]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix a double free problem in jpeg.c
[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 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 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)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 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"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 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)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 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"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 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)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 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"};
72 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"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 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"};
75 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"};
76 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"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
108
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117
118 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)"};
119 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"};
120
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
140
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
164
165 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"};
166
167 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"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 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)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 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)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 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);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 "       float sobel = 1.0;\n"
698 "       // vec2 ts = textureSize(Texture_First, 0);\n"
699 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 "       vec2 px = PixelSize;\n"
701 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
703 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
706 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
709 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
712 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
731 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
733 "#endif\n"
734 "\n"
735 "#ifdef USESATURATION\n"
736 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USEGAMMARAMPS\n"
743 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
746 "#endif\n"
747 "}\n"
748 "#endif\n"
749 "#else // !MODE_POSTPROCESS\n"
750 "\n"
751 "\n"
752 "\n"
753 "\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
757 "#endif\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
760 "#endif\n"
761 "#ifdef VERTEX_SHADER\n"
762 "void main(void)\n"
763 "{\n"
764 "       gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#endif\n"
768 "#ifdef USESPECULAR\n"
769 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 "#endif\n"
771 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
772 "}\n"
773 "#endif\n"
774 "\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
778 "#endif\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
781 "#endif\n"
782 "\n"
783 "void main(void)\n"
784 "{\n"
785 "       gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
788 "#endif\n"
789 "\n"
790 "#ifdef USESPECULAR\n"
791 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 "       gl_FragColor *= tex2;\n"
794 "# endif\n"
795 "# ifdef USEGLOW\n"
796 "       gl_FragColor += tex2;\n"
797 "# endif\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
800 "# endif\n"
801 "#endif\n"
802 "}\n"
803 "#endif\n"
804 "#else // !MODE_GENERIC\n"
805 "\n"
806 "\n"
807 "\n"
808 "\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
812 "void main(void)\n"
813 "{\n"
814 "       gl_FrontColor = gl_Color;\n"
815 "       TexCoord = gl_MultiTexCoord0.xy;\n"
816 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
817 "}\n"
818 "#endif\n"
819 "\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
823 "\n"
824 "void main(void)\n"
825 "{\n"
826 "       int i;\n"
827 "       vec2 tc = TexCoord;\n"
828 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 "       tc += BloomBlur_Parameters.xy;\n"
830 "       for (i = 1;i < SAMPLES;i++)\n"
831 "       {\n"
832 "               color += texture2D(Texture_First, tc).rgb;\n"
833 "               tc += BloomBlur_Parameters.xy;\n"
834 "       }\n"
835 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
836 "}\n"
837 "#endif\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
844 "\n"
845 "void main(void)\n"
846 "{\n"
847 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 "       ModelViewProjectionPosition = gl_Position;\n"
850 "}\n"
851 "#endif\n"
852 "\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
857 "\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
865 "\n"
866 "void main(void)\n"
867 "{\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 "       // FIXME temporary hack to detect the case that the reflection\n"
873 "       // gets blackened at edges due to leaving the area that contains actual\n"
874 "       // content.\n"
875 "       // Remove this 'ack once we have a better way to stop this thing from\n"
876 "       // 'appening.\n"
877 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
881 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
883 "}\n"
884 "#endif\n"
885 "#else // !MODE_REFRACTION\n"
886 "\n"
887 "\n"
888 "\n"
889 "\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
897 "\n"
898 "void main(void)\n"
899 "{\n"
900 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 "       ModelViewProjectionPosition = gl_Position;\n"
907 "}\n"
908 "#endif\n"
909 "\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
914 "\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
922 "\n"
923 "void main(void)\n"
924 "{\n"
925 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 "       // FIXME temporary hack to detect the case that the reflection\n"
931 "       // gets blackened at edges due to leaving the area that contains actual\n"
932 "       // content.\n"
933 "       // Remove this 'ack once we have a better way to stop this thing from\n"
934 "       // 'appening.\n"
935 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
939 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
941 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
944 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
947 "}\n"
948 "#endif\n"
949 "#else // !MODE_WATER\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "// common definitions between vertex shader and fragment shader:\n"
955 "\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
959 "#endif\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
962 "#endif\n"
963 "\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
966 "#endif\n"
967 "\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
974 "#endif\n"
975 "#ifdef USEFOG\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
977 "#endif\n"
978 "\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
987 "#endif\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
995 "#endif\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
999 "#endif\n"
1000 "uniform vec4 FogPlane;\n"
1001 "\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1004 "#endif\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "// 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"
1011 "\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1014 "\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1018 "#ifdef USEGLOW\n"
1019 "uniform sampler2D Texture_Glow;\n"
1020 "#endif\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1027 "#endif\n"
1028 "#endif\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1032 "#endif\n"
1033 "#ifdef USEFOG\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "#endif\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1038 "#endif\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1041 "#endif\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#endif\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#endif\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1056 "#endif\n"
1057 "\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1061 "\n"
1062 "#ifdef USEFOG\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 "{\n"
1068 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "       float fogfrac;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 "       fogfrac = fogheightpixel.a;\n"
1074 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "#else\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 "# else\n"
1079 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 "# endif\n"
1081 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#endif\n"
1083 "}\n"
1084 "#endif\n"
1085 "\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "{\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 "       // 14 sample relief mapping: linear search and then binary search\n"
1092 "       // this basically steps forward a small amount repeatedly until it finds\n"
1093 "       // itself inside solid, then jitters forward and back using decreasing\n"
1094 "       // amounts to find the impact\n"
1095 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 RT = vec3(TexCoord, 1);\n"
1099 "       OffsetVector *= 0.1;\n"
1100 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1114 "       return RT.xy;\n"
1115 "#else\n"
1116 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 "       // this basically moves forward the full distance, and then backs up based\n"
1118 "       // on height of samples\n"
1119 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       TexCoord += OffsetVector;\n"
1123 "       OffsetVector *= 0.333;\n"
1124 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       return TexCoord;\n"
1128 "#endif\n"
1129 "}\n"
1130 "#endif // USEOFFSETMAPPING\n"
1131 "\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "# else\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1144 "# endif\n"
1145 "#endif\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "# else\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1164 "# endif\n"
1165 "#endif\n"
1166 "\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# else\n"
1176 "#  ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "}\n"
1184 "#  else\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 "{\n"
1187 "       vec3 adir = abs(dir);\n"
1188 "       float ma = adir.z;\n"
1189 "       vec4 proj = vec4(dir, 2.5);\n"
1190 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 "       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"
1194 "}\n"
1195 "#  endif\n"
1196 "# endif\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1204 "}\n"
1205 "#endif\n"
1206 "\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1209 "{\n"
1210 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "       float f;\n"
1212 "#  ifdef USESHADOWSAMPLER\n"
1213 "\n"
1214 "#    ifdef USESHADOWMAPPCF\n"
1215 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 "       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"
1217 "#    else\n"
1218 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1219 "#    endif\n"
1220 "\n"
1221 "#  else\n"
1222 "\n"
1223 "#    ifdef USESHADOWMAPPCF\n"
1224 "#      if USESHADOWMAPPCF > 1\n"
1225 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 "       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"
1228 "       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"
1229 "       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"
1230 "       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"
1231 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "#      else\n"
1234 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 "       vec2 offset = fract(shadowmaptc.xy);\n"
1236 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1238 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1239 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1241 "#      endif\n"
1242 "#    else\n"
1243 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1244 "#    endif\n"
1245 "\n"
1246 "#  endif\n"
1247 "#  ifdef USESHADOWMAPORTHO\n"
1248 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1249 "#  else\n"
1250 "       return f;\n"
1251 "#  endif\n"
1252 "}\n"
1253 "# endif\n"
1254 "\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1257 "{\n"
1258 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1259 "       float f;\n"
1260 "\n"
1261 "#  ifdef USESHADOWSAMPLER\n"
1262 "#    ifdef USESHADOWMAPPCF\n"
1263 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 "       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"
1266 "#    else\n"
1267 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1268 "#    endif\n"
1269 "#  else\n"
1270 "#    ifdef USESHADOWMAPPCF\n"
1271 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "#      ifdef GL_ARB_texture_gather\n"
1273 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "#      else\n"
1275 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 "#      endif\n"
1277 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "#      if USESHADOWMAPPCF > 1\n"
1279 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1283 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1284 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1285 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1286 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1287 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1288 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 "       locols.yz += group2.ab;\n"
1291 "       hicols.yz += group8.rg;\n"
1292 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 "                               mix(locols, hicols, offset.y);\n"
1295 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 "       f = dot(cols, vec4(1.0/25.0));\n"
1298 "#      else\n"
1299 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1302 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1303 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1306 "#      endif\n"
1307 "#     else\n"
1308 "#      ifdef GL_EXT_gpu_shader4\n"
1309 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "#      else\n"
1311 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1312 "#      endif\n"
1313 "#      if USESHADOWMAPPCF > 1\n"
1314 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 "       center *= ShadowMap_TextureScale;\n"
1316 "       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"
1317 "       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"
1318 "       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"
1319 "       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"
1320 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      else\n"
1323 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1326 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1327 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1329 "#      endif\n"
1330 "#     endif\n"
1331 "#    else\n"
1332 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1333 "#    endif\n"
1334 "#  endif\n"
1335 "#  ifdef USESHADOWMAPORTHO\n"
1336 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1337 "#  else\n"
1338 "       return f;\n"
1339 "#  endif\n"
1340 "}\n"
1341 "# endif\n"
1342 "\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1345 "{\n"
1346 "       // apply depth texture cubemap as light filter\n"
1347 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "       float f;\n"
1349 "#  ifdef USESHADOWSAMPLER\n"
1350 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 "#  else\n"
1352 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1353 "#  endif\n"
1354 "       return f;\n"
1355 "}\n"
1356 "# endif\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1359 "\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1368 "#endif\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1370 "void main(void)\n"
1371 "{\n"
1372 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       gl_FrontColor = gl_Color;\n"
1375 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1376 "#endif\n"
1377 "\n"
1378 "       // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1384 "#endif\n"
1385 "\n"
1386 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "}\n"
1391 "#endif // VERTEX_SHADER\n"
1392 "\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1394 "void main(void)\n"
1395 "{\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 "       // apply offsetmapping\n"
1398 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef USEALPHAKILL\n"
1403 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1404 "               discard;\n"
1405 "#endif\n"
1406 "\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 "#else\n"
1418 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1420 "#endif\n"
1421 "\n"
1422 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "}\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1433 "void main(void)\n"
1434 "{\n"
1435 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "}\n"
1438 "#endif // VERTEX_SHADER\n"
1439 "\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1449 "#endif\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "void main(void)\n"
1452 "{\n"
1453 "       // calculate viewspace pixel position\n"
1454 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 "       vec3 position;\n"
1456 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 "       // decode viewspace pixel normal\n"
1459 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 "       // surfacenormal = pixel normal in viewspace\n"
1462 "       // LightVector = pixel to light in viewspace\n"
1463 "       // CubeVector = position in lightspace\n"
1464 "       // eyevector = pixel to view in viewspace\n"
1465 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 "       // calculate diffuse shading\n"
1469 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#endif\n"
1472 "#ifdef USESPECULAR\n"
1473 "       // calculate directional shading\n"
1474 "       vec3 eyevector = position * -1.0;\n"
1475 "#  ifdef USEEXACTSPECULARMATH\n"
1476 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 "#  else\n"
1478 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  endif\n"
1481 "#endif\n"
1482 "\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 "       fade *= ShadowMapCompare(CubeVector);\n"
1485 "#endif\n"
1486 "\n"
1487 "#ifdef USEDIFFUSE\n"
1488 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 "#else\n"
1490 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#endif\n"
1492 "#ifdef USESPECULAR\n"
1493 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 "#else\n"
1495 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1496 "#endif\n"
1497 "\n"
1498 "# ifdef USECUBEFILTER\n"
1499 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 "       gl_FragData[0].rgb *= cubecolor;\n"
1501 "       gl_FragData[1].rgb *= cubecolor;\n"
1502 "# endif\n"
1503 "}\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1506 "\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#endif\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1517 "#endif\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1520 "#endif\n"
1521 "void main(void)\n"
1522 "{\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 "       gl_FrontColor = gl_Color;\n"
1525 "#endif\n"
1526 "       // copy the surface texcoord\n"
1527 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#endif\n"
1531 "#ifdef USELIGHTMAP\n"
1532 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "       // transform vertex position into light attenuation/cubemap space\n"
1537 "       // (-1 to +1 across the light box)\n"
1538 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "\n"
1540 "# ifdef USEDIFFUSE\n"
1541 "       // transform unnormalized light direction into tangent space\n"
1542 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 "       //  normalize it per pixel)\n"
1544 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1548 "# endif\n"
1549 "#endif\n"
1550 "\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1555 "#endif\n"
1556 "\n"
1557 "       // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1563 "#endif\n"
1564 "\n"
1565 "#ifdef USEFOG\n"
1566 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1568 "#endif\n"
1569 "\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1572 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1573 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1574 "#endif\n"
1575 "\n"
1576 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1581 "#endif\n"
1582 "\n"
1583 "#ifdef USEREFLECTION\n"
1584 "       ModelViewProjectionPosition = gl_Position;\n"
1585 "#endif\n"
1586 "}\n"
1587 "#endif // VERTEX_SHADER\n"
1588 "\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "#endif\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1602 "#ifdef USEGLOW\n"
1603 "uniform myhalf3 Color_Glow;\n"
1604 "#endif\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1611 "#endif\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#endif\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "void main(void)\n"
1624 "{\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 "       // apply offsetmapping\n"
1627 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1629 "#endif\n"
1630 "\n"
1631 "       // combine the diffuse textures (base, pants, shirt)\n"
1632 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 "       if (color.a < 0.5)\n"
1635 "               discard;\n"
1636 "#endif\n"
1637 "       color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#endif\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 "       color.a = 1.0;\n"
1647 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1648 "#endif\n"
1649 "\n"
1650 "       // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 "#else\n"
1654 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the material colors\n"
1658 "       myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 "# else\n"
1663 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1664 "# endif\n"
1665 "#endif\n"
1666 "\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1672 "#endif\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 "       // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#endif\n"
1690 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1691 "#endif\n"
1692 "#else\n"
1693 "       color.rgb = diffusetex * Color_Ambient;\n"
1694 "#endif\n"
1695 "       color.rgb *= LightColor;\n"
1696 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "#endif\n"
1700 "# ifdef USECUBEFILTER\n"
1701 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "# endif\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#define SHADING\n"
1710 "#ifdef USEDIFFUSE\n"
1711 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#endif\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 "#define SHADING\n"
1717 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 "       // convert modelspace light vector to tangentspace\n"
1721 "       myhalf3 lightnormal;\n"
1722 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 "#define SHADING\n"
1738 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1741 "#endif\n"
1742 "\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 "       color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1755 "\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "#ifdef SHADING\n"
1760 "# ifdef USEDIFFUSE\n"
1761 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "#  ifdef USESPECULAR\n"
1763 "#   ifdef USEEXACTSPECULARMATH\n"
1764 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 "#   else\n"
1766 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   endif\n"
1769 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 "#  else\n"
1771 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1772 "#  endif\n"
1773 "# else\n"
1774 "       color.rgb = diffusetex * Color_Ambient;\n"
1775 "# endif\n"
1776 "#endif\n"
1777 "\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1786 "#endif\n"
1787 "\n"
1788 "#ifdef USEGLOW\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 "#else\n"
1792 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1793 "#endif\n"
1794 "#endif\n"
1795 "\n"
1796 "#ifdef USEFOG\n"
1797 "       color.rgb = FogVertex(color.rgb);\n"
1798 "#endif\n"
1799 "\n"
1800 "       // 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"
1801 "#ifdef USEREFLECTION\n"
1802 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 "       // FIXME temporary hack to detect the case that the reflection\n"
1807 "       // gets blackened at edges due to leaving the area that contains actual\n"
1808 "       // content.\n"
1809 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1810 "       // 'appening.\n"
1811 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1815 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1817 "#endif\n"
1818 "\n"
1819 "       gl_FragColor = vec4(color);\n"
1820 "}\n"
1821 "#endif // FRAGMENT_SHADER\n"
1822 "\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1832 ;
1833
1834 /*
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1845
1846
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1860 */
1861
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1870 "#endif\n"
1871 "\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1873 "# define USEFOG\n"
1874 "#endif\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1877 "#endif\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1880 "#endif\n"
1881 "\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1888 "void main\n"
1889 "(\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1911 ")\n"
1912 "{\n"
1913 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1915 "}\n"
1916 "#endif\n"
1917 "\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1919 "void main\n"
1920 "(\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "}\n"
1927 "#endif\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1929 "\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1934 "\n"
1935 "#ifdef VERTEX_SHADER\n"
1936 "void main\n"
1937 "(\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1945 ")\n"
1946 "{\n"
1947 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 "#ifdef USEBLOOM\n"
1950 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1951 "#endif\n"
1952 "}\n"
1953 "#endif\n"
1954 "\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1956 "void main\n"
1957 "(\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1961 "#ifdef USEBLOOM\n"
1962 "uniform sampler2D Texture_Second,\n"
1963 "#endif\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#endif\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1969 "#endif\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1972 "#endif\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1980 ")\n"
1981 "{\n"
1982 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 "#ifdef USEBLOOM\n"
1984 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// 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"
1993 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1999 "#endif\n"
2000 "\n"
2001 "#ifdef USESATURATION\n"
2002 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2012 "#endif\n"
2013 "}\n"
2014 "#endif\n"
2015 "#else // !MODE_POSTPROCESS\n"
2016 "\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2033 ")\n"
2034 "{\n"
2035 "       gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#endif\n"
2039 "#ifdef USESPECULAR\n"
2040 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 "#endif\n"
2042 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "}\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2055 "#endif\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2058 "#endif\n"
2059 "out float4 gl_FragColor : COLOR\n"
2060 ")\n"
2061 "{\n"
2062 "       gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#endif\n"
2066 "\n"
2067 "#ifdef USESPECULAR\n"
2068 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 "       gl_FragColor *= tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEGLOW\n"
2073 "       gl_FragColor += tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2077 "# endif\n"
2078 "#endif\n"
2079 "}\n"
2080 "#endif\n"
2081 "#else // !MODE_GENERIC\n"
2082 "\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2088 "void main\n"
2089 "(\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2095 ")\n"
2096 "{\n"
2097 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2098 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "}\n"
2100 "#endif\n"
2101 "\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2103 "\n"
2104 "void main\n"
2105 "(\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       int i;\n"
2113 "       float2 tc = TexCoord;\n"
2114 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 "       tc += BloomBlur_Parameters.xy;\n"
2116 "       for (i = 1;i < SAMPLES;i++)\n"
2117 "       {\n"
2118 "               color += tex2D(Texture_First, tc).rgb;\n"
2119 "               tc += BloomBlur_Parameters.xy;\n"
2120 "       }\n"
2121 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "}\n"
2123 "#endif\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2127 "void main\n"
2128 "(\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 ")\n"
2139 "{\n"
2140 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "       ModelViewProjectionPosition = gl_Position;\n"
2143 "}\n"
2144 "#endif\n"
2145 "\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2147 "void main\n"
2148 "(\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2160 ")\n"
2161 "{\n"
2162 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 "       // FIXME temporary hack to detect the case that the reflection\n"
2167 "       // gets blackened at edges due to leaving the area that contains actual\n"
2168 "       // content.\n"
2169 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2170 "       // 'appening.\n"
2171 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2175 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2177 "}\n"
2178 "#endif\n"
2179 "#else // !MODE_REFRACTION\n"
2180 "\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2186 "\n"
2187 "void main\n"
2188 "(\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 "       // FIXME temporary hack to detect the case that the reflection\n"
2234 "       // gets blackened at edges due to leaving the area that contains actual\n"
2235 "       // content.\n"
2236 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2237 "       // 'appening.\n"
2238 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2242 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2244 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2247 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2250 "}\n"
2251 "#endif\n"
2252 "#else // !MODE_WATER\n"
2253 "\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "// 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"
2258 "\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2261 "\n"
2262 "#ifdef USEFOG\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2264 "{\n"
2265 "       float fogfrac;\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 "       fogfrac = fogheightpixel.a;\n"
2269 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "#else\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 "# else\n"
2274 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 "# endif\n"
2276 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2277 "#endif\n"
2278 "}\n"
2279 "#endif\n"
2280 "\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "{\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 "       // 14 sample relief mapping: linear search and then binary search\n"
2286 "       // this basically steps forward a small amount repeatedly until it finds\n"
2287 "       // itself inside solid, then jitters forward and back using decreasing\n"
2288 "       // amounts to find the impact\n"
2289 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 RT = float3(TexCoord, 1);\n"
2293 "       OffsetVector *= 0.1;\n"
2294 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2308 "       return RT.xy;\n"
2309 "#else\n"
2310 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 "       // this basically moves forward the full distance, and then backs up based\n"
2312 "       // on height of samples\n"
2313 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       TexCoord += OffsetVector;\n"
2317 "       OffsetVector *= 0.333;\n"
2318 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       return TexCoord;\n"
2322 "#endif\n"
2323 "}\n"
2324 "#endif // USEOFFSETMAPPING\n"
2325 "\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# else\n"
2331 "#  ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 "{\n"
2334 "       float3 adir = abs(dir);\n"
2335 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2338 "}\n"
2339 "#  else\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 "{\n"
2342 "       float3 adir = abs(dir);\n"
2343 "       float ma = adir.z;\n"
2344 "       float4 proj = float4(dir, 2.5);\n"
2345 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 "       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"
2349 "}\n"
2350 "#  endif\n"
2351 "# endif\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "    float3 adir = abs(dir);\n"
2358 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2359 "}\n"
2360 "#endif\n"
2361 "\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "#else\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2367 "#endif\n"
2368 "{\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 "#else\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "#endif\n"
2374 "       float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "\n"
2377 "#    ifdef USESHADOWMAPPCF\n"
2378 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 "    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"
2380 "#    else\n"
2381 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2382 "#    endif\n"
2383 "\n"
2384 "#  else\n"
2385 "\n"
2386 "#    ifdef USESHADOWMAPPCF\n"
2387 "#      if USESHADOWMAPPCF > 1\n"
2388 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 "    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"
2391 "    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"
2392 "    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"
2393 "    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"
2394 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "#      else\n"
2397 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 "    float2 offset = frac(shadowmaptc.xy);\n"
2399 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2401 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2402 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2404 "#      endif\n"
2405 "#    else\n"
2406 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2407 "#    endif\n"
2408 "\n"
2409 "#  endif\n"
2410 "#  ifdef USESHADOWMAPORTHO\n"
2411 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2412 "#  else\n"
2413 "       return f;\n"
2414 "#  endif\n"
2415 "}\n"
2416 "# endif\n"
2417 "\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "#else\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2423 "#endif\n"
2424 "{\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 "#else\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2429 "#endif\n"
2430 "    float f;\n"
2431 "\n"
2432 "#  ifdef USESHADOWSAMPLER\n"
2433 "#    ifdef USESHADOWMAPPCF\n"
2434 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2435 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 "    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"
2437 "#    else\n"
2438 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2439 "#    endif\n"
2440 "#  else\n"
2441 "#    ifdef USESHADOWMAPPCF\n"
2442 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "#      ifdef GL_ARB_texture_gather\n"
2444 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "#      else\n"
2446 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 "#      endif\n"
2448 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 "    center *= ShadowMap_TextureScale;\n"
2450 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2453 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2454 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "#     else\n"
2458 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2459 "#      if USESHADOWMAPPCF > 1\n"
2460 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 "    center *= ShadowMap_TextureScale;\n"
2462 "    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"
2463 "    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"
2464 "    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"
2465 "    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"
2466 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 "#      else\n"
2469 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2472 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2473 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2475 "#      endif\n"
2476 "#     endif\n"
