                                         {
12218                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12219                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12220                                                 qglVertex3f(v[0], v[1], v[2]);
12221                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12222                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12223                                                 qglVertex3f(v[0], v[1], v[2]);
12224                                         }
12225                                         qglEnd();
12226                                         CHECKGLERROR
12227                                 }
12228                                 if (r_shownormals.value > 0)
12229                                 {
12230                                         qglBegin(GL_LINES);
12231                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12232                                         {
12233                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12234                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12235                                                 qglVertex3f(v[0], v[1], v[2]);
12236                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12237                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12238                                                 qglVertex3f(v[0], v[1], v[2]);
12239                                         }
12240                                         qglEnd();
12241                                         CHECKGLERROR
12242                                         qglBegin(GL_LINES);
12243                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12244                                         {
12245                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12246                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12247                                                 qglVertex3f(v[0], v[1], v[2]);
12248                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12249                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12250                                                 qglVertex3f(v[0], v[1], v[2]);
12251                                         }
12252                                         qglEnd();
12253                                         CHECKGLERROR
12254                                         qglBegin(GL_LINES);
12255                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12256                                         {
12257                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12258                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12259                                                 qglVertex3f(v[0], v[1], v[2]);
12260                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12261                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12262                                                 qglVertex3f(v[0], v[1], v[2]);
12263                                         }
12264                                         qglEnd();
12265                                         CHECKGLERROR
12266                                 }
12267                         }
12268                 }
12269                 rsurface.texture = NULL;
12270         }
12271 }
12272
12273 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12274 int r_maxsurfacelist = 0;
12275 const msurface_t **r_surfacelist = NULL;
12276 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12277 {
12278         int i, j, endj, flagsmask;
12279         dp_model_t *model = r_refdef.scene.worldmodel;
12280         msurface_t *surfaces;
12281         unsigned char *update;
12282         int numsurfacelist = 0;
12283         if (model == NULL)
12284                 return;
12285
12286         if (r_maxsurfacelist < model->num_surfaces)
12287         {
12288                 r_maxsurfacelist = model->num_surfaces;
12289                 if (r_surfacelist)
12290                         Mem_Free((msurface_t**)r_surfacelist);
12291                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12292         }
12293
12294         RSurf_ActiveWorldEntity();
12295
12296         surfaces = model->data_surfaces;
12297         update = model->brushq1.lightmapupdateflags;
12298
12299         // update light styles on this submodel
12300         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12301         {
12302                 model_brush_lightstyleinfo_t *style;
12303                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12304                 {
12305                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12306                         {
12307                                 int *list = style->surfacelist;
12308                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12309                                 for (j = 0;j < style->numsurfaces;j++)
12310                                         update[list[j]] = true;
12311                         }
12312                 }
12313         }
12314
12315         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12316
12317         if (debug)
12318         {
12319                 R_DrawDebugModel();
12320                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12321                 return;
12322         }
12323
12324         rsurface.uselightmaptexture = false;
12325         rsurface.texture = NULL;
12326         rsurface.rtlight = NULL;
12327         numsurfacelist = 0;
12328         // add visible surfaces to draw list
12329         for (i = 0;i < model->nummodelsurfaces;i++)
12330         {
12331                 j = model->sortedmodelsurfaces[i];
12332                 if (r_refdef.viewcache.world_surfacevisible[j])
12333                         r_surfacelist[numsurfacelist++] = surfaces + j;
12334         }
12335         // update lightmaps if needed
12336         if (model->brushq1.firstrender)
12337         {
12338                 model->brushq1.firstrender = false;
12339                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12340                         if (update[j])
12341                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12342         }
12343         else if (update)
12344         {
12345                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12346                         if (r_refdef.viewcache.world_surfacevisible[j])
12347                                 if (update[j])
12348                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12349         }
12350         // don't do anything if there were no surfaces
12351         if (!numsurfacelist)
12352         {
12353                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12354                 return;
12355         }
12356         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12357         GL_AlphaTest(false);
12358
12359         // add to stats if desired
12360         if (r_speeds.integer && !skysurfaces && !depthonly)
12361         {
12362                 r_refdef.stats.world_surfaces += numsurfacelist;
12363                 for (j = 0;j < numsurfacelist;j++)
12364                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12365         }