2477 "#    else\n"
2478 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2479 "#    endif\n"
2480 "#  endif\n"
2481 "#  ifdef USESHADOWMAPORTHO\n"
2482 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2483 "#  else\n"
2484 "       return f;\n"
2485 "#  endif\n"
2486 "}\n"
2487 "# endif\n"
2488 "\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 "{\n"
2492 "    // apply depth texture cubemap as light filter\n"
2493 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "    float f;\n"
2495 "#  ifdef USESHADOWSAMPLER\n"
2496 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 "#  else\n"
2498 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2499 "#  endif\n"
2500 "    return f;\n"
2501 "}\n"
2502 "# endif\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2505 "\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2511 "void main\n"
2512 "(\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2517 "#endif\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "#endif\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2529 "#endif\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2535 "#endif\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2539 ")\n"
2540 "{\n"
2541 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       gl_FrontColor = gl_Color;\n"
2544 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 "#endif\n"
2546 "\n"
2547 "       // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 "#endif\n"
2554 "\n"
2555 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2573 "#endif\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#endif\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2581 "#endif\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2584 ")\n"
2585 "{\n"
2586 "       float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 "       // apply offsetmapping\n"
2589 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2591 "#endif\n"
2592 "\n"
2593 "#ifdef USEALPHAKILL\n"
2594 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2595 "               discard;\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2603 "#endif\n"
2604 "\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 "#else\n"
2609 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2611 "#endif\n"
2612 "\n"
2613 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2630 ")\n"
2631 "{\n"
2632 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "}\n"
2635 "#endif // VERTEX_SHADER\n"
2636 "\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2651 "#endif\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2658 "#endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "# else\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2665 "# endif\n"
2666 "#endif\n"
2667 "\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "# else\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2673 "# endif\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2678 "#endif\n"
2679 "\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "# else\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2685 "# endif\n"
2686 "#endif\n"
2687 "\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2691 "#endif\n"
2692 "\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2695 ")\n"
2696 "{\n"
2697 "       // calculate viewspace pixel position\n"
2698 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 "       float3 position;\n"
2701 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 "       // decode viewspace pixel normal\n"
2704 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 "       // surfacenormal = pixel normal in viewspace\n"
2707 "       // LightVector = pixel to light in viewspace\n"
2708 "       // CubeVector = position in lightspace\n"
2709 "       // eyevector = pixel to view in viewspace\n"
2710 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 "       // calculate diffuse shading\n"
2714 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#endif\n"
2717 "#ifdef USESPECULAR\n"
2718 "       // calculate directional shading\n"
2719 "       float3 eyevector = position * -1.0;\n"
2720 "#  ifdef USEEXACTSPECULARMATH\n"
2721 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 "#  else\n"
2723 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  endif\n"
2726 "#endif\n"
2727 "\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 "       fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# endif\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2742 "#endif\n"
2743 "       );\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEDIFFUSE\n"
2747 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#endif\n"
2751 "#ifdef USESPECULAR\n"
2752 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 "#else\n"
2754 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2755 "#endif\n"
2756 "\n"
2757 "# ifdef USECUBEFILTER\n"
2758 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 "       gl_FragData0.rgb *= cubecolor;\n"
2760 "       gl_FragData1.rgb *= cubecolor;\n"
2761 "# endif\n"
2762 "}\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef VERTEX_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2776 "#endif\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#endif\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2796 "#endif\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2800 "#endif\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2803 "#endif\n"
2804 "\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#endif\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "#endif\n"
2833 "out float4 gl_Position : POSITION\n"
2834 ")\n"
2835 "{\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 "       gl_FrontColor = gl_Color;\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2910 "#endif\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#endif\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2918 "#endif\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2921 "#endif\n"
2922 "#ifdef USEFOG\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#endif\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2927 "#endif\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#endif\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2941 "#endif\n"
2942 "\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2947 "#endif\n"
2948 "#ifdef USEGLOW\n"
2949 "uniform sampler2D Texture_Glow,\n"
2950 "#endif\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2956 "#endif\n"
2957 "#ifdef USEGLOW\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2959 "#endif\n"
2960 "#endif\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2964 "#endif\n"
2965 "#ifdef USEFOG\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2968 "#endif\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2971 "#endif\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#endif\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#endif\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2986 "#endif\n"
2987 "\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2991 "#endif\n"
2992 "#ifdef USEFOG\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2997 "#endif\n"
2998 "\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3007 "#endif\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3012 "#ifdef USEGLOW\n"
3013 "uniform half3 Color_Glow,\n"
3014 "#endif\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3021 "#endif\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#endif\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "# else\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3046 "# endif\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "# else\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3054 "# endif\n"
3055 "#endif\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3059 "#endif\n"
3060 "\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "# else\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3066 "# endif\n"
3067 "#endif\n"
3068 "\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "\n"
3075 "out float4 gl_FragColor : COLOR\n"
3076 ")\n"
3077 "{\n"
3078 "       float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#endif\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 "       // apply offsetmapping\n"
3084 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3086 "#endif\n"
3087 "\n"
3088 "       // combine the diffuse textures (base, pants, shirt)\n"
3089 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 "       if (color.a < 0.5)\n"
3092 "               discard;\n"
3093 "#endif\n"
3094 "       color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#endif\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 "       color.a = 1.0;\n"
3104 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3105 "#endif\n"
3106 "\n"
3107 "       // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 "#else\n"
3111 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3112 "#endif\n"
3113 "\n"
3114 "       // get the material colors\n"
3115 "       half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 "# else\n"
3120 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3121 "# endif\n"
3122 "#endif\n"
3123 "\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3129 "#endif\n"
3130 "\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 "       // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 "       half3 lightnormal = half3(normalize(LightVector));\n"
3138 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 "#else\n"
3144 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 "#endif\n"
3147 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3148 "#endif\n"
3149 "#else\n"
3150 "       color.rgb = diffusetex * Color_Ambient;\n"
3151 "#endif\n"
3152 "       color.rgb *= LightColor;\n"
3153 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# endif\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3168 "#endif\n"
3169 "       );\n"
3170 "\n"
3171 "#endif\n"
3172 "# ifdef USECUBEFILTER\n"
3173 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "# endif\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#define SHADING\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#endif\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 "#define SHADING\n"
3189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 "       // convert modelspace light vector to tangentspace\n"
3193 "       half3 lightnormal;\n"
3194 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 "#define SHADING\n"
3210 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3213 "#endif\n"
3214 "\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 "       color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "#ifdef SHADING\n"
3232 "# ifdef USEDIFFUSE\n"
3233 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "#  ifdef USESPECULAR\n"
3235 "#   ifdef USEEXACTSPECULARMATH\n"
3236 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 "#   else\n"
3238 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   endif\n"
3241 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 "#  else\n"
3243 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3244 "#  endif\n"
3245 "# else\n"
3246 "       color.rgb = diffusetex * Color_Ambient;\n"
3247 "# endif\n"
3248 "#endif\n"
3249 "\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# endif\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3257 "# endif\n"
3258 "       );\n"
3259 "#endif\n"
3260 "\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3265 "#endif\n"
3266 "\n"
3267 "#ifdef USEGLOW\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 "#else\n"
3271 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3272 "#endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USEFOG\n"
3276 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3277 "#endif\n"
3278 "\n"
3279 "       // 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"
3280 "#ifdef USEREFLECTION\n"
3281 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 "       // FIXME temporary hack to detect the case that the reflection\n"
3286 "       // gets blackened at edges due to leaving the area that contains actual\n"
3287 "       // content.\n"
3288 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3289 "       // 'appening.\n"
3290 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3294 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3296 "#endif\n"
3297 "\n"
3298 "       gl_FragColor = float4(color);\n"
3299 "}\n"
3300 "#endif // FRAGMENT_SHADER\n"
3301 "\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3311 ;
3312
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3315
3316 //=======================================================================================================================================================
3317
3318 typedef struct shaderpermutationinfo_s
3319 {
3320         const char *pretext;
3321         const char *name;
3322 }
3323 shaderpermutationinfo_t;
3324
3325 typedef struct shadermodeinfo_s
3326 {
3327         const char *vertexfilename;
3328         const char *geometryfilename;
3329         const char *fragmentfilename;
3330         const char *pretext;
3331         const char *name;
3332 }
3333 shadermodeinfo_t;
3334
3335 typedef enum shaderpermutation_e
3336 {
3337         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 }
3369 shaderpermutation_t;
3370
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {
3374         {"#define USEDIFFUSE\n", " diffuse"},
3375         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376         {"#define USEVIEWTINT\n", " viewtint"},
3377         {"#define USECOLORMAPPING\n", " colormapping"},
3378         {"#define USESATURATION\n", " saturation"},
3379         {"#define USEFOGINSIDE\n", " foginside"},
3380         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382         {"#define USEGAMMARAMPS\n", " gammaramps"},
3383         {"#define USECUBEFILTER\n", " cubefilter"},
3384         {"#define USEGLOW\n", " glow"},
3385         {"#define USEBLOOM\n", " bloom"},
3386         {"#define USESPECULAR\n", " specular"},
3387         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389         {"#define USEREFLECTION\n", " reflection"},
3390         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401         {"#define USEALPHAKILL\n", " alphakill"},
3402         {"#define USEREFLECTCUBE\n", " reflectcube"},
3403 };
3404
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3407 {
3408         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423         SHADERMODE_COUNT
3424 }
3425 shadermode_t;
3426
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 };
3446
3447 #ifdef SUPPORTCG
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {
3450         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 };
3466 #endif
3467
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3470 {
3471         /// hash lookup data
3472         struct r_glsl_permutation_s *hashnext;
3473         unsigned int mode;
3474         unsigned int permutation;
3475
3476         /// indicates if we have tried compiling this permutation already
3477         qboolean compiled;
3478         /// 0 if compilation failed
3479         int program;
3480         /// locations of detected uniforms in program object, or -1 if not found
3481         int loc_Texture_First;
3482         int loc_Texture_Second;
3483         int loc_Texture_GammaRamps;
3484         int loc_Texture_Normal;
3485         int loc_Texture_Color;
3486         int loc_Texture_Gloss;
3487         int loc_Texture_Glow;
3488         int loc_Texture_SecondaryNormal;
3489         int loc_Texture_SecondaryColor;
3490         int loc_Texture_SecondaryGloss;
3491         int loc_Texture_SecondaryGlow;
3492         int loc_Texture_Pants;
3493         int loc_Texture_Shirt;
3494         int loc_Texture_FogHeightTexture;
3495         int loc_Texture_FogMask;
3496         int loc_Texture_Lightmap;
3497         int loc_Texture_Deluxemap;
3498         int loc_Texture_Attenuation;
3499         int loc_Texture_Cube;
3500         int loc_Texture_Refraction;
3501         int loc_Texture_Reflection;
3502         int loc_Texture_ShadowMapRect;
3503         int loc_Texture_ShadowMapCube;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;        
3563 }
3564 r_glsl_permutation_t;
3565
3566 #define SHADERPERMUTATION_HASHSIZE 256
3567
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3574
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 {
3577         //unsigned int hashdepth = 0;
3578         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579         r_glsl_permutation_t *p;
3580         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581         {
3582                 if (p->mode == mode && p->permutation == permutation)
3583                 {
3584                         //if (hashdepth > 10)
3585                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586                         return p;
3587                 }
3588                 //hashdepth++;
3589         }
3590         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591         p->mode = mode;
3592         p->permutation = permutation;
3593         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594         r_glsl_permutationhash[mode][hashindex] = p;
3595         //if (hashdepth > 10)
3596         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3597         return p;
3598 }
3599
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3601 {
3602         char *shaderstring;
3603         if (!filename || !filename[0])
3604                 return NULL;
3605         if (!strcmp(filename, "glsl/default.glsl"))
3606         {
3607                 if (!glslshaderstring)
3608                 {
3609                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610                         if (glslshaderstring)
3611                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612                         else
3613                                 glslshaderstring = (char *)builtinshaderstring;
3614                 }
3615                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617                 return shaderstring;
3618         }
3619         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3620         if (shaderstring)
3621         {
3622                 if (printfromdisknotice)
3623                         Con_DPrintf("from disk %s... ", filename);
3624                 return shaderstring;
3625         }
3626         return shaderstring;
3627 }
3628
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3630 {
3631         int i;
3632         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633         int vertstrings_count = 0;
3634         int geomstrings_count = 0;
3635         int fragstrings_count = 0;
3636         char *vertexstring, *geometrystring, *fragmentstring;
3637         const char *vertstrings_list[32+3];
3638         const char *geomstrings_list[32+3];
3639         const char *fragstrings_list[32+3];
3640         char permutationname[256];
3641
3642         if (p->compiled)
3643                 return;
3644         p->compiled = true;
3645         p->program = 0;
3646
3647         permutationname[0] = 0;
3648         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651
3652         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653
3654         // the first pretext is which type of shader to compile as
3655         // (later these will all be bound together as a program object)
3656         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659
3660         // the second pretext is the mode (for example a light source)
3661         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665
3666         // now add all the permutation pretexts
3667         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668         {
3669                 if (permutation & (1<<i))
3670                 {
3671                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3675                 }
3676                 else
3677                 {
3678                         // keep line numbers correct
3679                         vertstrings_list[vertstrings_count++] = "\n";
3680                         geomstrings_list[geomstrings_count++] = "\n";
3681                         fragstrings_list[fragstrings_count++] = "\n";
3682                 }
3683         }
3684
3685         // now append the shader text itself
3686         vertstrings_list[vertstrings_count++] = vertexstring;
3687         geomstrings_list[geomstrings_count++] = geometrystring;
3688         fragstrings_list[fragstrings_count++] = fragmentstring;
3689
3690         // if any sources were NULL, clear the respective list
3691         if (!vertexstring)
3692                 vertstrings_count = 0;
3693         if (!geometrystring)
3694                 geomstrings_count = 0;
3695         if (!fragmentstring)
3696                 fragstrings_count = 0;
3697
3698         // compile the shader program
3699         if (vertstrings_count + geomstrings_count + fragstrings_count)
3700                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3701         if (p->program)
3702         {
3703                 CHECKGLERROR
3704                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705                 // look up all the uniform variable names we care about, so we don't
3706                 // have to look them up every time we set them
3707
3708                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3709                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3710                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3713                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3740                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3742                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3745                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3746                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3747                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3755                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3756                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3758                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3761                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3762                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3765                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3766                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3769                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3770                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3776                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3777                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3778                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3779                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3780                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3782                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3783                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3784                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3790                 // initialize the samplers to refer to the texture units we use
3791                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3792                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3793                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3794                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3795                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3796                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3797                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3798                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3802                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3803                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3804                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3806                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3807                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3808                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3809                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3810                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3811                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3812                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3814                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3817                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3819                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3821                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3822                 CHECKGLERROR
3823                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3824         }
3825         else
3826                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3827
3828         // free the strings
3829         if (vertexstring)
3830                 Mem_Free(vertexstring);
3831         if (geometrystring)
3832                 Mem_Free(geometrystring);
3833         if (fragmentstring)
3834                 Mem_Free(fragmentstring);
3835 }
3836
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 {
3839         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840         if (r_glsl_permutation != perm)
3841         {
3842                 r_glsl_permutation = perm;
3843                 if (!r_glsl_permutation->program)
3844                 {
3845                         if (!r_glsl_permutation->compiled)
3846                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3847                         if (!r_glsl_permutation->program)
3848                         {
3849                                 // remove features until we find a valid permutation
3850                                 int i;
3851                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852                                 {
3853                                         // reduce i more quickly whenever it would not remove any bits
3854                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855                                         if (!(permutation & j))
3856                                                 continue;
3857                                         permutation -= j;
3858                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859                                         if (!r_glsl_permutation->compiled)
3860                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3861                                         if (r_glsl_permutation->program)
3862                                                 break;
3863                                 }
3864                                 if (i >= SHADERPERMUTATION_COUNT)
3865                                 {
3866                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868                                         qglUseProgramObjectARB(0);CHECKGLERROR
3869                                         return; // no bit left to clear, entire mode is broken
3870                                 }
3871                         }
3872                 }
3873                 CHECKGLERROR
3874                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875         }
3876         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3879 }
3880
3881 #ifdef SUPPORTCG
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3885 {
3886         /// hash lookup data
3887         struct r_cg_permutation_s *hashnext;
3888         unsigned int mode;
3889         unsigned int permutation;
3890
3891         /// indicates if we have tried compiling this permutation already
3892         qboolean compiled;
3893         /// 0 if compilation failed
3894         CGprogram vprogram;
3895         CGprogram fprogram;
3896         /// locations of detected parameters in programs, or NULL if not found
3897         CGparameter vp_EyePosition;
3898         CGparameter vp_FogPlane;
3899         CGparameter vp_LightDir;
3900         CGparameter vp_LightPosition;
3901         CGparameter vp_ModelToLight;
3902         CGparameter vp_TexMatrix;
3903         CGparameter vp_BackgroundTexMatrix;
3904         CGparameter vp_ModelViewProjectionMatrix;
3905         CGparameter vp_ModelViewMatrix;
3906         CGparameter vp_ShadowMapMatrix;
3907
3908         CGparameter fp_Texture_First;
3909         CGparameter fp_Texture_Second;
3910         CGparameter fp_Texture_GammaRamps;
3911         CGparameter fp_Texture_Normal;
3912         CGparameter fp_Texture_Color;
3913         CGparameter fp_Texture_Gloss;
3914         CGparameter fp_Texture_Glow;
3915         CGparameter fp_Texture_SecondaryNormal;
3916         CGparameter fp_Texture_SecondaryColor;
3917         CGparameter fp_Texture_SecondaryGloss;
3918         CGparameter fp_Texture_SecondaryGlow;
3919         CGparameter fp_Texture_Pants;
3920         CGparameter fp_Texture_Shirt;
3921         CGparameter fp_Texture_FogHeightTexture;
3922         CGparameter fp_Texture_FogMask;
3923         CGparameter fp_Texture_Lightmap;
3924         CGparameter fp_Texture_Deluxemap;
3925         CGparameter fp_Texture_Attenuation;
3926         CGparameter fp_Texture_Cube;
3927         CGparameter fp_Texture_Refraction;
3928         CGparameter fp_Texture_Reflection;
3929         CGparameter fp_Texture_ShadowMapRect;
3930         CGparameter fp_Texture_ShadowMapCube;
3931         CGparameter fp_Texture_ShadowMap2D;
3932         CGparameter fp_Texture_CubeProjection;
3933         CGparameter fp_Texture_ScreenDepth;
3934         CGparameter fp_Texture_ScreenNormalMap;
3935         CGparameter fp_Texture_ScreenDiffuse;
3936         CGparameter fp_Texture_ScreenSpecular;
3937         CGparameter fp_Texture_ReflectMask;
3938         CGparameter fp_Texture_ReflectCube;
3939         CGparameter fp_Alpha;
3940         CGparameter fp_BloomBlur_Parameters;
3941         CGparameter fp_ClientTime;
3942         CGparameter fp_Color_Ambient;
3943         CGparameter fp_Color_Diffuse;
3944         CGparameter fp_Color_Specular;
3945         CGparameter fp_Color_Glow;
3946         CGparameter fp_Color_Pants;
3947         CGparameter fp_Color_Shirt;
3948         CGparameter fp_DeferredColor_Ambient;
3949         CGparameter fp_DeferredColor_Diffuse;
3950         CGparameter fp_DeferredColor_Specular;
3951         CGparameter fp_DeferredMod_Diffuse;
3952         CGparameter fp_DeferredMod_Specular;
3953         CGparameter fp_DistortScaleRefractReflect;
3954         CGparameter fp_EyePosition;
3955         CGparameter fp_FogColor;
3956         CGparameter fp_FogHeightFade;
3957         CGparameter fp_FogPlane;
3958         CGparameter fp_FogPlaneViewDist;
3959         CGparameter fp_FogRangeRecip;
3960         CGparameter fp_LightColor;
3961         CGparameter fp_LightDir;
3962         CGparameter fp_LightPosition;
3963         CGparameter fp_OffsetMapping_Scale;
3964         CGparameter fp_PixelSize;
3965         CGparameter fp_ReflectColor;
3966         CGparameter fp_ReflectFactor;
3967         CGparameter fp_ReflectOffset;
3968         CGparameter fp_RefractColor;
3969         CGparameter fp_Saturation;
3970         CGparameter fp_ScreenCenterRefractReflect;
3971         CGparameter fp_ScreenScaleRefractReflect;
3972         CGparameter fp_ScreenToDepth;
3973         CGparameter fp_ShadowMap_Parameters;
3974         CGparameter fp_ShadowMap_TextureScale;
3975         CGparameter fp_SpecularPower;
3976         CGparameter fp_UserVec1;
3977         CGparameter fp_UserVec2;
3978         CGparameter fp_UserVec3;
3979         CGparameter fp_UserVec4;
3980         CGparameter fp_ViewTintColor;
3981         CGparameter fp_ViewToLight;
3982         CGparameter fp_PixelToScreenTexCoord;
3983         CGparameter fp_ModelToReflectCube;
3984 }
3985 r_cg_permutation_t;
3986
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3993
3994 #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));}}
3995
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 {
3998         //unsigned int hashdepth = 0;
3999         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000         r_cg_permutation_t *p;
4001         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002         {
4003                 if (p->mode == mode && p->permutation == permutation)
4004                 {
4005                         //if (hashdepth > 10)
4006                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4007                         return p;
4008                 }
4009                 //hashdepth++;
4010         }
4011         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012         p->mode = mode;
4013         p->permutation = permutation;
4014         p->hashnext = r_cg_permutationhash[mode][hashindex];
4015         r_cg_permutationhash[mode][hashindex] = p;
4016         //if (hashdepth > 10)
4017         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4018         return p;
4019 }
4020
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4022 {
4023         char *shaderstring;
4024         if (!filename || !filename[0])
4025                 return NULL;
4026         if (!strcmp(filename, "cg/default.cg"))
4027         {
4028                 if (!cgshaderstring)
4029                 {
4030                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031                         if (cgshaderstring)
4032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033                         else
4034                                 cgshaderstring = (char *)builtincgshaderstring;
4035                 }
4036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038                 return shaderstring;
4039         }
4040         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4041         if (shaderstring)
4042         {
4043                 if (printfromdisknotice)
4044                         Con_DPrintf("from disk %s... ", filename);
4045                 return shaderstring;
4046         }
4047         return shaderstring;
4048 }
4049
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 {
4052         // TODO: load or create .fp and .vp shader files
4053 }
4054
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4056 {
4057         int i;
4058         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059         int vertstrings_count = 0, vertstring_length = 0;
4060         int geomstrings_count = 0, geomstring_length = 0;
4061         int fragstrings_count = 0, fragstring_length = 0;
4062         char *t;
4063         char *vertexstring, *geometrystring, *fragmentstring;
4064         char *vertstring, *geomstring, *fragstring;
4065         const char *vertstrings_list[32+3];
4066         const char *geomstrings_list[32+3];
4067         const char *fragstrings_list[32+3];
4068         char permutationname[256];
4069         char cachename[256];
4070         CGprofile vertexProfile;
4071         CGprofile fragmentProfile;
4072
4073         if (p->compiled)
4074                 return;
4075         p->compiled = true;
4076         p->vprogram = NULL;
4077         p->fprogram = NULL;
4078
4079         permutationname[0] = 0;
4080         cachename[0] = 0;
4081         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4082         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084
4085         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086         strlcat(cachename, "cg/", sizeof(cachename));
4087
4088         // the first pretext is which type of shader to compile as
4089         // (later these will all be bound together as a program object)
4090         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093
4094         // the second pretext is the mode (for example a light source)
4095         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099         strlcat(cachename, modeinfo->name, sizeof(cachename));
4100
4101         // now add all the permutation pretexts
4102         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103         {
4104                 if (permutation & (1<<i))
4105                 {
4106                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4111                 }
4112                 else
4113                 {
4114                         // keep line numbers correct
4115                         vertstrings_list[vertstrings_count++] = "\n";
4116                         geomstrings_list[geomstrings_count++] = "\n";
4117                         fragstrings_list[fragstrings_count++] = "\n";
4118                 }
4119         }
4120
4121         // replace spaces in the cachename with _ characters
4122         for (i = 0;cachename[i];i++)
4123                 if (cachename[i] == ' ')
4124                         cachename[i] = '_';
4125
4126         // now append the shader text itself
4127         vertstrings_list[vertstrings_count++] = vertexstring;
4128         geomstrings_list[geomstrings_count++] = geometrystring;
4129         fragstrings_list[fragstrings_count++] = fragmentstring;
4130
4131         // if any sources were NULL, clear the respective list
4132         if (!vertexstring)
4133                 vertstrings_count = 0;
4134         if (!geometrystring)
4135                 geomstrings_count = 0;
4136         if (!fragmentstring)
4137                 fragstrings_count = 0;
4138
4139         vertstring_length = 0;
4140         for (i = 0;i < vertstrings_count;i++)
4141                 vertstring_length += strlen(vertstrings_list[i]);
4142         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145
4146         geomstring_length = 0;
4147         for (i = 0;i < geomstrings_count;i++)
4148                 geomstring_length += strlen(geomstrings_list[i]);
4149         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152
4153         fragstring_length = 0;
4154         for (i = 0;i < fragstrings_count;i++)
4155                 fragstring_length += strlen(fragstrings_list[i]);
4156         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4159
4160         CHECKGLERROR
4161         CHECKCGERROR
4162         //vertexProfile = CG_PROFILE_ARBVP1;
4163         //fragmentProfile = CG_PROFILE_ARBFP1;
4164         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4169         CHECKGLERROR
4170
4171         // try to load the cached shader, or generate one
4172         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173
4174         // if caching failed, do a dynamic compile for now
4175         CHECKCGERROR
4176         if (vertstring[0] && !p->vprogram)
4177                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178         CHECKCGERROR
4179         if (fragstring[0] && !p->fprogram)
4180                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4181         CHECKCGERROR
4182
4183         // look up all the uniform variable names we care about, so we don't
4184         // have to look them up every time we set them
4185         if (p->vprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4191                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4192                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4193                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4194                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4200                 CHECKCGERROR
4201         }
4202         if (p->fprogram)
4203         {
4204                 CHECKCGERROR
4205                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4208                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4239                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4241                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4254                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4255                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4257                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4260                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4261                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4262                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4264                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4268                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4269                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4276                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4277                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4278                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4279                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4283                 CHECKCGERROR
4284         }
4285
4286         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288         else
4289                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4290
4291         // free the strings
4292         if (vertstring)
4293                 Mem_Free(vertstring);
4294         if (geomstring)
4295                 Mem_Free(geomstring);
4296         if (fragstring)
4297                 Mem_Free(fragstring);
4298         if (vertexstring)
4299                 Mem_Free(vertexstring);
4300         if (geometrystring)
4301                 Mem_Free(geometrystring);
4302         if (fragmentstring)
4303                 Mem_Free(fragmentstring);
4304 }
4305
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 {
4308         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4309         CHECKGLERROR
4310         CHECKCGERROR
4311         if (r_cg_permutation != perm)
4312         {
4313                 r_cg_permutation = perm;
4314                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315                 {
4316                         if (!r_cg_permutation->compiled)
4317                                 R_CG_CompilePermutation(perm, mode, permutation);
4318                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                         {
4320                                 // remove features until we find a valid permutation
4321                                 int i;
4322                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                                 {
4324                                         // reduce i more quickly whenever it would not remove any bits
4325                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326                                         if (!(permutation & j))
4327                                                 continue;
4328                                         permutation -= j;
4329                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330                                         if (!r_cg_permutation->compiled)
4331                                                 R_CG_CompilePermutation(perm, mode, permutation);
4332                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4333                                                 break;
4334                                 }
4335                                 if (i >= SHADERPERMUTATION_COUNT)
4336                                 {
4337                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339                                         return; // no bit left to clear, entire mode is broken
4340                                 }
4341                         }
4342                 }
4343                 CHECKGLERROR
4344                 CHECKCGERROR
4345                 if (r_cg_permutation->vprogram)
4346                 {
4347                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4350                 }
4351                 else
4352                 {
4353                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 if (r_cg_permutation->fprogram)
4357                 {
4358                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 else
4363                 {
4364                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367         }
4368         CHECKCGERROR
4369         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4372 }
4373
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 {
4376         cgGLSetTextureParameter(param, R_GetTexture(tex));
4377         cgGLEnableTextureParameter(param);
4378 }
4379 #endif
4380
4381 void R_GLSL_Restart_f(void)
4382 {
4383         unsigned int i, limit;
4384         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385                 Mem_Free(glslshaderstring);
4386         glslshaderstring = NULL;
4387         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388                 Mem_Free(cgshaderstring);
4389         cgshaderstring = NULL;
4390         switch(vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 {
4394                         r_glsl_permutation_t *p;
4395                         r_glsl_permutation = NULL;
4396                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397                         for (i = 0;i < limit;i++)
4398                         {
4399                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400                                 {
4401                                         GL_Backend_FreeProgram(p->program);
4402                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4403                                 }
4404                         }
4405                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4406                 }
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 {
4411                         r_cg_permutation_t *p;
4412                         r_cg_permutation = NULL;
4413                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418                         for (i = 0;i < limit;i++)
4419                         {
4420                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4421                                 {
4422                                         if (p->vprogram)
4423                                                 cgDestroyProgram(p->vprogram);
4424                                         if (p->fprogram)
4425                                                 cgDestroyProgram(p->fprogram);
4426                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4427                                 }
4428                         }
4429                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4430                 }
4431                 break;
4432 #endif
4433         case RENDERPATH_GL13:
4434         case RENDERPATH_GL11:
4435                 break;
4436         }
4437 }
4438
4439 void R_GLSL_DumpShader_f(void)
4440 {
4441         int i;
4442         qfile_t *file;
4443
4444         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4445         if (file)
4446         {
4447                 FS_Print(file, "/* The engine may define the following macros:\n");
4448                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449                 for (i = 0;i < SHADERMODE_COUNT;i++)
4450                         FS_Print(file, glslshadermodeinfo[i].pretext);
4451                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452                         FS_Print(file, shaderpermutationinfo[i].pretext);
4453                 FS_Print(file, "*/\n");
4454                 FS_Print(file, builtinshaderstring);
4455                 FS_Close(file);
4456                 Con_Printf("glsl/default.glsl written\n");
4457         }
4458         else
4459                 Con_Printf("failed to write to glsl/default.glsl\n");
4460
4461 #ifdef SUPPORTCG
4462         file = FS_OpenRealFile("cg/default.cg", "w", false);
4463         if (file)
4464         {
4465                 FS_Print(file, "/* The engine may define the following macros:\n");
4466                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467                 for (i = 0;i < SHADERMODE_COUNT;i++)
4468                         FS_Print(file, cgshadermodeinfo[i].pretext);
4469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470                         FS_Print(file, shaderpermutationinfo[i].pretext);
4471                 FS_Print(file, "*/\n");
4472                 FS_Print(file, builtincgshaderstring);
4473                 FS_Close(file);
4474                 Con_Printf("cg/default.cg written\n");
4475         }
4476         else
4477                 Con_Printf("failed to write to cg/default.cg\n");
4478 #endif
4479 }
4480
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4482 {
4483         if (!second)
4484                 texturemode = GL_MODULATE;
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 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))));
4489                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491                 break;
4492         case RENDERPATH_CGGL:
4493 #ifdef SUPPORTCG
4494                 CHECKCGERROR
4495                 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))));
4496                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4498 #endif
4499                 break;
4500         case RENDERPATH_GL13:
4501                 R_Mesh_TexBind(0, first );
4502                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503                 R_Mesh_TexBind(1, second);
4504                 if (second)
4505                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506                 break;
4507         case RENDERPATH_GL11:
4508                 R_Mesh_TexBind(0, first );
4509                 break;
4510         }
4511 }
4512
4513 void R_SetupShader_DepthOrShadow(void)
4514 {
4515         switch (vid.renderpath)
4516         {
4517         case RENDERPATH_GL20:
4518                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523 #endif
4524                 break;
4525         case RENDERPATH_GL13:
4526                 R_Mesh_TexBind(0, 0);
4527                 R_Mesh_TexBind(1, 0);
4528                 break;
4529         case RENDERPATH_GL11:
4530                 R_Mesh_TexBind(0, 0);
4531                 break;
4532         }
4533 }
4534
4535 void R_SetupShader_ShowDepth(void)
4536 {
4537         switch (vid.renderpath)
4538         {
4539         case RENDERPATH_GL20:
4540                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541                 break;
4542         case RENDERPATH_CGGL:
4543 #ifdef SUPPORTCG
4544                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4545 #endif
4546                 break;
4547         case RENDERPATH_GL13:
4548                 break;
4549         case RENDERPATH_GL11:
4550                 break;
4551         }
4552 }
4553
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 extern cvar_t gl_mesh_separatearrays;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4582 {
4583         // select a permutation of the lighting shader appropriate to this
4584         // combination of texture, entity, light source, and fogging, only use the
4585         // minimum features necessary to avoid wasting rendering time in the
4586         // fragment shader on features that are not being used
4587         unsigned int permutation = 0;
4588         unsigned int mode = 0;
4589         float m16f[16];
4590         if (rsurfacepass == RSURFPASS_BACKGROUND)
4591         {
4592                 // distorted background
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594                         mode = SHADERMODE_WATER;
4595                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596                         mode = SHADERMODE_REFRACTION;
4597                 else
4598                 {
4599                         mode = SHADERMODE_GENERIC;
4600                         permutation |= SHADERPERMUTATION_DIFFUSE;
4601                 }
4602                 GL_AlphaTest(false);
4603                 GL_BlendFunc(GL_ONE, GL_ZERO);
4604         }
4605         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4606         {
4607                 if (r_glsl_offsetmapping.integer)
4608                 {
4609                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4610                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4611                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4612                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4613                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4614                         {
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4617                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618                         }
4619                 }
4620                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4621                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4623                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4624                 // normalmap (deferred prepass), may use alpha test on diffuse
4625                 mode = SHADERMODE_DEFERREDGEOMETRY;
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 GL_AlphaTest(false);
4629                 GL_BlendFunc(GL_ONE, GL_ZERO);
4630         }
4631         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4632         {
4633                 if (r_glsl_offsetmapping.integer)
4634                 {
4635                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4636                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4637                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4638                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4639                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4640                         {
4641                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4642                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4643                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4644                         }
4645                 }
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4647                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4648                 // light source
4649                 mode = SHADERMODE_LIGHTSOURCE;
4650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4653                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4654                 if (diffusescale > 0)
4655                         permutation |= SHADERPERMUTATION_DIFFUSE;
4656                 if (specularscale > 0)
4657                 {
4658                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4659                         if (r_shadow_glossexact.integer)
4660                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4661                 }
4662                 if (r_refdef.fogenabled)
4663                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4664                 if (rsurface.texture->colormapping)
4665                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4666                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4667                 {
4668                         if (r_shadow_usingshadowmaprect)
4669                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4670                         if (r_shadow_usingshadowmap2d)
4671                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4672                         if (r_shadow_usingshadowmapcube)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4674                         else if(r_shadow_shadowmapvsdct)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4676
4677                         if (r_shadow_shadowmapsampler)
4678                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4679                         if (r_shadow_shadowmappcf > 1)
4680                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4681                         else if (r_shadow_shadowmappcf)
4682                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4683                 }
4684                 if (rsurface.texture->reflectmasktexture)
4685                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4686                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4687                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4688         }
4689         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4690         {
4691                 if (r_glsl_offsetmapping.integer)
4692                 {
4693                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4694                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4695                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4697                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4698                         {
4699                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4700                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4701                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4702                         }
4703                 }
4704                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4705                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4706                 // unshaded geometry (fullbright or ambient model lighting)
4707                 mode = SHADERMODE_FLATCOLOR;
4708                 ambientscale = diffusescale = specularscale = 0;
4709                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4710                         permutation |= SHADERPERMUTATION_GLOW;
4711                 if (r_refdef.fogenabled)
4712                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4713                 if (rsurface.texture->colormapping)
4714                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4715                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4716                 {
4717                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4718                         if (r_shadow_usingshadowmaprect)
4719                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4720                         if (r_shadow_usingshadowmap2d)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4722
4723                         if (r_shadow_shadowmapsampler)
4724                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4725                         if (r_shadow_shadowmappcf > 1)
4726                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4727                         else if (r_shadow_shadowmappcf)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4729                 }
4730                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4731                         permutation |= SHADERPERMUTATION_REFLECTION;
4732                 if (rsurface.texture->reflectmasktexture)
4733                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4734                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4735                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4736         }
4737         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4738         {
4739                 if (r_glsl_offsetmapping.integer)
4740                 {
4741                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4742                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4744                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4746                         {
4747                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4748                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4749                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4750                         }
4751                 }
4752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754                 // directional model lighting
4755                 mode = SHADERMODE_LIGHTDIRECTION;
4756                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4757                         permutation |= SHADERPERMUTATION_GLOW;
4758                 permutation |= SHADERPERMUTATION_DIFFUSE;
4759                 if (specularscale > 0)
4760                 {
4761                         permutation |= SHADERPERMUTATION_SPECULAR;
4762                         if (r_shadow_glossexact.integer)
4763                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4764                 }
4765                 if (r_refdef.fogenabled)
4766                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4767                 if (rsurface.texture->colormapping)
4768                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4769                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4770                 {
4771                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4772                         if (r_shadow_usingshadowmaprect)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4774                         if (r_shadow_usingshadowmap2d)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4776
4777                         if (r_shadow_shadowmapsampler)
4778                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4779                         if (r_shadow_shadowmappcf > 1)
4780                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4781                         else if (r_shadow_shadowmappcf)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4783                 }
4784                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4785                         permutation |= SHADERPERMUTATION_REFLECTION;
4786                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4787                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4788                 if (rsurface.texture->reflectmasktexture)
4789                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4790                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792         }
4793         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4794         {
4795                 if (r_glsl_offsetmapping.integer)
4796                 {
4797                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802                         {
4803                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                         }
4807                 }
4808                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810                 // ambient model lighting
4811                 mode = SHADERMODE_LIGHTDIRECTION;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 if (r_refdef.fogenabled)
4815                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816                 if (rsurface.texture->colormapping)
4817                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4818                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819                 {
4820                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821                         if (r_shadow_usingshadowmaprect)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823                         if (r_shadow_usingshadowmap2d)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825
4826                         if (r_shadow_shadowmapsampler)
4827                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828                         if (r_shadow_shadowmappcf > 1)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830                         else if (r_shadow_shadowmappcf)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832                 }
4833                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834                         permutation |= SHADERPERMUTATION_REFLECTION;
4835                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4836                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4837                 if (rsurface.texture->reflectmasktexture)
4838                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4839                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4840                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4841         }
4842         else
4843         {
4844                 if (r_glsl_offsetmapping.integer)
4845                 {
4846                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4847                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4848                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4849                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4850                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4851                         {
4852                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4854                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4855                         }
4856                 }
4857                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4858                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4859                 // lightmapped wall
4860                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861                         permutation |= SHADERPERMUTATION_GLOW;
4862                 if (r_refdef.fogenabled)
4863                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4864                 if (rsurface.texture->colormapping)
4865                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4866                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4867                 {
4868                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4869                         if (r_shadow_usingshadowmaprect)
4870                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4871                         if (r_shadow_usingshadowmap2d)
4872                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4873
4874                         if (r_shadow_shadowmapsampler)
4875                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4876                         if (r_shadow_shadowmappcf > 1)
4877                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4878                         else if (r_shadow_shadowmappcf)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4880                 }
4881                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4882                         permutation |= SHADERPERMUTATION_REFLECTION;
4883                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4884                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4885                 if (rsurface.texture->reflectmasktexture)
4886                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4887                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4888                 {
4889                         // deluxemapping (light direction texture)
4890                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4891                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4892                         else
4893                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4894                         permutation |= SHADERPERMUTATION_DIFFUSE;
4895                         if (specularscale > 0)
4896                         {
4897                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4898                                 if (r_shadow_glossexact.integer)
4899                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4900                         }
4901                 }
4902                 else if (r_glsl_deluxemapping.integer >= 2)
4903                 {
4904                         // fake deluxemapping (uniform light direction in tangentspace)
4905                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4906                         permutation |= SHADERPERMUTATION_DIFFUSE;
4907                         if (specularscale > 0)
4908                         {
4909                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910                                 if (r_shadow_glossexact.integer)
4911                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4912                         }
4913                 }
4914                 else if (rsurface.uselightmaptexture)
4915                 {
4916                         // ordinary lightmapping (q1bsp, q3bsp)
4917                         mode = SHADERMODE_LIGHTMAP;
4918                 }
4919                 else
4920                 {
4921                         // ordinary vertex coloring (q3bsp)
4922                         mode = SHADERMODE_VERTEXCOLOR;
4923                 }
4924                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4925                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4926         }
4927         switch(vid.renderpath)
4928         {
4929         case RENDERPATH_GL20:
4930                 if (gl_mesh_separatearrays.integer)
4931                 {
4932                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4933                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4934                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4935                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4936                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4937                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4940                 }
4941                 else
4942                 {
4943                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4944                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4945                 }
4946                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4947                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4948                 if (mode == SHADERMODE_LIGHTSOURCE)
4949                 {
4950                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4951                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4952                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4953                         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);
4954                         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);
4955                         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);
4956         
4957                         // additive passes are only darkened by fog, not tinted
4958                         if (r_glsl_permutation->loc_FogColor >= 0)
4959                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4960                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4961                 }
4962                 else
4963                 {
4964                         if (mode == SHADERMODE_FLATCOLOR)
4965                         {
4966                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4967                         }
4968                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4969                         {
4970                                 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]);
4971                                 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]);
4972                                 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);
4973                                 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);
4974                                 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);
4975                                 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]);
4976                                 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]);
4977                         }
4978                         else
4979                         {
4980                                 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]);
4981                                 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]);
4982                                 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);
4983                                 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);
4984                                 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);
4985                         }
4986                         // additive passes are only darkened by fog, not tinted
4987                         if (r_glsl_permutation->loc_FogColor >= 0)
4988                         {
4989                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4990                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4991                                 else
4992                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4993                         }
4994                         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);
4995                         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]);
4996                         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]);
4997                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4998                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4999                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5000                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5001                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5002                 }
5003                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5004                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5005                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5006                 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]);
5007                 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]);
5008
5009                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5010                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5011                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5012                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5013                 {
5014                         if (rsurface.texture->pantstexture)