12366
12367         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12368 }
12369
12370 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12371 {
12372         int i, j, endj, flagsmask;
12373         dp_model_t *model = ent->model;
12374         msurface_t *surfaces;
12375         unsigned char *update;
12376         int numsurfacelist = 0;
12377         if (model == NULL)
12378                 return;
12379
12380         if (r_maxsurfacelist < model->num_surfaces)
12381         {
12382                 r_maxsurfacelist = model->num_surfaces;
12383                 if (r_surfacelist)
12384                         Mem_Free((msurface_t **)r_surfacelist);
12385                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12386         }
12387
12388         // if the model is static it doesn't matter what value we give for
12389         // wantnormals and wanttangents, so this logic uses only rules applicable
12390         // to a model, knowing that they are meaningless otherwise
12391         if (ent == r_refdef.scene.worldentity)
12392                 RSurf_ActiveWorldEntity();
12393         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12394                 RSurf_ActiveModelEntity(ent, false, false, false);
12395         else if (prepass)
12396                 RSurf_ActiveModelEntity(ent, true, true, true);
12397         else if (depthonly)
12398         {
12399                 switch (vid.renderpath)
12400                 {
12401                 case RENDERPATH_GL20:
12402                 case RENDERPATH_CGGL:
12403                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12404                         break;
12405                 case RENDERPATH_GL13:
12406                 case RENDERPATH_GL11:
12407                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12408                         break;
12409                 }
12410         }
12411         else
12412         {
12413                 switch (vid.renderpath)
12414                 {
12415                 case RENDERPATH_GL20:
12416                 case RENDERPATH_CGGL:
12417                         RSurf_ActiveModelEntity(ent, true, true, false);
12418                         break;
12419                 case RENDERPATH_GL13:
12420                 case RENDERPATH_GL11:
12421                         RSurf_ActiveModelEntity(ent, true, false, false);
12422                         break;
12423                 }
12424         }
12425
12426         surfaces = model->data_surfaces;
12427         update = model->brushq1.lightmapupdateflags;
12428
12429         // update light styles
12430         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12431         {
12432                 model_brush_lightstyleinfo_t *style;
12433                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12434                 {
12435                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12436                         {
12437                                 int *list = style->surfacelist;
12438                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12439                                 for (j = 0;j < style->numsurfaces;j++)
12440                                         update[list[j]] = true;
12441                         }
12442                 }
12443         }
12444
12445         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12446
12447         if (debug)
12448         {
12449                 R_DrawDebugModel();
12450                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12451                 return;
12452         }
12453
12454         rsurface.uselightmaptexture = false;
12455         rsurface.texture = NULL;
12456         rsurface.rtlight = NULL;
12457         numsurfacelist = 0;
12458         // add visible surfaces to draw list
12459         for (i = 0;i < model->nummodelsurfaces;i++)
12460                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12461         // don't do anything if there were no surfaces
12462         if (!numsurfacelist)
12463         {
12464                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12465                 return;
12466         }
12467         // update lightmaps if needed
12468         if (update)
12469         {
12470                 int updated = 0;
12471                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12472                 {
12473                         if (update[j])
12474                         {
12475                                 updated++;
12476                                 R_BuildLightMap(ent, surfaces + j);
12477                         }
12478                 }
12479         }
12480         if (update)
12481                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12482                         if (update[j])
12483                                 R_BuildLightMap(ent, surfaces + j);
12484         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12485         GL_AlphaTest(false);
12486
12487         // add to stats if desired
12488         if (r_speeds.integer && !skysurfaces && !depthonly)
12489         {
12490                 r_refdef.stats.entities_surfaces += numsurfacelist;
12491                 for (j = 0;j < numsurfacelist;j++)
12492                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12493         }
12494
12495         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12496 }
12497
12498 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12499 {
12500         static texture_t texture;
12501         static msurface_t surface;
12502         const msurface_t *surfacelist = &surface;
12503
12504         // fake enough texture and surface state to render this geometry
12505
12506         texture.update_lastrenderframe = -1; // regenerate this texture
12507         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12508         texture.currentskinframe = skinframe;
12509         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12510         texture.specularscalemod = 1;
12511         texture.specularpowermod = 1;
12512
12513         surface.texture = &texture;
12514         surface.num_triangles = numtriangles;
12515         surface.num_firsttriangle = firsttriangle;
12516         surface.num_vertices = numvertices;
12517         surface.num_firstvertex = firstvertex;
12518
12519         // now render it
12520         rsurface.texture = R_GetCurrentTexture(surface.texture);
12521         rsurface.uselightmaptexture = false;
12522         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12523 }
12524
12525 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)
12526 {
12527         static msurface_t surface;
12528         const msurface_t *surfacelist = &surface;
12529
12530         // fake enough texture and surface state to render this geometry
12531
12532         surface.texture = texture;
12533         surface.num_triangles = numtriangles;
12534         surface.num_firsttriangle = firsttriangle;
12535         surface.num_vertices = numvertices;
12536         surface.num_firstvertex = firstvertex;
12537
12538         // now render it
12539         rsurface.texture = R_GetCurrentTexture(surface.texture);
12540         rsurface.uselightmaptexture = false;
12541         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12542 }