5015                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5016                         else
5017                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5018                 }
5019                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5020                 {
5021                         if (rsurface.texture->shirttexture)
5022                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5023                         else
5024                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5025                 }
5026                 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]);
5027                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5028                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5029                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5030                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5031                 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]);
5032                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5033
5034         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5035         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5036         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5037                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5038                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5039                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5040                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5041                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5042                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5043                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5044                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5045                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5046                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5047                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5048                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5049                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5050                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5051                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5052                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5053                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5054                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5055                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5056                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5057                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5058                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5059                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5060                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5061                 {
5062                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5063                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5064                         if (rsurface.rtlight)
5065                         {
5066                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5067                                 if (r_shadow_usingshadowmapcube)
5068                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5069                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5070                         }
5071                 }
5072                 CHECKGLERROR
5073                 break;
5074         case RENDERPATH_CGGL:
5075 #ifdef SUPPORTCG
5076                 if (gl_mesh_separatearrays.integer)
5077                 {
5078                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5079                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5080                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5081                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5082                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5083                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5084                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5086                 }
5087                 else
5088                 {
5089                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5090                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5091                 }
5092                 R_SetupShader_SetPermutationCG(mode, permutation);
5093                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5094                 if (mode == SHADERMODE_LIGHTSOURCE)
5095                 {
5096                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5097                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5098                 }
5099                 else
5100                 {
5101                         if (mode == SHADERMODE_LIGHTDIRECTION)
5102                         {
5103                                 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
5104                         }
5105                 }
5106                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5107                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5108                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5109                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5110                 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
5111                 CHECKGLERROR
5112
5113                 if (mode == SHADERMODE_LIGHTSOURCE)
5114                 {
5115                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5116                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5117                         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
5118                         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
5119                         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
5120
5121                         // additive passes are only darkened by fog, not tinted
5122                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5123                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5124                 }
5125                 else
5126                 {
5127                         if (mode == SHADERMODE_FLATCOLOR)
5128                         {
5129                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5130                         }
5131                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5132                         {
5133                                 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
5134                                 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
5135                                 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
5136                                 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
5137                                 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
5138                                 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
5139                                 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
5140                         }
5141                         else
5142                         {
5143                                 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
5144                                 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
5145                                 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
5146                                 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
5147                                 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
5148                         }
5149                         // additive passes are only darkened by fog, not tinted
5150                         if (r_cg_permutation->fp_FogColor)
5151                         {
5152                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5153                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5154                                 else
5155                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5156                                 CHECKCGERROR
5157                         }
5158                         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
5159                         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
5160                         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
5161                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5162                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5163                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5165                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5166                 }
5167                 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
5168                 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
5169                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5170                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5171                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_Color_Pants)
5173                 {
5174                         if (rsurface.texture->pantstexture)
5175                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5176                         else
5177                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5178                         CHECKCGERROR
5179                 }
5180                 if (r_cg_permutation->fp_Color_Shirt)
5181                 {
5182                         if (rsurface.texture->shirttexture)
5183                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5184                         else
5185                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5186                         CHECKCGERROR
5187                 }
5188                 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
5189                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5190                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5191                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5192                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5193                 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
5194                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5195
5196         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5197         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5198         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5199                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5200                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5201                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5202                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5210                 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
5211                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5212                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5222                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5223                 {
5224                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5225                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5226                         if (rsurface.rtlight)
5227                         {
5228                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5229                                 if (r_shadow_usingshadowmapcube)
5230                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5231                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5232                         }
5233                 }
5234
5235                 CHECKGLERROR
5236 #endif
5237                 break;
5238         case RENDERPATH_GL13:
5239         case RENDERPATH_GL11:
5240                 break;
5241         }
5242 }
5243
5244 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5245 {
5246         // select a permutation of the lighting shader appropriate to this
5247         // combination of texture, entity, light source, and fogging, only use the
5248         // minimum features necessary to avoid wasting rendering time in the
5249         // fragment shader on features that are not being used
5250         unsigned int permutation = 0;
5251         unsigned int mode = 0;
5252         const float *lightcolorbase = rtlight->currentcolor;
5253         float ambientscale = rtlight->ambientscale;
5254         float diffusescale = rtlight->diffusescale;
5255         float specularscale = rtlight->specularscale;
5256         // this is the location of the light in view space
5257         vec3_t viewlightorigin;
5258         // this transforms from view space (camera) to light space (cubemap)
5259         matrix4x4_t viewtolight;
5260         matrix4x4_t lighttoview;
5261         float viewtolight16f[16];
5262         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5263         // light source
5264         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5265         if (rtlight->currentcubemap != r_texture_whitecube)
5266                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5267         if (diffusescale > 0)
5268                 permutation |= SHADERPERMUTATION_DIFFUSE;
5269         if (specularscale > 0)
5270         {
5271                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5272                 if (r_shadow_glossexact.integer)
5273                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5274         }
5275         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5276         {
5277                 if (r_shadow_usingshadowmaprect)
5278                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5279                 if (r_shadow_usingshadowmap2d)
5280                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5281                 if (r_shadow_usingshadowmapcube)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5283                 else if(r_shadow_shadowmapvsdct)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5285
5286                 if (r_shadow_shadowmapsampler)
5287                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5288                 if (r_shadow_shadowmappcf > 1)
5289                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5290                 else if (r_shadow_shadowmappcf)
5291                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5292         }
5293         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5294         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5295         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5296         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5297         switch(vid.renderpath)
5298         {
5299         case RENDERPATH_GL20:
5300                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5301                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5302                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5303                 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);
5304                 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);
5305                 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);
5306                 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]);
5307                 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]);
5308                 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));
5309                 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]);
5310                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5311
5312                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5313                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5314                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5315                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5316                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5317                 if (r_shadow_usingshadowmapcube)
5318                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5319                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5320                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5321                 break;
5322         case RENDERPATH_CGGL:
5323 #ifdef SUPPORTCG
5324                 R_SetupShader_SetPermutationCG(mode, permutation);
5325                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5326                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5327                 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
5328                 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
5329                 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
5330                 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
5331                 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
5332                 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
5333                 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
5334                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5335
5336                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5337                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5338                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5339                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5340                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5341                 if (r_shadow_usingshadowmapcube)
5342                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5343                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5344                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5345 #endif
5346                 break;
5347         case RENDERPATH_GL13:
5348         case RENDERPATH_GL11:
5349                 break;
5350         }
5351 }
5352
5353 #define SKINFRAME_HASH 1024
5354
5355 typedef struct
5356 {
5357         int loadsequence; // incremented each level change
5358         memexpandablearray_t array;
5359         skinframe_t *hash[SKINFRAME_HASH];
5360 }
5361 r_skinframe_t;
5362 r_skinframe_t r_skinframe;
5363
5364 void R_SkinFrame_PrepareForPurge(void)
5365 {
5366         r_skinframe.loadsequence++;
5367         // wrap it without hitting zero
5368         if (r_skinframe.loadsequence >= 200)
5369                 r_skinframe.loadsequence = 1;
5370 }
5371
5372 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5373 {
5374         if (!skinframe)
5375                 return;
5376         // mark the skinframe as used for the purging code
5377         skinframe->loadsequence = r_skinframe.loadsequence;
5378 }
5379
5380 void R_SkinFrame_Purge(void)
5381 {
5382         int i;
5383         skinframe_t *s;
5384         for (i = 0;i < SKINFRAME_HASH;i++)
5385         {
5386                 for (s = r_skinframe.hash[i];s;s = s->next)
5387                 {
5388                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5389                         {
5390                                 if (s->merged == s->base)
5391                                         s->merged = NULL;
5392                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5393                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5394                                 R_PurgeTexture(s->merged);s->merged = NULL;
5395                                 R_PurgeTexture(s->base  );s->base   = NULL;
5396                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5397                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5398                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5399                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5400                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5401                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5402                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5403                                 s->loadsequence = 0;
5404                         }
5405                 }
5406         }
5407 }
5408
5409 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5410         skinframe_t *item;
5411         char basename[MAX_QPATH];
5412
5413         Image_StripImageExtension(name, basename, sizeof(basename));
5414
5415         if( last == NULL ) {
5416                 int hashindex;
5417                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5418                 item = r_skinframe.hash[hashindex];
5419         } else {
5420                 item = last->next;
5421         }
5422
5423         // linearly search through the hash bucket
5424         for( ; item ; item = item->next ) {
5425                 if( !strcmp( item->basename, basename ) ) {
5426                         return item;
5427                 }
5428         }
5429         return NULL;
5430 }
5431
5432 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5433 {
5434         skinframe_t *item;
5435         int hashindex;
5436         char basename[MAX_QPATH];
5437
5438         Image_StripImageExtension(name, basename, sizeof(basename));
5439
5440         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5441         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5442                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5443                         break;
5444
5445         if (!item) {
5446                 rtexture_t *dyntexture;
5447                 // check whether its a dynamic texture
5448                 dyntexture = CL_GetDynTexture( basename );
5449                 if (!add && !dyntexture)
5450                         return NULL;
5451                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5452                 memset(item, 0, sizeof(*item));
5453                 strlcpy(item->basename, basename, sizeof(item->basename));
5454                 item->base = dyntexture; // either NULL or dyntexture handle
5455                 item->textureflags = textureflags;
5456                 item->comparewidth = comparewidth;
5457                 item->compareheight = compareheight;
5458                 item->comparecrc = comparecrc;
5459                 item->next = r_skinframe.hash[hashindex];
5460                 r_skinframe.hash[hashindex] = item;
5461         }
5462         else if( item->base == NULL )
5463         {
5464                 rtexture_t *dyntexture;
5465                 // check whether its a dynamic texture
5466                 // 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]
5467                 dyntexture = CL_GetDynTexture( basename );
5468                 item->base = dyntexture; // either NULL or dyntexture handle
5469         }
5470
5471         R_SkinFrame_MarkUsed(item);
5472         return item;
5473 }
5474
5475 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5476         { \
5477                 unsigned long long avgcolor[5], wsum; \
5478                 int pix, comp, w; \
5479                 avgcolor[0] = 0; \
5480                 avgcolor[1] = 0; \
5481                 avgcolor[2] = 0; \
5482                 avgcolor[3] = 0; \
5483                 avgcolor[4] = 0; \
5484                 wsum = 0; \
5485                 for(pix = 0; pix < cnt; ++pix) \
5486                 { \
5487                         w = 0; \
5488                         for(comp = 0; comp < 3; ++comp) \
5489                                 w += getpixel; \
5490                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5491                         { \
5492                                 ++wsum; \
5493                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5494                                 w = getpixel; \
5495                                 for(comp = 0; comp < 3; ++comp) \
5496                                         avgcolor[comp] += getpixel * w; \
5497                                 avgcolor[3] += w; \
5498                         } \
5499                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5500                         avgcolor[4] += getpixel; \
5501                 } \
5502                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5503                         avgcolor[3] = 1; \
5504                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5505                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5506                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5507                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5508         }
5509
5510 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5511 {
5512         int j;
5513         unsigned char *pixels;
5514         unsigned char *bumppixels;
5515         unsigned char *basepixels = NULL;
5516         int basepixels_width = 0;
5517         int basepixels_height = 0;
5518         skinframe_t *skinframe;
5519         rtexture_t *ddsbase = NULL;
5520         qboolean ddshasalpha = false;
5521         float ddsavgcolor[4];
5522         char basename[MAX_QPATH];
5523
5524         if (cls.state == ca_dedicated)
5525                 return NULL;
5526
5527         // return an existing skinframe if already loaded
5528         // if loading of the first image fails, don't make a new skinframe as it
5529         // would cause all future lookups of this to be missing
5530         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5531         if (skinframe && skinframe->base)
5532                 return skinframe;
5533
5534         Image_StripImageExtension(name, basename, sizeof(basename));
5535
5536         // check for DDS texture file first
5537         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5538         {
5539                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5540                 if (basepixels == NULL)
5541                         return NULL;
5542         }
5543
5544         if (developer_loading.integer)
5545                 Con_Printf("loading skin \"%s\"\n", name);
5546
5547         // we've got some pixels to store, so really allocate this new texture now
5548         if (!skinframe)
5549                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5550         skinframe->stain = NULL;
5551         skinframe->merged = NULL;
5552         skinframe->base = NULL;
5553         skinframe->pants = NULL;
5554         skinframe->shirt = NULL;
5555         skinframe->nmap = NULL;
5556         skinframe->gloss = NULL;
5557         skinframe->glow = NULL;
5558         skinframe->fog = NULL;
5559         skinframe->reflect = NULL;
5560         skinframe->hasalpha = false;
5561
5562         if (ddsbase)
5563         {
5564                 skinframe->base = ddsbase;
5565                 skinframe->hasalpha = ddshasalpha;
5566                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5567                 if (r_loadfog && skinframe->hasalpha)
5568                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5569                 //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]);
5570         }
5571         else
5572         {
5573                 basepixels_width = image_width;
5574                 basepixels_height = image_height;
5575                 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);
5576                 if (textureflags & TEXF_ALPHA)
5577                 {
5578                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5579                         {
5580                                 if (basepixels[j] < 255)
5581                                 {
5582                                         skinframe->hasalpha = true;
5583                                         break;
5584                                 }
5585                         }
5586                         if (r_loadfog && skinframe->hasalpha)
5587                         {
5588                                 // has transparent pixels
5589                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5590                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5591                                 {
5592                                         pixels[j+0] = 255;
5593                                         pixels[j+1] = 255;
5594                                         pixels[j+2] = 255;
5595                                         pixels[j+3] = basepixels[j+3];
5596                                 }
5597                                 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);
5598                                 Mem_Free(pixels);
5599                         }
5600                 }
5601                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5602                 //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]);
5603                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5604                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5605                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5606                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5607         }
5608
5609         if (r_loaddds)
5610         {
5611                 if (r_loadnormalmap)
5612                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5613                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5614                 if (r_loadgloss)
5615                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5616                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5617                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5618                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5619         }
5620
5621         // _norm is the name used by tenebrae and has been adopted as standard
5622         if (r_loadnormalmap && skinframe->nmap == NULL)
5623         {
5624                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5625                 {
5626                         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);
5627                         Mem_Free(pixels);
5628                         pixels = NULL;
5629                 }
5630                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5631                 {
5632                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5633                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5634                         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);
5635                         Mem_Free(pixels);
5636                         Mem_Free(bumppixels);
5637                 }
5638                 else if (r_shadow_bumpscale_basetexture.value > 0)
5639                 {
5640                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5641                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5642                         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);
5643                         Mem_Free(pixels);
5644                 }
5645                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5646                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5647         }
5648
5649         // _luma is supported only for tenebrae compatibility
5650         // _glow is the preferred name
5651         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))))
5652         {
5653                 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);
5654                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5655                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5656                 Mem_Free(pixels);pixels = NULL;
5657         }
5658
5659         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5660         {
5661                 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);
5662                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5663                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5664                 Mem_Free(pixels);
5665                 pixels = NULL;
5666         }
5667
5668         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5669         {
5670                 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);
5671                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5672                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5673                 Mem_Free(pixels);
5674                 pixels = NULL;
5675         }
5676
5677         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5678         {
5679                 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);
5680                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5681                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5682                 Mem_Free(pixels);
5683                 pixels = NULL;
5684         }
5685
5686         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5687         {
5688                 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);
5689                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5690                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5691                 Mem_Free(pixels);
5692                 pixels = NULL;
5693         }
5694
5695         if (basepixels)
5696                 Mem_Free(basepixels);
5697
5698         return skinframe;
5699 }
5700
5701 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5702 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5703 {
5704         int i;
5705         unsigned char *temp1, *temp2;
5706         skinframe_t *skinframe;
5707
5708         if (cls.state == ca_dedicated)
5709                 return NULL;
5710
5711         // if already loaded just return it, otherwise make a new skinframe
5712         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5713         if (skinframe && skinframe->base)
5714                 return skinframe;
5715
5716         skinframe->stain = NULL;
5717         skinframe->merged = NULL;
5718         skinframe->base = NULL;
5719         skinframe->pants = NULL;
5720         skinframe->shirt = NULL;
5721         skinframe->nmap = NULL;
5722         skinframe->gloss = NULL;
5723         skinframe->glow = NULL;
5724         skinframe->fog = NULL;
5725         skinframe->reflect = NULL;
5726         skinframe->hasalpha = false;
5727
5728         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5729         if (!skindata)
5730                 return NULL;
5731
5732         if (developer_loading.integer)
5733                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5734
5735         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5736         {
5737                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5738                 temp2 = temp1 + width * height * 4;
5739                 Image_HeightmapToNormalmap_BGRA(skindata, 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         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5744         if (textureflags & TEXF_ALPHA)
5745         {
5746                 for (i = 3;i < width * height * 4;i += 4)
5747                 {
5748                         if (skindata[i] < 255)
5749                         {
5750                                 skinframe->hasalpha = true;
5751                                 break;
5752                         }
5753                 }
5754                 if (r_loadfog && skinframe->hasalpha)
5755                 {
5756                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5757                         memcpy(fogpixels, skindata, width * height * 4);
5758                         for (i = 0;i < width * height * 4;i += 4)
5759                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5760                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5761                         Mem_Free(fogpixels);
5762                 }
5763         }
5764
5765         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5766         //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]);
5767
5768         return skinframe;
5769 }
5770
5771 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5772 {
5773         int i;
5774         int featuresmask;
5775         skinframe_t *skinframe;
5776
5777         if (cls.state == ca_dedicated)
5778                 return NULL;
5779
5780         // if already loaded just return it, otherwise make a new skinframe
5781         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5782         if (skinframe && skinframe->base)
5783                 return skinframe;
5784
5785         skinframe->stain = NULL;
5786         skinframe->merged = NULL;
5787         skinframe->base = NULL;
5788         skinframe->pants = NULL;
5789         skinframe->shirt = NULL;
5790         skinframe->nmap = NULL;
5791         skinframe->gloss = NULL;
5792         skinframe->glow = NULL;
5793         skinframe->fog = NULL;
5794         skinframe->reflect = NULL;
5795         skinframe->hasalpha = false;
5796
5797         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5798         if (!skindata)
5799                 return NULL;
5800
5801         if (developer_loading.integer)
5802                 Con_Printf("loading quake skin \"%s\"\n", name);
5803
5804         // 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)
5805         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5806         memcpy(skinframe->qpixels, skindata, width*height);
5807         skinframe->qwidth = width;
5808         skinframe->qheight = height;
5809
5810         featuresmask = 0;
5811         for (i = 0;i < width * height;i++)
5812                 featuresmask |= palette_featureflags[skindata[i]];
5813
5814         skinframe->hasalpha = false;
5815         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5816         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5817         skinframe->qgeneratemerged = true;
5818         skinframe->qgeneratebase = skinframe->qhascolormapping;
5819         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5820
5821         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5822         //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]);
5823
5824         return skinframe;
5825 }
5826
5827 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5828 {
5829         int width;
5830         int height;
5831         unsigned char *skindata;
5832
5833         if (!skinframe->qpixels)
5834                 return;
5835
5836         if (!skinframe->qhascolormapping)
5837                 colormapped = false;
5838
5839         if (colormapped)
5840         {
5841                 if (!skinframe->qgeneratebase)
5842                         return;
5843         }
5844         else
5845         {
5846                 if (!skinframe->qgeneratemerged)
5847                         return;
5848         }
5849
5850         width = skinframe->qwidth;
5851         height = skinframe->qheight;
5852         skindata = skinframe->qpixels;
5853
5854         if (skinframe->qgeneratenmap)
5855         {
5856                 unsigned char *temp1, *temp2;
5857                 skinframe->qgeneratenmap = false;
5858                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5859                 temp2 = temp1 + width * height * 4;
5860                 // use either a custom palette or the quake palette
5861                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5862                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5863                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5864                 Mem_Free(temp1);
5865         }
5866
5867         if (skinframe->qgenerateglow)
5868         {
5869                 skinframe->qgenerateglow = false;
5870                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5871         }
5872
5873         if (colormapped)
5874         {
5875                 skinframe->qgeneratebase = false;
5876                 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);
5877                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5878                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5879         }
5880         else
5881         {
5882                 skinframe->qgeneratemerged = false;
5883                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5884         }
5885
5886         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5887         {
5888                 Mem_Free(skinframe->qpixels);
5889                 skinframe->qpixels = NULL;
5890         }
5891 }
5892
5893 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)
5894 {
5895         int i;
5896         skinframe_t *skinframe;
5897
5898         if (cls.state == ca_dedicated)
5899                 return NULL;
5900
5901         // if already loaded just return it, otherwise make a new skinframe
5902         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5903         if (skinframe && skinframe->base)
5904                 return skinframe;
5905
5906         skinframe->stain = NULL;
5907         skinframe->merged = NULL;
5908         skinframe->base = NULL;
5909         skinframe->pants = NULL;
5910         skinframe->shirt = NULL;
5911         skinframe->nmap = NULL;
5912         skinframe->gloss = NULL;
5913         skinframe->glow = NULL;
5914         skinframe->fog = NULL;
5915         skinframe->reflect = NULL;
5916         skinframe->hasalpha = false;
5917
5918         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5919         if (!skindata)
5920                 return NULL;
5921
5922         if (developer_loading.integer)
5923                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5924
5925         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5926         if (textureflags & TEXF_ALPHA)
5927         {
5928                 for (i = 0;i < width * height;i++)
5929                 {
5930                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5931                         {
5932                                 skinframe->hasalpha = true;
5933                                 break;
5934                         }
5935                 }
5936                 if (r_loadfog && skinframe->hasalpha)
5937                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5938         }
5939
5940         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5941         //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]);
5942
5943         return skinframe;
5944 }
5945
5946 skinframe_t *R_SkinFrame_LoadMissing(void)
5947 {
5948         skinframe_t *skinframe;
5949
5950         if (cls.state == ca_dedicated)
5951                 return NULL;
5952
5953         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5954         skinframe->stain = NULL;
5955         skinframe->merged = NULL;
5956         skinframe->base = NULL;
5957         skinframe->pants = NULL;
5958         skinframe->shirt = NULL;
5959         skinframe->nmap = NULL;
5960         skinframe->gloss = NULL;
5961         skinframe->glow = NULL;
5962         skinframe->fog = NULL;
5963         skinframe->reflect = NULL;
5964         skinframe->hasalpha = false;
5965
5966         skinframe->avgcolor[0] = rand() / RAND_MAX;
5967         skinframe->avgcolor[1] = rand() / RAND_MAX;
5968         skinframe->avgcolor[2] = rand() / RAND_MAX;
5969         skinframe->avgcolor[3] = 1;
5970
5971         return skinframe;
5972 }
5973
5974 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5975 typedef struct suffixinfo_s
5976 {
5977         char *suffix;
5978         qboolean flipx, flipy, flipdiagonal;
5979 }
5980 suffixinfo_t;
5981 static suffixinfo_t suffix[3][6] =
5982 {
5983         {
5984                 {"px",   false, false, false},
5985                 {"nx",   false, false, false},
5986                 {"py",   false, false, false},
5987                 {"ny",   false, false, false},
5988                 {"pz",   false, false, false},
5989                 {"nz",   false, false, false}
5990         },
5991         {
5992                 {"posx", false, false, false},
5993                 {"negx", false, false, false},
5994                 {"posy", false, false, false},
5995                 {"negy", false, false, false},
5996                 {"posz", false, false, false},
5997                 {"negz", false, false, false}
5998         },
5999         {
6000                 {"rt",    true, false,  true},
6001                 {"lf",   false,  true,  true},
6002                 {"ft",    true,  true, false},
6003                 {"bk",   false, false, false},
6004                 {"up",    true, false,  true},
6005                 {"dn",    true, false,  true}
6006         }
6007 };
6008
6009 static int componentorder[4] = {0, 1, 2, 3};
6010
6011 rtexture_t *R_LoadCubemap(const char *basename)
6012 {
6013         int i, j, cubemapsize;
6014         unsigned char *cubemappixels, *image_buffer;
6015         rtexture_t *cubemaptexture;
6016         char name[256];
6017         // must start 0 so the first loadimagepixels has no requested width/height
6018         cubemapsize = 0;
6019         cubemappixels = NULL;
6020         cubemaptexture = NULL;
6021         // keep trying different suffix groups (posx, px, rt) until one loads
6022         for (j = 0;j < 3 && !cubemappixels;j++)
6023         {
6024                 // load the 6 images in the suffix group
6025                 for (i = 0;i < 6;i++)
6026                 {
6027                         // generate an image name based on the base and and suffix
6028                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6029                         // load it
6030                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6031                         {
6032                                 // an image loaded, make sure width and height are equal
6033                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6034                                 {
6035                                         // if this is the first image to load successfully, allocate the cubemap memory
6036                                         if (!cubemappixels && image_width >= 1)
6037                                         {
6038                                                 cubemapsize = image_width;
6039                                                 // note this clears to black, so unavailable sides are black
6040                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6041                                         }
6042                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6043                                         if (cubemappixels)
6044                                                 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);
6045                                 }
6046                                 else
6047                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6048                                 // free the image
6049                                 Mem_Free(image_buffer);
6050                         }
6051                 }
6052         }
6053         // if a cubemap loaded, upload it
6054         if (cubemappixels)
6055         {
6056                 if (developer_loading.integer)
6057                         Con_Printf("loading cubemap \"%s\"\n", basename);
6058
6059                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6060                 Mem_Free(cubemappixels);
6061         }
6062         else
6063         {
6064                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6065                 if (developer_loading.integer)
6066                 {
6067                         Con_Printf("(tried tried images ");
6068                         for (j = 0;j < 3;j++)
6069                                 for (i = 0;i < 6;i++)
6070                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6071                         Con_Print(" and was unable to find any of them).\n");
6072                 }
6073         }
6074         return cubemaptexture;
6075 }
6076
6077 rtexture_t *R_GetCubemap(const char *basename)
6078 {
6079         int i;
6080         for (i = 0;i < r_texture_numcubemaps;i++)
6081                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6082                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6083         if (i >= MAX_CUBEMAPS)
6084                 return r_texture_whitecube;
6085         r_texture_numcubemaps++;
6086         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6087         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6088         return r_texture_cubemaps[i].texture;
6089 }
6090
6091 void R_FreeCubemaps(void)
6092 {
6093         int i;
6094         for (i = 0;i < r_texture_numcubemaps;i++)
6095         {
6096                 if (developer_loading.integer)
6097                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6098                 if (r_texture_cubemaps[i].texture)
6099                         R_FreeTexture(r_texture_cubemaps[i].texture);
6100         }
6101         r_texture_numcubemaps = 0;
6102 }
6103
6104 void R_Main_FreeViewCache(void)
6105 {
6106         if (r_refdef.viewcache.entityvisible)
6107                 Mem_Free(r_refdef.viewcache.entityvisible);
6108         if (r_refdef.viewcache.world_pvsbits)
6109                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6110         if (r_refdef.viewcache.world_leafvisible)
6111                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6112         if (r_refdef.viewcache.world_surfacevisible)
6113                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6114         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6115 }
6116
6117 void R_Main_ResizeViewCache(void)
6118 {
6119         int numentities = r_refdef.scene.numentities;
6120         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6121         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6122         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6123         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6124         if (r_refdef.viewcache.maxentities < numentities)
6125         {
6126                 r_refdef.viewcache.maxentities = numentities;
6127                 if (r_refdef.viewcache.entityvisible)
6128                         Mem_Free(r_refdef.viewcache.entityvisible);
6129                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6130         }
6131         if (r_refdef.viewcache.world_numclusters != numclusters)
6132         {
6133                 r_refdef.viewcache.world_numclusters = numclusters;
6134                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6135                 if (r_refdef.viewcache.world_pvsbits)
6136                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6137                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6138         }
6139         if (r_refdef.viewcache.world_numleafs != numleafs)
6140         {
6141                 r_refdef.viewcache.world_numleafs = numleafs;
6142                 if (r_refdef.viewcache.world_leafvisible)
6143                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6144                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6145         }
6146         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6147         {
6148                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6149                 if (r_refdef.viewcache.world_surfacevisible)
6150                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6151                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6152         }
6153 }
6154
6155 extern rtexture_t *loadingscreentexture;
6156 void gl_main_start(void)
6157 {
6158         loadingscreentexture = NULL;
6159         r_texture_blanknormalmap = NULL;
6160         r_texture_white = NULL;
6161         r_texture_grey128 = NULL;
6162         r_texture_black = NULL;
6163         r_texture_whitecube = NULL;
6164         r_texture_normalizationcube = NULL;
6165         r_texture_fogattenuation = NULL;
6166         r_texture_fogheighttexture = NULL;
6167         r_texture_gammaramps = NULL;
6168         r_texture_numcubemaps = 0;
6169
6170         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6171         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6172
6173         switch(vid.renderpath)
6174         {
6175         case RENDERPATH_GL20:
6176         case RENDERPATH_CGGL:
6177                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6178                 Cvar_SetValueQuick(&gl_combine, 1);
6179                 Cvar_SetValueQuick(&r_glsl, 1);
6180                 r_loadnormalmap = true;
6181                 r_loadgloss = true;
6182                 r_loadfog = false;
6183                 break;
6184         case RENDERPATH_GL13:
6185                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6186                 Cvar_SetValueQuick(&gl_combine, 1);
6187                 Cvar_SetValueQuick(&r_glsl, 0);
6188                 r_loadnormalmap = false;
6189                 r_loadgloss = false;
6190                 r_loadfog = true;
6191                 break;
6192         case RENDERPATH_GL11:
6193                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6194                 Cvar_SetValueQuick(&gl_combine, 0);
6195                 Cvar_SetValueQuick(&r_glsl, 0);
6196                 r_loadnormalmap = false;
6197                 r_loadgloss = false;
6198                 r_loadfog = true;
6199                 break;
6200         }
6201
6202         R_AnimCache_Free();
6203         R_FrameData_Reset();
6204
6205         r_numqueries = 0;
6206         r_maxqueries = 0;
6207         memset(r_queries, 0, sizeof(r_queries));
6208
6209         r_qwskincache = NULL;
6210         r_qwskincache_size = 0;
6211
6212         // set up r_skinframe loading system for textures
6213         memset(&r_skinframe, 0, sizeof(r_skinframe));
6214         r_skinframe.loadsequence = 1;
6215         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6216
6217         r_main_texturepool = R_AllocTexturePool();
6218         R_BuildBlankTextures();
6219         R_BuildNoTexture();
6220         if (vid.support.arb_texture_cube_map)
6221         {
6222                 R_BuildWhiteCube();
6223                 R_BuildNormalizationCube();
6224         }
6225         r_texture_fogattenuation = NULL;
6226         r_texture_fogheighttexture = NULL;
6227         r_texture_gammaramps = NULL;
6228         //r_texture_fogintensity = NULL;
6229         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6230         memset(&r_waterstate, 0, sizeof(r_waterstate));
6231         r_glsl_permutation = NULL;
6232         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6233         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6234         glslshaderstring = NULL;
6235 #ifdef SUPPORTCG
6236         r_cg_permutation = NULL;
6237         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6238         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6239         cgshaderstring = NULL;
6240 #endif
6241         memset(&r_svbsp, 0, sizeof (r_svbsp));
6242
6243         r_refdef.fogmasktable_density = 0;
6244 }
6245
6246 void gl_main_shutdown(void)
6247 {
6248         R_AnimCache_Free();
6249         R_FrameData_Reset();
6250
6251         R_Main_FreeViewCache();
6252
6253         if (r_maxqueries)
6254                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6255
6256         r_numqueries = 0;
6257         r_maxqueries = 0;
6258         memset(r_queries, 0, sizeof(r_queries));
6259
6260         r_qwskincache = NULL;
6261         r_qwskincache_size = 0;
6262
6263         // clear out the r_skinframe state
6264         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6265         memset(&r_skinframe, 0, sizeof(r_skinframe));
6266
6267         if (r_svbsp.nodes)
6268                 Mem_Free(r_svbsp.nodes);
6269         memset(&r_svbsp, 0, sizeof (r_svbsp));
6270         R_FreeTexturePool(&r_main_texturepool);
6271         loadingscreentexture = NULL;
6272         r_texture_blanknormalmap = NULL;
6273         r_texture_white = NULL;
6274         r_texture_grey128 = NULL;
6275         r_texture_black = NULL;
6276         r_texture_whitecube = NULL;
6277         r_texture_normalizationcube = NULL;
6278         r_texture_fogattenuation = NULL;
6279         r_texture_fogheighttexture = NULL;
6280         r_texture_gammaramps = NULL;
6281         r_texture_numcubemaps = 0;
6282         //r_texture_fogintensity = NULL;
6283         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6284         memset(&r_waterstate, 0, sizeof(r_waterstate));
6285         r_glsl_permutation = NULL;
6286         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6287         glslshaderstring = NULL;
6288 #ifdef SUPPORTCG
6289         r_cg_permutation = NULL;
6290         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6291         cgshaderstring = NULL;
6292 #endif
6293         R_GLSL_Restart_f();
6294 }
6295
6296 extern void CL_ParseEntityLump(char *entitystring);
6297 void gl_main_newmap(void)
6298 {
6299         // FIXME: move this code to client
6300         char *entities, entname[MAX_QPATH];
6301         if (r_qwskincache)
6302                 Mem_Free(r_qwskincache);
6303         r_qwskincache = NULL;
6304         r_qwskincache_size = 0;
6305         if (cl.worldmodel)
6306         {
6307                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6308                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6309                 {
6310                         CL_ParseEntityLump(entities);
6311                         Mem_Free(entities);
6312                         return;
6313                 }
6314                 if (cl.worldmodel->brush.entities)
6315                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6316         }
6317         R_Main_FreeViewCache();
6318
6319         R_FrameData_Reset();
6320 }
6321
6322 void GL_Main_Init(void)
6323 {
6324         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6325
6326         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6327         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6328         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6329         if (gamemode == GAME_NEHAHRA)
6330         {
6331                 Cvar_RegisterVariable (&gl_fogenable);
6332                 Cvar_RegisterVariable (&gl_fogdensity);
6333                 Cvar_RegisterVariable (&gl_fogred);
6334                 Cvar_RegisterVariable (&gl_foggreen);
6335                 Cvar_RegisterVariable (&gl_fogblue);
6336                 Cvar_RegisterVariable (&gl_fogstart);
6337                 Cvar_RegisterVariable (&gl_fogend);
6338                 Cvar_RegisterVariable (&gl_skyclip);
6339         }
6340         Cvar_RegisterVariable(&r_motionblur);
6341         Cvar_RegisterVariable(&r_motionblur_maxblur);
6342         Cvar_RegisterVariable(&r_motionblur_bmin);
6343         Cvar_RegisterVariable(&r_motionblur_vmin);
6344         Cvar_RegisterVariable(&r_motionblur_vmax);
6345         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6346         Cvar_RegisterVariable(&r_motionblur_randomize);
6347         Cvar_RegisterVariable(&r_damageblur);
6348         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6349         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6350         Cvar_RegisterVariable(&r_equalize_entities_by);
6351         Cvar_RegisterVariable(&r_equalize_entities_to);
6352         Cvar_RegisterVariable(&r_depthfirst);
6353         Cvar_RegisterVariable(&r_useinfinitefarclip);
6354         Cvar_RegisterVariable(&r_farclip_base);
6355         Cvar_RegisterVariable(&r_farclip_world);
6356         Cvar_RegisterVariable(&r_nearclip);
6357         Cvar_RegisterVariable(&r_showbboxes);
6358         Cvar_RegisterVariable(&r_showsurfaces);
6359         Cvar_RegisterVariable(&r_showtris);
6360         Cvar_RegisterVariable(&r_shownormals);
6361         Cvar_RegisterVariable(&r_showlighting);
6362         Cvar_RegisterVariable(&r_showshadowvolumes);
6363         Cvar_RegisterVariable(&r_showcollisionbrushes);
6364         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6365         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6366         Cvar_RegisterVariable(&r_showdisabledepthtest);
6367         Cvar_RegisterVariable(&r_drawportals);
6368         Cvar_RegisterVariable(&r_drawentities);
6369         Cvar_RegisterVariable(&r_drawworld);
6370         Cvar_RegisterVariable(&r_cullentities_trace);
6371         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6372         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6373         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6374         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6375         Cvar_RegisterVariable(&r_drawviewmodel);
6376         Cvar_RegisterVariable(&r_drawexteriormodel);
6377         Cvar_RegisterVariable(&r_speeds);
6378         Cvar_RegisterVariable(&r_fullbrights);
6379         Cvar_RegisterVariable(&r_wateralpha);
6380         Cvar_RegisterVariable(&r_dynamic);
6381         Cvar_RegisterVariable(&r_fullbright);
6382         Cvar_RegisterVariable(&r_shadows);
6383         Cvar_RegisterVariable(&r_shadows_darken);
6384         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6385         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6386         Cvar_RegisterVariable(&r_shadows_throwdistance);
6387         Cvar_RegisterVariable(&r_shadows_throwdirection);
6388         Cvar_RegisterVariable(&r_shadows_focus);
6389         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6390         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6391         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6392         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6393         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6394         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6395         Cvar_RegisterVariable(&r_fog_exp2);
6396         Cvar_RegisterVariable(&r_drawfog);
6397         Cvar_RegisterVariable(&r_transparentdepthmasking);
6398         Cvar_RegisterVariable(&r_texture_dds_load);
6399         Cvar_RegisterVariable(&r_texture_dds_save);
6400         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6401         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6402         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6403         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6404         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6405         Cvar_RegisterVariable(&r_textureunits);
6406         Cvar_RegisterVariable(&gl_combine);
6407         Cvar_RegisterVariable(&r_glsl);
6408         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6409         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6410         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6411         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6412         Cvar_RegisterVariable(&r_glsl_postprocess);
6413         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6414         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6415         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6416         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6417         Cvar_RegisterVariable(&r_water);
6418         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6419         Cvar_RegisterVariable(&r_water_clippingplanebias);
6420         Cvar_RegisterVariable(&r_water_refractdistort);
6421         Cvar_RegisterVariable(&r_water_reflectdistort);
6422         Cvar_RegisterVariable(&r_lerpsprites);
6423         Cvar_RegisterVariable(&r_lerpmodels);
6424         Cvar_RegisterVariable(&r_lerplightstyles);
6425         Cvar_RegisterVariable(&r_waterscroll);
6426         Cvar_RegisterVariable(&r_bloom);
6427         Cvar_RegisterVariable(&r_bloom_colorscale);
6428         Cvar_RegisterVariable(&r_bloom_brighten);
6429         Cvar_RegisterVariable(&r_bloom_blur);
6430         Cvar_RegisterVariable(&r_bloom_resolution);
6431         Cvar_RegisterVariable(&r_bloom_colorexponent);
6432         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6433         Cvar_RegisterVariable(&r_hdr);
6434         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6435         Cvar_RegisterVariable(&r_hdr_glowintensity);
6436         Cvar_RegisterVariable(&r_hdr_range);
6437         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6438         Cvar_RegisterVariable(&developer_texturelogging);
6439         Cvar_RegisterVariable(&gl_lightmaps);
6440         Cvar_RegisterVariable(&r_test);
6441         Cvar_RegisterVariable(&r_glsl_saturation);
6442         Cvar_RegisterVariable(&r_framedatasize);
6443         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6444                 Cvar_SetValue("r_fullbrights", 0);
6445         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6446
6447         Cvar_RegisterVariable(&r_track_sprites);
6448         Cvar_RegisterVariable(&r_track_sprites_flags);
6449         Cvar_RegisterVariable(&r_track_sprites_scalew);
6450         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6451         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6452         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6453 }
6454
6455 extern void R_Textures_Init(void);
6456 extern void GL_Draw_Init(void);
6457 extern void GL_Main_Init(void);
6458 extern void R_Shadow_Init(void);
6459 extern void R_Sky_Init(void);
6460 extern void GL_Surf_Init(void);
6461 extern void R_Particles_Init(void);
6462 extern void R_Explosion_Init(void);
6463 extern void gl_backend_init(void);
6464 extern void Sbar_Init(void);
6465 extern void R_LightningBeams_Init(void);
6466 extern void Mod_RenderInit(void);
6467 extern void Font_Init(void);
6468
6469 void Render_Init(void)
6470 {
6471         gl_backend_init();
6472         R_Textures_Init();
6473         GL_Main_Init();
6474         Font_Init();
6475         GL_Draw_Init();
6476         R_Shadow_Init();
6477         R_Sky_Init();
6478         GL_Surf_Init();
6479         Sbar_Init();
6480         R_Particles_Init();
6481         R_Explosion_Init();
6482         R_LightningBeams_Init();
6483         Mod_RenderInit();
6484 }
6485
6486 /*
6487 ===============
6488 GL_Init
6489 ===============
6490 */
6491 extern char *ENGINE_EXTENSIONS;
6492 void GL_Init (void)
6493 {
6494         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6495         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6496         gl_version = (const char *)qglGetString(GL_VERSION);
6497         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6498
6499         if (!gl_extensions)
6500                 gl_extensions = "";
6501         if (!gl_platformextensions)
6502                 gl_platformextensions = "";
6503
6504         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6505         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6506         Con_Printf("GL_VERSION: %s\n", gl_version);
6507         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6508         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6509
6510         VID_CheckExtensions();
6511
6512         // LordHavoc: report supported extensions
6513         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6514
6515         // clear to black (loading plaque will be seen over this)
6516         CHECKGLERROR
6517         qglClearColor(0,0,0,1);CHECKGLERROR
6518         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6519 }
6520
6521 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6522 {
6523         int i;
6524         mplane_t *p;
6525         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6526         {
6527                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6528                 if (i == 4)
6529                         continue;
6530                 p = r_refdef.view.frustum + i;
6531                 switch(p->signbits)
6532                 {
6533                 default:
6534                 case 0:
6535                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6536                                 return true;
6537                         break;
6538                 case 1:
6539                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6540                                 return true;
6541                         break;
6542                 case 2:
6543                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6544                                 return true;
6545                         break;
6546                 case 3:
6547                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6548                                 return true;
6549                         break;
6550                 case 4:
6551                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6552                                 return true;
6553                         break;
6554                 case 5:
6555                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6556                                 return true;
6557                         break;
6558                 case 6:
6559                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6560                                 return true;
6561                         break;
6562                 case 7:
6563                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6564                                 return true;
6565                         break;
6566                 }
6567         }
6568         return false;
6569 }
6570
6571 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6572 {
6573         int i;
6574         const mplane_t *p;
6575         for (i = 0;i < numplanes;i++)
6576         {
6577                 p = planes + i;
6578                 switch(p->signbits)
6579                 {
6580                 default:
6581                 case 0:
6582                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6583                                 return true;
6584                         break;
6585                 case 1:
6586                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6587                                 return true;
6588                         break;
6589                 case 2:
6590                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6591                                 return true;
6592                         break;
6593                 case 3:
6594                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6595                                 return true;
6596                         break;
6597                 case 4:
6598                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6599                                 return true;
6600                         break;
6601                 case 5:
6602                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6603                                 return true;
6604                         break;
6605                 case 6:
6606                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6607                                 return true;
6608                         break;
6609                 case 7:
6610                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6611                                 return true;
6612                         break;
6613                 }
6614         }
6615         return false;
6616 }
6617
6618 //==================================================================================
6619
6620 // LordHavoc: this stores temporary data used within the same frame
6621
6622 qboolean r_framedata_failed;
6623 static size_t r_framedata_size;
6624 static size_t r_framedata_current;
6625 static void *r_framedata_base;
6626
6627 void R_FrameData_Reset(void)
6628 {
6629         if (r_framedata_base)
6630                 Mem_Free(r_framedata_base);
6631         r_framedata_base = NULL;
6632         r_framedata_size = 0;
6633         r_framedata_current = 0;
6634         r_framedata_failed = false;
6635 }
6636
6637 void R_FrameData_NewFrame(void)
6638 {
6639         size_t wantedsize;
6640         if (r_framedata_failed)
6641                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6642         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6643         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6644         if (r_framedata_size != wantedsize)
6645         {
6646                 r_framedata_size = wantedsize;
6647                 if (r_framedata_base)
6648                         Mem_Free(r_framedata_base);
6649                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6650         }
6651         r_framedata_current = 0;
6652         r_framedata_failed = false;
6653 }
6654
6655 void *R_FrameData_Alloc(size_t size)
6656 {
6657         void *data;
6658
6659         // align to 16 byte boundary
6660         size = (size + 15) & ~15;
6661         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6662         r_framedata_current += size;
6663
6664         // check overflow
6665         if (r_framedata_current > r_framedata_size)
6666                 r_framedata_failed = true;
6667
6668         // return NULL on everything after a failure
6669         if (r_framedata_failed)
6670                 return NULL;
6671
6672         return data;
6673 }
6674
6675 void *R_FrameData_Store(size_t size, void *data)
6676 {
6677         void *d = R_FrameData_Alloc(size);
6678         if (d)
6679                 memcpy(d, data, size);
6680         return d;
6681 }
6682
6683 //==================================================================================
6684
6685 // LordHavoc: animcache originally written by Echon, rewritten since then
6686
6687 /**
6688  * Animation cache prevents re-generating mesh data for an animated model
6689  * multiple times in one frame for lighting, shadowing, reflections, etc.
6690  */
6691
6692 void R_AnimCache_Free(void)
6693 {
6694 }
6695
6696 void R_AnimCache_ClearCache(void)
6697 {
6698         int i;
6699         entity_render_t *ent;
6700
6701         for (i = 0;i < r_refdef.scene.numentities;i++)
6702         {
6703                 ent = r_refdef.scene.entities[i];
6704                 ent->animcache_vertex3f = NULL;
6705                 ent->animcache_normal3f = NULL;
6706                 ent->animcache_svector3f = NULL;
6707                 ent->animcache_tvector3f = NULL;
6708                 ent->animcache_vertexposition = NULL;
6709                 ent->animcache_vertexmesh = NULL;
6710                 ent->animcache_vertexpositionbuffer = NULL;
6711                 ent->animcache_vertexmeshbuffer = NULL;
6712         }
6713 }
6714
6715 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6716 {
6717         int i;
6718         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6719                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6720         if (!ent->animcache_vertexposition)
6721                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6722         if (ent->animcache_vertexposition)
6723         {
6724                 for (i = 0;i < numvertices;i++)
6725                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6726                 // TODO: upload vertex buffer?
6727         }
6728         if (ent->animcache_vertexmesh)
6729         {
6730                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6731                 for (i = 0;i < numvertices;i++)
6732                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6733                 if (ent->animcache_svector3f)
6734                         for (i = 0;i < numvertices;i++)
6735                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6736                 if (ent->animcache_tvector3f)
6737                         for (i = 0;i < numvertices;i++)
6738                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6739                 if (ent->animcache_normal3f)
6740                         for (i = 0;i < numvertices;i++)
6741                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6742                 // TODO: upload vertex buffer?
6743         }
6744 }
6745
6746 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6747 {
6748         dp_model_t *model = ent->model;
6749         int numvertices;
6750         // see if it's already cached this frame
6751         if (ent->animcache_vertex3f)
6752         {
6753                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6754                 if (wantnormals || wanttangents)
6755                 {
6756                         if (ent->animcache_normal3f)
6757                                 wantnormals = false;
6758                         if (ent->animcache_svector3f)
6759                                 wanttangents = false;
6760                         if (wantnormals || wanttangents)
6761                         {
6762                                 numvertices = model->surfmesh.num_vertices;
6763                                 if (wantnormals)
6764                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6765                                 if (wanttangents)
6766                                 {
6767                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6768                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6769                                 }
6770                                 if (!r_framedata_failed)
6771                                 {
6772                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6773                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6774                                 }
6775                         }
6776                 }
6777         }
6778         else
6779         {
6780                 // see if this ent is worth caching
6781                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6782                         return false;
6783                 // get some memory for this entity and generate mesh data
6784                 numvertices = model->surfmesh.num_vertices;
6785                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6786                 if (wantnormals)
6787                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6788                 if (wanttangents)
6789                 {
6790                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6791                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6792                 }
6793                 if (!r_framedata_failed)
6794                 {
6795                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6796                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6797                 }
6798         }
6799         return !r_framedata_failed;
6800 }
6801
6802 void R_AnimCache_CacheVisibleEntities(void)
6803 {
6804         int i;
6805         qboolean wantnormals = true;
6806         qboolean wanttangents = !r_showsurfaces.integer;
6807
6808         switch(vid.renderpath)
6809         {
6810         case RENDERPATH_GL20:
6811         case RENDERPATH_CGGL:
6812                 break;
6813         case RENDERPATH_GL13:
6814         case RENDERPATH_GL11:
6815                 wanttangents = false;
6816                 break;
6817         }
6818
6819         if (r_shownormals.integer)
6820                 wanttangents = wantnormals = true;
6821
6822         // TODO: thread this
6823         // NOTE: R_PrepareRTLights() also caches entities
6824
6825         for (i = 0;i < r_refdef.scene.numentities;i++)
6826                 if (r_refdef.viewcache.entityvisible[i])
6827                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6828 }
6829
6830 //==================================================================================
6831
6832 static void R_View_UpdateEntityLighting (void)
6833 {
6834         int i;
6835         entity_render_t *ent;
6836         vec3_t tempdiffusenormal, avg;
6837         vec_t f, fa, fd, fdd;
6838         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6839
6840         for (i = 0;i < r_refdef.scene.numentities;i++)
6841         {
6842                 ent = r_refdef.scene.entities[i];
6843
6844                 // skip unseen models
6845                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6846                         continue;
6847
6848                 // skip bsp models
6849                 if (ent->model && ent->model->brush.num_leafs)
6850                 {
6851                         // TODO: use modellight for r_ambient settings on world?
6852                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6853                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6854                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6855                         continue;
6856                 }
6857
6858                 // fetch the lighting from the worldmodel data
6859                 VectorClear(ent->modellight_ambient);
6860                 VectorClear(ent->modellight_diffuse);
6861                 VectorClear(tempdiffusenormal);
6862                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6863                 {
6864                         vec3_t org;
6865                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6866                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6867                         if(ent->flags & RENDER_EQUALIZE)
6868                         {
6869                                 // first fix up ambient lighting...
6870                                 if(r_equalize_entities_minambient.value > 0)
6871                                 {
6872                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6873                                         if(fd > 0)
6874                                         {
6875                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6876                                                 if(fa < r_equalize_entities_minambient.value * fd)
6877                                                 {
6878                                                         // solve:
6879                                                         //   fa'/fd' = minambient
6880                                                         //   fa'+0.25*fd' = fa+0.25*fd
6881                                                         //   ...
6882                                                         //   fa' = fd' * minambient
6883                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6884                                                         //   ...
6885                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6886                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6887                                                         //   ...
6888                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6889                                                         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
6890                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6891                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6892                                                 }
6893                                         }
6894                                 }
6895
6896                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6897                                 {
6898                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6899                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6900                                         if(f > 0)
6901                                         {
6902                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6903                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6904                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6905                                         }
6906                                 }
6907                         }
6908                 }
6909                 else // highly rare
6910                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6911
6912                 // move the light direction into modelspace coordinates for lighting code
6913                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6914                 if(VectorLength2(ent->modellight_lightdir) == 0)
6915                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6916                 VectorNormalize(ent->modellight_lightdir);
6917         }
6918 }
6919
6920 #define MAX_LINEOFSIGHTTRACES 64
6921
6922 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6923 {
6924         int i;
6925         vec3_t boxmins, boxmaxs;
6926         vec3_t start;
6927         vec3_t end;
6928         dp_model_t *model = r_refdef.scene.worldmodel;
6929
6930         if (!model || !model->brush.TraceLineOfSight)
6931                 return true;
6932
6933         // expand the box a little
6934         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6935         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6936         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6937         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6938         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6939         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6940
6941         // return true if eye is inside enlarged box
6942         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6943                 return true;
6944
6945         // try center
6946         VectorCopy(eye, start);
6947         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6948         if (model->brush.TraceLineOfSight(model, start, end))
6949                 return true;
6950
6951         // try various random positions
6952         for (i = 0;i < numsamples;i++)
6953         {
6954                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6955                 if (model->brush.TraceLineOfSight(model, start, end))
6956                         return true;
6957         }
6958
6959         return false;
6960 }
6961
6962
6963 static void R_View_UpdateEntityVisible (void)
6964 {
6965         int i;
6966         int renderimask;
6967         int samples;
6968         entity_render_t *ent;
6969
6970         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6971                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6972                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6973                 :                                                          RENDER_EXTERIORMODEL;
6974         if (!r_drawviewmodel.integer)
6975                 renderimask |= RENDER_VIEWMODEL;
6976         if (!r_drawexteriormodel.integer)
6977                 renderimask |= RENDER_EXTERIORMODEL;
6978         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6979         {
6980                 // worldmodel can check visibility
6981                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6982                 for (i = 0;i < r_refdef.scene.numentities;i++)
6983                 {
6984                         ent = r_refdef.scene.entities[i];
6985                         if (!(ent->flags & renderimask))
6986                         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)))
6987                         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))
6988                                 r_refdef.viewcache.entityvisible[i] = true;
6989                 }
6990                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
6991                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
6992                 {
6993                         for (i = 0;i < r_refdef.scene.numentities;i++)
6994                         {
6995                                 ent = r_refdef.scene.entities[i];
6996                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6997                                 {
6998                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6999                                         if (samples < 0)
7000                                                 continue; // temp entities do pvs only
7001                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7002                                                 ent->last_trace_visibility = realtime;
7003                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7004                                                 r_refdef.viewcache.entityvisible[i] = 0;
7005                                 }
7006                         }
7007                 }
7008         }
7009         else
7010         {
7011                 // no worldmodel or it can't check visibility
7012                 for (i = 0;i < r_refdef.scene.numentities;i++)
7013                 {
7014                         ent = r_refdef.scene.entities[i];
7015                         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));
7016                 }
7017         }
7018 }
7019
7020 /// only used if skyrendermasked, and normally returns false
7021 int R_DrawBrushModelsSky (void)
7022 {
7023         int i, sky;
7024         entity_render_t *ent;
7025
7026         sky = false;
7027         for (i = 0;i < r_refdef.scene.numentities;i++)
7028         {
7029                 if (!r_refdef.viewcache.entityvisible[i])
7030                         continue;
7031                 ent = r_refdef.scene.entities[i];
7032                 if (!ent->model || !ent->model->DrawSky)
7033                         continue;
7034                 ent->model->DrawSky(ent);
7035                 sky = true;
7036         }
7037         return sky;
7038 }
7039
7040 static void R_DrawNoModel(entity_render_t *ent);
7041 static void R_DrawModels(void)
7042 {
7043         int i;
7044         entity_render_t *ent;
7045
7046         for (i = 0;i < r_refdef.scene.numentities;i++)
7047         {
7048                 if (!r_refdef.viewcache.entityvisible[i])
7049                         continue;
7050                 ent = r_refdef.scene.entities[i];
7051                 r_refdef.stats.entities++;
7052                 if (ent->model && ent->model->Draw != NULL)
7053                         ent->model->Draw(ent);
7054                 else
7055                         R_DrawNoModel(ent);
7056         }
7057 }
7058
7059 static void R_DrawModelsDepth(void)
7060 {
7061         int i;
7062         entity_render_t *ent;
7063
7064         for (i = 0;i < r_refdef.scene.numentities;i++)
7065         {
7066                 if (!r_refdef.viewcache.entityvisible[i])
7067                         continue;
7068                 ent = r_refdef.scene.entities[i];
7069                 if (ent->model && ent->model->DrawDepth != NULL)
7070                         ent->model->DrawDepth(ent);
7071         }
7072 }
7073
7074 static void R_DrawModelsDebug(void)
7075 {
7076         int i;
7077         entity_render_t *ent;
7078
7079         for (i = 0;i < r_refdef.scene.numentities;i++)
7080         {
7081                 if (!r_refdef.viewcache.entityvisible[i])
7082                         continue;
7083                 ent = r_refdef.scene.entities[i];
7084                 if (ent->model && ent->model->DrawDebug != NULL)
7085                         ent->model->DrawDebug(ent);
7086         }
7087 }
7088
7089 static void R_DrawModelsAddWaterPlanes(void)
7090 {
7091         int i;
7092         entity_render_t *ent;
7093
7094         for (i = 0;i < r_refdef.scene.numentities;i++)
7095         {
7096                 if (!r_refdef.viewcache.entityvisible[i])
7097                         continue;
7098                 ent = r_refdef.scene.entities[i];
7099                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7100                         ent->model->DrawAddWaterPlanes(ent);
7101         }
7102 }
7103
7104 static void R_View_SetFrustum(void)
7105 {
7106         int i;
7107         double slopex, slopey;
7108         vec3_t forward, left, up, origin;
7109
7110         // we can't trust r_refdef.view.forward and friends in reflected scenes
7111         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7112
7113 #if 0
7114         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7115         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7116         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7117         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7118         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7119         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7120         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7121         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7122         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7123         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7124         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7125         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7126 #endif
7127
7128 #if 0
7129         zNear = r_refdef.nearclip;
7130         nudge = 1.0 - 1.0 / (1<<23);
7131         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7132         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7133         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7134         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7135         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7136         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7137         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7138         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7139 #endif
7140
7141
7142
7143 #if 0
7144         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7145         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7146         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7147         r_refdef.view.frustum[0].dist = m[15] - m[12];
7148
7149         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7150         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7151         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7152         r_refdef.view.frustum[1].dist = m[15] + m[12];
7153
7154         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7155         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7156         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7157         r_refdef.view.frustum[2].dist = m[15] - m[13];
7158
7159         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7160         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7161         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7162         r_refdef.view.frustum[3].dist = m[15] + m[13];
7163
7164         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7165         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7166         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7167         r_refdef.view.frustum[4].dist = m[15] - m[14];
7168
7169         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7170         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7171         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7172         r_refdef.view.frustum[5].dist = m[15] + m[14];
7173 #endif
7174
7175         if (r_refdef.view.useperspective)
7176         {
7177                 slopex = 1.0 / r_refdef.view.frustum_x;
7178                 slopey = 1.0 / r_refdef.view.frustum_y;
7179                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7180                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7181                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7182                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7183                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7184
7185                 // Leaving those out was a mistake, those were in the old code, and they
7186                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7187                 // I couldn't reproduce it after adding those normalizations. --blub
7188                 VectorNormalize(r_refdef.view.frustum[0].normal);
7189                 VectorNormalize(r_refdef.view.frustum[1].normal);
7190                 VectorNormalize(r_refdef.view.frustum[2].normal);
7191                 VectorNormalize(r_refdef.view.frustum[3].normal);
7192
7193                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7194                 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]);
7195                 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]);
7196                 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]);
7197                 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]);
7198
7199                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7200                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7201                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7202                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7203                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7204         }
7205         else
7206         {
7207                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7208                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7209                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7210                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7211                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7212                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7213                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7214                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7215                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7216                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7217         }
7218         r_refdef.view.numfrustumplanes = 5;
7219
7220         if (r_refdef.view.useclipplane)
7221         {
7222                 r_refdef.view.numfrustumplanes = 6;
7223                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7224         }
7225
7226         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7227                 PlaneClassify(r_refdef.view.frustum + i);
7228
7229         // LordHavoc: note to all quake engine coders, Quake had a special case
7230         // for 90 degrees which assumed a square view (wrong), so I removed it,
7231         // Quake2 has it disabled as well.
7232
7233         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7234         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7235         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7236         //PlaneClassify(&frustum[0]);
7237
7238         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7239         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7240         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7241         //PlaneClassify(&frustum[1]);
7242
7243         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7244         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7245         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7246         //PlaneClassify(&frustum[2]);
7247
7248         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7249         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7250         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7251         //PlaneClassify(&frustum[3]);
7252
7253         // nearclip plane
7254         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7255         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7256         //PlaneClassify(&frustum[4]);
7257 }
7258
7259 void R_View_Update(void)
7260 {
7261         R_Main_ResizeViewCache();
7262         R_View_SetFrustum();
7263         R_View_WorldVisibility(r_refdef.view.useclipplane);
7264         R_View_UpdateEntityVisible();
7265         R_View_UpdateEntityLighting();
7266 }
7267
7268 void R_SetupView(qboolean allowwaterclippingplane)
7269 {
7270         const float *customclipplane = NULL;
7271         float plane[4];
7272         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7273         {
7274                 // LordHavoc: couldn't figure out how to make this approach the
7275                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7276                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7277                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7278                         dist = r_refdef.view.clipplane.dist;
7279                 plane[0] = r_refdef.view.clipplane.normal[0];
7280                 plane[1] = r_refdef.view.clipplane.normal[1];
7281                 plane[2] = r_refdef.view.clipplane.normal[2];
7282                 plane[3] = dist;
7283                 customclipplane = plane;
7284         }
7285
7286         if (!r_refdef.view.useperspective)
7287                 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);
7288         else if (vid.stencil && r_useinfinitefarclip.integer)
7289                 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);
7290         else
7291                 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);
7292         R_SetViewport(&r_refdef.view.viewport);
7293 }
7294
7295 void R_EntityMatrix(const matrix4x4_t *matrix)
7296 {
7297         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7298         {
7299                 gl_modelmatrixchanged = false;
7300                 gl_modelmatrix = *matrix;
7301                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7302                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7303                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7304                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7305                 CHECKGLERROR
7306                 switch(vid.renderpath)
7307                 {
7308                 case RENDERPATH_GL20:
7309                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7310                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7311                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7312                         break;
7313                 case RENDERPATH_CGGL:
7314 #ifdef SUPPORTCG
7315                         CHECKCGERROR
7316                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7317                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7318                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7319 #endif
7320                         break;
7321                 case RENDERPATH_GL13:
7322                 case RENDERPATH_GL11:
7323                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7324                         break;
7325                 }
7326         }
7327 }
7328
7329 void R_ResetViewRendering2D(void)
7330 {
7331         r_viewport_t viewport;
7332         DrawQ_Finish();
7333
7334         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7335         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);
7336         R_SetViewport(&viewport);
7337         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7338         GL_Color(1, 1, 1, 1);
7339         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7340         GL_BlendFunc(GL_ONE, GL_ZERO);
7341         GL_AlphaTest(false);
7342         GL_ScissorTest(false);
7343         GL_DepthMask(false);
7344         GL_DepthRange(0, 1);
7345         GL_DepthTest(false);
7346         R_EntityMatrix(&identitymatrix);
7347         R_Mesh_ResetTextureState();
7348         GL_PolygonOffset(0, 0);
7349         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7350         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7351         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7352         qglStencilMask(~0);CHECKGLERROR
7353         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7354         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7355         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7356 }
7357
7358 void R_ResetViewRendering3D(void)
7359 {
7360         DrawQ_Finish();
7361
7362         R_SetupView(true);
7363         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7364         GL_Color(1, 1, 1, 1);
7365         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7366         GL_BlendFunc(GL_ONE, GL_ZERO);
7367         GL_AlphaTest(false);
7368         GL_ScissorTest(true);
7369         GL_DepthMask(true);
7370         GL_DepthRange(0, 1);
7371         GL_DepthTest(true);
7372         R_EntityMatrix(&identitymatrix);
7373         R_Mesh_ResetTextureState();
7374         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7375         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7376         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7377         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7378         qglStencilMask(~0);CHECKGLERROR
7379         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7380         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7381         GL_CullFace(r_refdef.view.cullface_back);
7382 }
7383
7384 /*
7385 ================
7386 R_RenderView_UpdateViewVectors
7387 ================
7388 */
7389 static void R_RenderView_UpdateViewVectors(void)
7390 {
7391         // break apart the view matrix into vectors for various purposes
7392         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7393         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7394         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7395         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7396         // make an inverted copy of the view matrix for tracking sprites
7397         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7398 }
7399
7400 void R_RenderScene(void);
7401 void R_RenderWaterPlanes(void);
7402
7403 static void R_Water_StartFrame(void)
7404 {
7405         int i;
7406         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7407         r_waterstate_waterplane_t *p;
7408
7409         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7410                 return;
7411
7412         switch(vid.renderpath)
7413         {
7414         case RENDERPATH_GL20:
7415         case RENDERPATH_CGGL:
7416                 break;
7417         case RENDERPATH_GL13:
7418         case RENDERPATH_GL11:
7419                 return;
7420         }
7421
7422         // set waterwidth and waterheight to the water resolution that will be
7423         // used (often less than the screen resolution for faster rendering)
7424         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7425         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7426
7427         // calculate desired texture sizes
7428         // can't use water if the card does not support the texture size
7429         if (!r_water.integer || r_showsurfaces.integer)
7430                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7431         else if (vid.support.arb_texture_non_power_of_two)
7432         {
7433                 texturewidth = waterwidth;
7434                 textureheight = waterheight;
7435                 camerawidth = waterwidth;
7436                 cameraheight = waterheight;
7437         }
7438         else
7439         {
7440                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7441                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7442                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7443                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7444         }
7445
7446         // allocate textures as needed
7447         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7448         {
7449                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7450                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7451                 {
7452                         if (p->texture_refraction)
7453                                 R_FreeTexture(p->texture_refraction);
7454                         p->texture_refraction = NULL;
7455                         if (p->texture_reflection)
7456                                 R_FreeTexture(p->texture_reflection);
7457                         p->texture_reflection = NULL;
7458                         if (p->texture_camera)
7459                                 R_FreeTexture(p->texture_camera);
7460                         p->texture_camera = NULL;
7461                 }
7462                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7463                 r_waterstate.texturewidth = texturewidth;
7464                 r_waterstate.textureheight = textureheight;
7465                 r_waterstate.camerawidth = camerawidth;
7466                 r_waterstate.cameraheight = cameraheight;
7467         }
7468
7469         if (r_waterstate.texturewidth)
7470         {
7471                 r_waterstate.enabled = true;
7472
7473                 // when doing a reduced render (HDR) we want to use a smaller area
7474                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7475                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7476
7477                 // set up variables that will be used in shader setup
7478                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7479                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7480                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7481                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7482         }
7483
7484         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7485         r_waterstate.numwaterplanes = 0;
7486 }
7487
7488 void R_Water_AddWaterPlane(msurface_t *surface)
7489 {
7490         int triangleindex, planeindex;
7491         const int *e;
7492         vec3_t vert[3];
7493         vec3_t normal;
7494         vec3_t center;
7495         mplane_t plane;
7496         int cam_ent;
7497         r_waterstate_waterplane_t *p;
7498         texture_t *t = R_GetCurrentTexture(surface->texture);
7499         cam_ent = t->camera_entity;
7500         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7501                 cam_ent = 0;
7502
7503         // just use the first triangle with a valid normal for any decisions
7504         VectorClear(normal);
7505         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7506         {
7507                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7508                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7509                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7510                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7511                 if (VectorLength2(normal) >= 0.001)
7512                         break;
7513         }
7514
7515         VectorCopy(normal, plane.normal);
7516         VectorNormalize(plane.normal);
7517         plane.dist = DotProduct(vert[0], plane.normal);
7518         PlaneClassify(&plane);
7519         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7520         {
7521                 // skip backfaces (except if nocullface is set)
7522                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7523                         return;
7524                 VectorNegate(plane.normal, plane.normal);
7525                 plane.dist *= -1;
7526                 PlaneClassify(&plane);
7527         }
7528
7529
7530         // find a matching plane if there is one
7531         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7532                 if(p->camera_entity == t->camera_entity)
7533                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7534                                 break;
7535         if (planeindex >= r_waterstate.maxwaterplanes)
7536                 return; // nothing we can do, out of planes
7537
7538         // if this triangle does not fit any known plane rendered this frame, add one
7539         if (planeindex >= r_waterstate.numwaterplanes)
7540         {
7541                 // store the new plane
7542                 r_waterstate.numwaterplanes++;
7543                 p->plane = plane;
7544                 // clear materialflags and pvs
7545                 p->materialflags = 0;
7546                 p->pvsvalid = false;
7547                 p->camera_entity = t->camera_entity;
7548         }
7549         // merge this surface's materialflags into the waterplane
7550         p->materialflags |= t->currentmaterialflags;
7551         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7552         {
7553                 // merge this surface's PVS into the waterplane
7554                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7555                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7556                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7557                 {
7558                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7559                         p->pvsvalid = true;
7560                 }
7561         }
7562 }
7563
7564 static void R_Water_ProcessPlanes(void)
7565 {
7566         r_refdef_view_t originalview;
7567         r_refdef_view_t myview;
7568         int planeindex;
7569         r_waterstate_waterplane_t *p;
7570         vec3_t visorigin;
7571
7572         originalview = r_refdef.view;
7573
7574         // make sure enough textures are allocated
7575         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7576         {
7577                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7578                 {
7579                         if (!p->texture_refraction)
7580                                 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);
7581                         if (!p->texture_refraction)
7582                                 goto error;
7583                 }
7584                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7585                 {
7586                         if (!p->texture_camera)
7587                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7588                         if (!p->texture_camera)
7589                                 goto error;
7590                 }
7591
7592                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7593                 {
7594                         if (!p->texture_reflection)
7595                                 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);
7596                         if (!p->texture_reflection)
7597                                 goto error;
7598                 }
7599         }
7600
7601         // render views
7602         r_refdef.view = originalview;
7603         r_refdef.view.showdebug = false;
7604         r_refdef.view.width = r_waterstate.waterwidth;
7605         r_refdef.view.height = r_waterstate.waterheight;
7606         r_refdef.view.useclipplane = true;
7607         myview = r_refdef.view;
7608         r_waterstate.renderingscene = true;
7609         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7610         {
7611                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7612                 {
7613                         r_refdef.view = myview;
7614                         // render reflected scene and copy into texture
7615                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7616                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7617                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7618                         r_refdef.view.clipplane = p->plane;
7619                         // reverse the cullface settings for this render
7620                         r_refdef.view.cullface_front = GL_FRONT;
7621                         r_refdef.view.cullface_back = GL_BACK;
7622                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7623                         {
7624                                 r_refdef.view.usecustompvs = true;
7625                                 if (p->pvsvalid)
7626                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7627                                 else
7628                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7629                         }
7630
7631                         R_ResetViewRendering3D();
7632                         R_ClearScreen(r_refdef.fogenabled);
7633                         R_View_Update();
7634                         R_RenderScene();
7635
7636                         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);
7637                 }
7638
7639                 // render the normal view scene and copy into texture
7640                 // (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)
7641                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7642                 {
7643                         r_waterstate.renderingrefraction = true;
7644                         r_refdef.view = myview;
7645
7646                         r_refdef.view.clipplane = p->plane;
7647                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7648                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7649
7650                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7651                         {
7652                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7653                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7654                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7655                                 R_RenderView_UpdateViewVectors();
7656                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7657                         }
7658
7659                         PlaneClassify(&r_refdef.view.clipplane);
7660
7661                         R_ResetViewRendering3D();
7662                         R_ClearScreen(r_refdef.fogenabled);
7663                         R_View_Update();
7664                         R_RenderScene();
7665
7666                         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);
7667                         r_waterstate.renderingrefraction = false;
7668                 }
7669                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7670                 {
7671                         r_refdef.view = myview;
7672
7673                         r_refdef.view.clipplane = p->plane;
7674                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7675                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7676
7677                         r_refdef.view.width = r_waterstate.camerawidth;
7678                         r_refdef.view.height = r_waterstate.cameraheight;
7679                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7680                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7681
7682                         if(p->camera_entity)
7683                         {
7684                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7685                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7686                         }
7687
7688                         // reverse the cullface settings for this render
7689                         r_refdef.view.cullface_front = GL_FRONT;
7690                         r_refdef.view.cullface_back = GL_BACK;
7691                         // also reverse the view matrix
7692                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7693                         R_RenderView_UpdateViewVectors();
7694                         if(p->camera_entity)
7695                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7696                         
7697                         // camera needs no clipplane
7698                         r_refdef.view.useclipplane = false;
7699
7700                         PlaneClassify(&r_refdef.view.clipplane);
7701
7702                         R_ResetViewRendering3D();
7703                         R_ClearScreen(r_refdef.fogenabled);
7704                         R_View_Update();
7705                         R_RenderScene();
7706
7707                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7708                         r_waterstate.renderingrefraction = false;
7709                 }
7710
7711         }
7712         r_waterstate.renderingscene = false;
7713         r_refdef.view = originalview;
7714         R_ResetViewRendering3D();
7715         R_ClearScreen(r_refdef.fogenabled);
7716         R_View_Update();
7717         return;
7718 error:
7719         r_refdef.view = originalview;
7720         r_waterstate.renderingscene = false;
7721         Cvar_SetValueQuick(&r_water, 0);
7722         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7723         return;
7724 }
7725
7726 void R_Bloom_StartFrame(void)
7727 {
7728         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7729
7730         switch(vid.renderpath)
7731         {
7732         case RENDERPATH_GL20:
7733         case RENDERPATH_CGGL:
7734                 break;
7735         case RENDERPATH_GL13:
7736         case RENDERPATH_GL11:
7737                 return;
7738         }
7739
7740         // set bloomwidth and bloomheight to the bloom resolution that will be
7741         // used (often less than the screen resolution for faster rendering)
7742         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7743         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7744         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7745         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7746         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7747
7748         // calculate desired texture sizes
7749         if (vid.support.arb_texture_non_power_of_two)
7750         {
7751                 screentexturewidth = r_refdef.view.width;
7752                 screentextureheight = r_refdef.view.height;
7753                 bloomtexturewidth = r_bloomstate.bloomwidth;
7754                 bloomtextureheight = r_bloomstate.bloomheight;
7755         }
7756         else
7757         {
7758                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7759                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7760                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7761                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7762         }
7763
7764         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))
7765         {
7766                 Cvar_SetValueQuick(&r_hdr, 0);
7767                 Cvar_SetValueQuick(&r_bloom, 0);
7768                 Cvar_SetValueQuick(&r_motionblur, 0);
7769                 Cvar_SetValueQuick(&r_damageblur, 0);
7770         }
7771
7772         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)))
7773                 screentexturewidth = screentextureheight = 0;
7774         if (!r_hdr.integer && !r_bloom.integer)
7775                 bloomtexturewidth = bloomtextureheight = 0;
7776
7777         // allocate textures as needed
7778         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7779         {
7780                 if (r_bloomstate.texture_screen)
7781                         R_FreeTexture(r_bloomstate.texture_screen);
7782                 r_bloomstate.texture_screen = NULL;
7783                 r_bloomstate.screentexturewidth = screentexturewidth;
7784                 r_bloomstate.screentextureheight = screentextureheight;
7785                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7786                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7787         }
7788         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7789         {
7790                 if (r_bloomstate.texture_bloom)
7791                         R_FreeTexture(r_bloomstate.texture_bloom);
7792                 r_bloomstate.texture_bloom = NULL;
7793                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7794                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7795                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7796                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7797         }
7798
7799         // when doing a reduced render (HDR) we want to use a smaller area
7800         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7801         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7802         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7803         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7804         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7805
7806         // set up a texcoord array for the full resolution screen image
7807         // (we have to keep this around to copy back during final render)
7808         r_bloomstate.screentexcoord2f[0] = 0;
7809         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7810         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7811         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7812         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7813         r_bloomstate.screentexcoord2f[5] = 0;
7814         r_bloomstate.screentexcoord2f[6] = 0;
7815         r_bloomstate.screentexcoord2f[7] = 0;
7816
7817         // set up a texcoord array for the reduced resolution bloom image
7818         // (which will be additive blended over the screen image)
7819         r_bloomstate.bloomtexcoord2f[0] = 0;
7820         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7821         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7822         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7823         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7824         r_bloomstate.bloomtexcoord2f[5] = 0;
7825         r_bloomstate.bloomtexcoord2f[6] = 0;
7826         r_bloomstate.bloomtexcoord2f[7] = 0;
7827
7828         if (r_hdr.integer || r_bloom.integer)
7829         {
7830                 r_bloomstate.enabled = true;
7831                 r_bloomstate.hdr = r_hdr.integer != 0;
7832         }
7833
7834         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);
7835 }
7836
7837 void R_Bloom_CopyBloomTexture(float colorscale)
7838 {
7839         r_refdef.stats.bloom++;
7840
7841         // scale down screen texture to the bloom texture size
7842         CHECKGLERROR
7843         R_SetViewport(&r_bloomstate.viewport);
7844         GL_BlendFunc(GL_ONE, GL_ZERO);
7845         GL_Color(colorscale, colorscale, colorscale, 1);
7846         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7847         // TODO: do boxfilter scale-down in shader?
7848         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7849         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7850         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7851
7852         // we now have a bloom image in the framebuffer
7853         // copy it into the bloom image texture for later processing
7854         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);
7855         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7856 }
7857
7858 void R_Bloom_CopyHDRTexture(void)
7859 {
7860         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);
7861         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7862 }
7863
7864 void R_Bloom_MakeTexture(void)
7865 {
7866         int x, range, dir;
7867         float xoffset, yoffset, r, brighten;
7868
7869         r_refdef.stats.bloom++;
7870
7871         R_ResetViewRendering2D();
7872
7873         // we have a bloom image in the framebuffer
7874         CHECKGLERROR
7875         R_SetViewport(&r_bloomstate.viewport);
7876
7877         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7878         {
7879                 x *= 2;
7880                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7881                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7882                 GL_Color(r,r,r,1);
7883                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7884                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7885                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7886                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7887
7888                 // copy the vertically blurred bloom view to a texture
7889                 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);
7890                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7891         }
7892
7893         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7894         brighten = r_bloom_brighten.value;
7895         if (r_hdr.integer)
7896                 brighten *= r_hdr_range.value;
7897         brighten = sqrt(brighten);
7898         if(range >= 1)
7899                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7900         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7901
7902         for (dir = 0;dir < 2;dir++)
7903         {
7904                 // blend on at multiple vertical offsets to achieve a vertical blur
7905                 // TODO: do offset blends using GLSL
7906                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7907                 GL_BlendFunc(GL_ONE, GL_ZERO);
7908                 for (x = -range;x <= range;x++)
7909                 {
7910                         if (!dir){xoffset = 0;yoffset = x;}
7911                         else {xoffset = x;yoffset = 0;}
7912                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7913                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7914                         // compute a texcoord array with the specified x and y offset
7915                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7916                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7917                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7918                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7919                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7920                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7921                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7922                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7923                         // this r value looks like a 'dot' particle, fading sharply to
7924                         // black at the edges
7925                         // (probably not realistic but looks good enough)
7926                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7927                         //r = brighten/(range*2+1);
7928                         r = brighten / (range * 2 + 1);
7929                         if(range >= 1)
7930                                 r *= (1 - x*x/(float)(range*range));
7931                         GL_Color(r, r, r, 1);
7932                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7933                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7934                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7935                         GL_BlendFunc(GL_ONE, GL_ONE);
7936                 }
7937
7938                 // copy the vertically blurred bloom view to a texture
7939                 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);
7940                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7941         }
7942
7943         // apply subtract last
7944         // (just like it would be in a GLSL shader)
7945         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7946         {
7947                 GL_BlendFunc(GL_ONE, GL_ZERO);
7948                 GL_Color(1,1,1,1);
7949                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7950                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7951                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7952                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7953
7954                 GL_BlendFunc(GL_ONE, GL_ONE);
7955                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7956                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7957                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7958                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7959                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7960                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7961                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7962
7963                 // copy the darkened bloom view to a texture
7964                 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);
7965                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7966         }
7967 }
7968
7969 void R_HDR_RenderBloomTexture(void)
7970 {
7971         int oldwidth, oldheight;
7972         float oldcolorscale;
7973
7974         oldcolorscale = r_refdef.view.colorscale;
7975         oldwidth = r_refdef.view.width;
7976         oldheight = r_refdef.view.height;
7977         r_refdef.view.width = r_bloomstate.bloomwidth;
7978         r_refdef.view.height = r_bloomstate.bloomheight;
7979
7980         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7981         // TODO: add exposure compensation features
7982         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7983
7984         r_refdef.view.showdebug = false;
7985         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7986
7987         R_ResetViewRendering3D();
7988
7989         R_ClearScreen(r_refdef.fogenabled);
7990         if (r_timereport_active)
7991                 R_TimeReport("HDRclear");
7992
7993         R_View_Update();
7994         if (r_timereport_active)
7995                 R_TimeReport("visibility");
7996
7997         // only do secondary renders with HDR if r_hdr is 2 or higher
7998         r_waterstate.numwaterplanes = 0;
7999         if (r_waterstate.enabled && r_hdr.integer >= 2)
8000                 R_RenderWaterPlanes();
8001
8002         r_refdef.view.showdebug = true;
8003         R_RenderScene();
8004         r_waterstate.numwaterplanes = 0;
8005
8006         R_ResetViewRendering2D();
8007
8008         R_Bloom_CopyHDRTexture();
8009         R_Bloom_MakeTexture();
8010
8011         // restore the view settings
8012         r_refdef.view.width = oldwidth;
8013         r_refdef.view.height = oldheight;
8014         r_refdef.view.colorscale = oldcolorscale;
8015
8016         R_ResetViewRendering3D();
8017
8018         R_ClearScreen(r_refdef.fogenabled);
8019         if (r_timereport_active)
8020                 R_TimeReport("viewclear");
8021 }
8022
8023 static void R_BlendView(void)
8024 {
8025         unsigned int permutation;
8026         float uservecs[4][4];
8027
8028         switch (vid.renderpath)
8029         {
8030         case RENDERPATH_GL20:
8031         case RENDERPATH_CGGL:
8032                 permutation =
8033                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8034                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8035                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8036                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8037                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8038
8039                 if (r_bloomstate.texture_screen)
8040                 {
8041                         // make sure the buffer is available
8042                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8043
8044                         R_ResetViewRendering2D();
8045
8046                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8047                         {
8048                                 // declare variables
8049                                 float speed;
8050                                 static float avgspeed;
8051
8052                                 speed = VectorLength(cl.movement_velocity);
8053
8054                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8055                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8056
8057                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8058                                 speed = bound(0, speed, 1);
8059                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8060
8061                                 // calculate values into a standard alpha
8062                                 cl.motionbluralpha = 1 - exp(-
8063                                                 (
8064                                                  (r_motionblur.value * speed / 80)
8065                                                  +
8066                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8067                                                 )
8068                                                 /
8069                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8070                                            );
8071
8072                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8073                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8074                                 // apply the blur
8075                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8076                                 {
8077                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8078                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8079                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8080                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8081                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8082                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8083                                 }
8084                         }
8085
8086                         // copy view into the screen texture
8087                         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);
8088                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8089                 }
8090                 else if (!r_bloomstate.texture_bloom)
8091                 {
8092                         // we may still have to do view tint...
8093                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8094                         {
8095                                 // apply a color tint to the whole view
8096                                 R_ResetViewRendering2D();
8097                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8098                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8099                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8100                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8101                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8102                         }
8103                         break; // no screen processing, no bloom, skip it
8104                 }
8105
8106                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8107                 {
8108                         // render simple bloom effect
8109                         // copy the screen and shrink it and darken it for the bloom process
8110                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8111                         // make the bloom texture
8112                         R_Bloom_MakeTexture();
8113                 }
8114
8115 #if _MSC_VER >= 1400
8116 #define sscanf sscanf_s
8117 #endif
8118                 memset(uservecs, 0, sizeof(uservecs));
8119                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8120                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8121                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8122                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8123
8124                 R_ResetViewRendering2D();
8125                 GL_Color(1, 1, 1, 1);
8126                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8127                 GL_BlendFunc(GL_ONE, GL_ZERO);
8128
8129                 switch(vid.renderpath)
8130                 {
8131                 case RENDERPATH_GL20:
8132                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8133                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8134                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8135                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8136                         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]);
8137                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8138                         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]);
8139                         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]);
8140                         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]);
8141                         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]);
8142                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8143                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8144                         break;
8145                 case RENDERPATH_CGGL:
8146 #ifdef SUPPORTCG
8147                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8148                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8149                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8150                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8151                         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
8152                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8153                         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
8154                         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
8155                         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
8156                         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
8157                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8158                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8159 #endif
8160                         break;
8161                 default:
8162                         break;
8163                 }
8164                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8165                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8166                 break;
8167         case RENDERPATH_GL13:
8168         case RENDERPATH_GL11:
8169                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8170                 {
8171                         // apply a color tint to the whole view
8172                         R_ResetViewRendering2D();
8173                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8174                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8175                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8176                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8177                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8178                 }
8179                 break;
8180         }
8181 }
8182
8183 matrix4x4_t r_waterscrollmatrix;
8184
8185 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8186 {
8187         if (r_refdef.fog_density)
8188         {
8189                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8190                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8191                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8192
8193                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8194                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8195                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8196                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8197
8198                 {
8199                         vec3_t fogvec;
8200                         VectorCopy(r_refdef.fogcolor, fogvec);
8201                         //   color.rgb *= ContrastBoost * SceneBrightness;
8202                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8203                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8204                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8205                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8206                 }
8207         }
8208 }
8209
8210 void R_UpdateVariables(void)
8211 {
8212         R_Textures_Frame();
8213
8214         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8215
8216         r_refdef.farclip = r_farclip_base.value;
8217         if (r_refdef.scene.worldmodel)
8218                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8219         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8220
8221         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8222                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8223         r_refdef.polygonfactor = 0;
8224         r_refdef.polygonoffset = 0;
8225         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8226         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8227
8228         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8229         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8230         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8231         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8232         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8233         if (r_showsurfaces.integer)
8234         {
8235                 r_refdef.scene.rtworld = false;
8236                 r_refdef.scene.rtworldshadows = false;
8237                 r_refdef.scene.rtdlight = false;
8238                 r_refdef.scene.rtdlightshadows = false;
8239                 r_refdef.lightmapintensity = 0;
8240         }
8241
8242         if (gamemode == GAME_NEHAHRA)
8243         {
8244                 if (gl_fogenable.integer)
8245                 {
8246                         r_refdef.oldgl_fogenable = true;
8247                         r_refdef.fog_density = gl_fogdensity.value;
8248                         r_refdef.fog_red = gl_fogred.value;
8249                         r_refdef.fog_green = gl_foggreen.value;
8250                         r_refdef.fog_blue = gl_fogblue.value;
8251                         r_refdef.fog_alpha = 1;
8252                         r_refdef.fog_start = 0;
8253                         r_refdef.fog_end = gl_skyclip.value;
8254                         r_refdef.fog_height = 1<<30;
8255                         r_refdef.fog_fadedepth = 128;
8256                 }
8257                 else if (r_refdef.oldgl_fogenable)
8258                 {
8259                         r_refdef.oldgl_fogenable = false;
8260                         r_refdef.fog_density = 0;
8261                         r_refdef.fog_red = 0;
8262                         r_refdef.fog_green = 0;
8263                         r_refdef.fog_blue = 0;
8264                         r_refdef.fog_alpha = 0;
8265                         r_refdef.fog_start = 0;
8266                         r_refdef.fog_end = 0;
8267                         r_refdef.fog_height = 1<<30;
8268                         r_refdef.fog_fadedepth = 128;
8269                 }
8270         }
8271
8272         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8273         r_refdef.fog_start = max(0, r_refdef.fog_start);
8274         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8275
8276         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8277
8278         if (r_refdef.fog_density && r_drawfog.integer)
8279         {
8280                 r_refdef.fogenabled = true;
8281                 // this is the point where the fog reaches 0.9986 alpha, which we
8282                 // consider a good enough cutoff point for the texture
8283                 // (0.9986 * 256 == 255.6)
8284                 if (r_fog_exp2.integer)
8285                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8286                 else
8287                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8288                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8289                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8290                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8291                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8292                         R_BuildFogHeightTexture();
8293                 // fog color was already set
8294                 // update the fog texture
8295                 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)
8296                         R_BuildFogTexture();
8297                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8298                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8299         }
8300         else
8301                 r_refdef.fogenabled = false;
8302
8303         switch(vid.renderpath)
8304         {
8305         case RENDERPATH_GL20:
8306         case RENDERPATH_CGGL:
8307                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8308                 {
8309                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8310                         {
8311                                 // build GLSL gamma texture
8312 #define RAMPWIDTH 256
8313                                 unsigned short ramp[RAMPWIDTH * 3];
8314                                 unsigned char rampbgr[RAMPWIDTH][4];
8315                                 int i;
8316
8317                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8318
8319                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8320                                 for(i = 0; i < RAMPWIDTH; ++i)
8321                                 {
8322                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8323                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8324                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8325                                         rampbgr[i][3] = 0;
8326                                 }
8327                                 if (r_texture_gammaramps)
8328                                 {
8329                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8330                                 }
8331                                 else
8332                                 {
8333                                         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);
8334                                 }
8335                         }
8336                 }
8337                 else
8338                 {
8339                         // remove GLSL gamma texture
8340                 }
8341                 break;
8342         case RENDERPATH_GL13:
8343         case RENDERPATH_GL11:
8344                 break;
8345         }
8346 }
8347
8348 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8349 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8350 /*
8351 ================
8352 R_SelectScene
8353 ================
8354 */
8355 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8356         if( scenetype != r_currentscenetype ) {
8357                 // store the old scenetype
8358                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8359                 r_currentscenetype = scenetype;
8360                 // move in the new scene
8361                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8362         }
8363 }
8364
8365 /*
8366 ================
8367 R_GetScenePointer
8368 ================
8369 */
8370 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8371 {
8372         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8373         if( scenetype == r_currentscenetype ) {
8374                 return &r_refdef.scene;
8375         } else {
8376                 return &r_scenes_store[ scenetype ];
8377         }
8378 }
8379
8380 /*
8381 ================
8382 R_RenderView
8383 ================
8384 */
8385 void R_RenderView(void)
8386 {
8387         if (r_timereport_active)
8388                 R_TimeReport("start");
8389         r_textureframe++; // used only by R_GetCurrentTexture
8390         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8391
8392         if (!r_drawentities.integer)
8393                 r_refdef.scene.numentities = 0;
8394
8395         R_AnimCache_ClearCache();
8396         R_FrameData_NewFrame();
8397
8398         if (r_refdef.view.isoverlay)
8399         {
8400                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8401                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8402                 R_TimeReport("depthclear");
8403
8404                 r_refdef.view.showdebug = false;
8405
8406                 r_waterstate.enabled = false;
8407                 r_waterstate.numwaterplanes = 0;
8408
8409                 R_RenderScene();
8410
8411                 CHECKGLERROR
8412                 return;
8413         }
8414
8415         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8416                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8417
8418         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8419
8420         R_RenderView_UpdateViewVectors();
8421
8422         R_Shadow_UpdateWorldLightSelection();
8423
8424         R_Bloom_StartFrame();
8425         R_Water_StartFrame();
8426
8427         CHECKGLERROR
8428         if (r_timereport_active)
8429                 R_TimeReport("viewsetup");
8430
8431         R_ResetViewRendering3D();
8432
8433         if (r_refdef.view.clear || r_refdef.fogenabled)
8434         {
8435                 R_ClearScreen(r_refdef.fogenabled);
8436                 if (r_timereport_active)
8437                         R_TimeReport("viewclear");
8438         }
8439         r_refdef.view.clear = true;
8440
8441         // this produces a bloom texture to be used in R_BlendView() later
8442         if (r_hdr.integer && r_bloomstate.bloomwidth)
8443         {
8444                 R_HDR_RenderBloomTexture();
8445                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8446                 r_textureframe++; // used only by R_GetCurrentTexture
8447         }
8448
8449         r_refdef.view.showdebug = true;
8450
8451         R_View_Update();
8452         if (r_timereport_active)
8453                 R_TimeReport("visibility");
8454
8455         r_waterstate.numwaterplanes = 0;
8456         if (r_waterstate.enabled)
8457                 R_RenderWaterPlanes();
8458
8459         R_RenderScene();
8460         r_waterstate.numwaterplanes = 0;
8461
8462         R_BlendView();
8463         if (r_timereport_active)
8464                 R_TimeReport("blendview");
8465
8466         GL_Scissor(0, 0, vid.width, vid.height);
8467         GL_ScissorTest(false);
8468         CHECKGLERROR
8469 }
8470
8471 void R_RenderWaterPlanes(void)
8472 {
8473         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8474         {
8475                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8476                 if (r_timereport_active)
8477                         R_TimeReport("waterworld");
8478         }
8479
8480         // don't let sound skip if going slow
8481         if (r_refdef.scene.extraupdate)
8482                 S_ExtraUpdate ();
8483
8484         R_DrawModelsAddWaterPlanes();
8485         if (r_timereport_active)
8486                 R_TimeReport("watermodels");
8487
8488         if (r_waterstate.numwaterplanes)
8489         {
8490                 R_Water_ProcessPlanes();
8491                 if (r_timereport_active)
8492                         R_TimeReport("waterscenes");
8493         }
8494 }
8495
8496 extern void R_DrawLightningBeams (void);
8497 extern void VM_CL_AddPolygonsToMeshQueue (void);
8498 extern void R_DrawPortals (void);
8499 extern cvar_t cl_locs_show;
8500 static void R_DrawLocs(void);
8501 static void R_DrawEntityBBoxes(void);
8502 static void R_DrawModelDecals(void);
8503 extern void R_DrawModelShadows(void);
8504 extern void R_DrawModelShadowMaps(void);
8505 extern cvar_t cl_decals_newsystem;
8506 extern qboolean r_shadow_usingdeferredprepass;
8507 void R_RenderScene(void)
8508 {
8509         qboolean shadowmapping = false;
8510
8511         if (r_timereport_active)
8512                 R_TimeReport("beginscene");
8513
8514         r_refdef.stats.renders++;
8515
8516         R_UpdateFogColor();
8517
8518         // don't let sound skip if going slow
8519         if (r_refdef.scene.extraupdate)
8520                 S_ExtraUpdate ();
8521
8522         R_MeshQueue_BeginScene();
8523
8524         R_SkyStartFrame();
8525
8526         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);
8527
8528         if (r_timereport_active)
8529                 R_TimeReport("skystartframe");
8530
8531         if (cl.csqc_vidvars.drawworld)
8532         {
8533                 // don't let sound skip if going slow
8534                 if (r_refdef.scene.extraupdate)
8535                         S_ExtraUpdate ();
8536
8537                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8538                 {
8539                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8540                         if (r_timereport_active)
8541                                 R_TimeReport("worldsky");
8542                 }
8543
8544                 if (R_DrawBrushModelsSky() && r_timereport_active)
8545                         R_TimeReport("bmodelsky");
8546
8547                 if (skyrendermasked && skyrenderlater)
8548                 {
8549                         // we have to force off the water clipping plane while rendering sky
8550                         R_SetupView(false);
8551                         R_Sky();
8552                         R_SetupView(true);
8553                         if (r_timereport_active)
8554                                 R_TimeReport("sky");
8555                 }
8556         }
8557
8558         R_AnimCache_CacheVisibleEntities();
8559         if (r_timereport_active)
8560                 R_TimeReport("animation");
8561
8562         R_Shadow_PrepareLights();
8563         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8564                 R_Shadow_PrepareModelShadows();
8565         if (r_timereport_active)
8566                 R_TimeReport("preparelights");
8567
8568         if (R_Shadow_ShadowMappingEnabled())
8569                 shadowmapping = true;
8570
8571         if (r_shadow_usingdeferredprepass)
8572                 R_Shadow_DrawPrepass();
8573
8574         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8575         {
8576                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8577                 if (r_timereport_active)
8578                         R_TimeReport("worlddepth");
8579         }
8580         if (r_depthfirst.integer >= 2)
8581         {
8582                 R_DrawModelsDepth();
8583                 if (r_timereport_active)
8584                         R_TimeReport("modeldepth");
8585         }
8586
8587         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8588         {
8589                 R_DrawModelShadowMaps();
8590                 R_ResetViewRendering3D();
8591                 // don't let sound skip if going slow
8592                 if (r_refdef.scene.extraupdate)
8593                         S_ExtraUpdate ();
8594         }
8595
8596         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8597         {
8598                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8599                 if (r_timereport_active)
8600                         R_TimeReport("world");
8601         }
8602
8603         // don't let sound skip if going slow
8604         if (r_refdef.scene.extraupdate)
8605                 S_ExtraUpdate ();
8606
8607         R_DrawModels();
8608         if (r_timereport_active)
8609                 R_TimeReport("models");
8610
8611         // don't let sound skip if going slow
8612         if (r_refdef.scene.extraupdate)
8613                 S_ExtraUpdate ();
8614
8615         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8616         {
8617                 R_DrawModelShadows();
8618                 R_ResetViewRendering3D();
8619                 // don't let sound skip if going slow
8620                 if (r_refdef.scene.extraupdate)
8621                         S_ExtraUpdate ();
8622         }
8623
8624         if (!r_shadow_usingdeferredprepass)
8625         {
8626                 R_Shadow_DrawLights();
8627                 if (r_timereport_active)
8628                         R_TimeReport("rtlights");
8629         }
8630
8631         // don't let sound skip if going slow
8632         if (r_refdef.scene.extraupdate)
8633                 S_ExtraUpdate ();
8634
8635         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8636         {
8637                 R_DrawModelShadows();
8638                 R_ResetViewRendering3D();
8639                 // don't let sound skip if going slow
8640                 if (r_refdef.scene.extraupdate)
8641                         S_ExtraUpdate ();
8642         }
8643
8644         if (cl.csqc_vidvars.drawworld)
8645         {
8646                 if (cl_decals_newsystem.integer)
8647                 {
8648                         R_DrawModelDecals();
8649                         if (r_timereport_active)
8650                                 R_TimeReport("modeldecals");
8651                 }
8652                 else
8653                 {
8654                         R_DrawDecals();
8655                         if (r_timereport_active)
8656                                 R_TimeReport("decals");
8657                 }
8658
8659                 R_DrawParticles();
8660                 if (r_timereport_active)
8661                         R_TimeReport("particles");
8662
8663                 R_DrawExplosions();
8664                 if (r_timereport_active)
8665                         R_TimeReport("explosions");
8666
8667                 R_DrawLightningBeams();
8668                 if (r_timereport_active)
8669                         R_TimeReport("lightning");
8670         }
8671
8672         VM_CL_AddPolygonsToMeshQueue();
8673
8674         if (r_refdef.view.showdebug)
8675         {
8676                 if (cl_locs_show.integer)
8677                 {
8678                         R_DrawLocs();
8679                         if (r_timereport_active)
8680                                 R_TimeReport("showlocs");
8681                 }
8682
8683                 if (r_drawportals.integer)
8684                 {
8685                         R_DrawPortals();
8686                         if (r_timereport_active)
8687                                 R_TimeReport("portals");
8688                 }
8689
8690                 if (r_showbboxes.value > 0)
8691                 {
8692                         R_DrawEntityBBoxes();
8693                         if (r_timereport_active)
8694                                 R_TimeReport("bboxes");
8695                 }
8696         }
8697
8698         R_MeshQueue_RenderTransparent();
8699         if (r_timereport_active)
8700                 R_TimeReport("drawtrans");
8701
8702         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))
8703         {
8704                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8705                 if (r_timereport_active)
8706                         R_TimeReport("worlddebug");
8707                 R_DrawModelsDebug();
8708                 if (r_timereport_active)
8709                         R_TimeReport("modeldebug");
8710         }
8711
8712         if (cl.csqc_vidvars.drawworld)
8713         {
8714                 R_Shadow_DrawCoronas();
8715                 if (r_timereport_active)
8716                         R_TimeReport("coronas");
8717         }
8718
8719         // don't let sound skip if going slow
8720         if (r_refdef.scene.extraupdate)
8721                 S_ExtraUpdate ();
8722
8723         R_ResetViewRendering2D();
8724 }
8725
8726 static const unsigned short bboxelements[36] =
8727 {
8728         5, 1, 3, 5, 3, 7,
8729         6, 2, 0, 6, 0, 4,
8730         7, 3, 2, 7, 2, 6,
8731         4, 0, 1, 4, 1, 5,
8732         4, 5, 7, 4, 7, 6,
8733         1, 0, 2, 1, 2, 3,
8734 };
8735
8736 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8737 {
8738         int i;
8739         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8740
8741         RSurf_ActiveWorldEntity();
8742
8743         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8744         GL_DepthMask(false);
8745         GL_DepthRange(0, 1);
8746         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8747         R_Mesh_ResetTextureState();
8748
8749         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8750         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8751         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8752         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8753         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8754         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8755         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8756         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8757         R_FillColors(color4f, 8, cr, cg, cb, ca);
8758         if (r_refdef.fogenabled)
8759         {
8760                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8761                 {
8762                         f1 = RSurf_FogVertex(v);
8763                         f2 = 1 - f1;
8764                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8765                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8766                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8767                 }
8768         }
8769         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8770         R_Mesh_ResetTextureState();
8771         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8772         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8773 }
8774
8775 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8776 {
8777         int i;
8778         float color[4];
8779         prvm_edict_t *edict;
8780         prvm_prog_t *prog_save = prog;
8781
8782         // this function draws bounding boxes of server entities
8783         if (!sv.active)
8784                 return;
8785
8786         GL_CullFace(GL_NONE);
8787         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8788
8789         prog = 0;
8790         SV_VM_Begin();
8791         for (i = 0;i < numsurfaces;i++)
8792         {
8793                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8794                 switch ((int)edict->fields.server->solid)
8795                 {
8796                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8797                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8798                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8799                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8800                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8801                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8802                 }
8803                 color[3] *= r_showbboxes.value;
8804                 color[3] = bound(0, color[3], 1);
8805                 GL_DepthTest(!r_showdisabledepthtest.integer);
8806                 GL_CullFace(r_refdef.view.cullface_front);
8807                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8808         }
8809         SV_VM_End();
8810         prog = prog_save;
8811 }
8812
8813 static void R_DrawEntityBBoxes(void)
8814 {
8815         int i;
8816         prvm_edict_t *edict;
8817         vec3_t center;
8818         prvm_prog_t *prog_save = prog;
8819
8820         // this function draws bounding boxes of server entities
8821         if (!sv.active)
8822                 return;
8823
8824         prog = 0;
8825         SV_VM_Begin();
8826         for (i = 0;i < prog->num_edicts;i++)
8827         {
8828                 edict = PRVM_EDICT_NUM(i);
8829                 if (edict->priv.server->free)
8830                         continue;
8831                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8832                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8833                         continue;
8834                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8835                         continue;
8836                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8837                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8838         }
8839         SV_VM_End();
8840         prog = prog_save;
8841 }
8842
8843 static const int nomodelelement3i[24] =
8844 {
8845         5, 2, 0,
8846         5, 1, 2,
8847         5, 0, 3,
8848         5, 3, 1,
8849         0, 2, 4,
8850         2, 1, 4,
8851         3, 0, 4,
8852         1, 3, 4
8853 };
8854
8855 static const unsigned short nomodelelement3s[24] =
8856 {
8857         5, 2, 0,
8858         5, 1, 2,
8859         5, 0, 3,
8860         5, 3, 1,
8861         0, 2, 4,
8862         2, 1, 4,
8863         3, 0, 4,
8864         1, 3, 4
8865 };
8866
8867 static const float nomodelvertex3f[6*3] =
8868 {
8869         -16,   0,   0,
8870          16,   0,   0,
8871           0, -16,   0,
8872           0,  16,   0,
8873           0,   0, -16,
8874           0,   0,  16
8875 };
8876
8877 static const float nomodelcolor4f[6*4] =
8878 {
8879         0.0f, 0.0f, 0.5f, 1.0f,
8880         0.0f, 0.0f, 0.5f, 1.0f,
8881         0.0f, 0.5f, 0.0f, 1.0f,
8882         0.0f, 0.5f, 0.0f, 1.0f,
8883         0.5f, 0.0f, 0.0f, 1.0f,
8884         0.5f, 0.0f, 0.0f, 1.0f
8885 };
8886
8887 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8888 {
8889         int i;
8890         float f1, f2, *c;
8891         float color4f[6*4];
8892
8893         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);
8894
8895         // this is only called once per entity so numsurfaces is always 1, and
8896         // surfacelist is always {0}, so this code does not handle batches
8897
8898         if (rsurface.ent_flags & RENDER_ADDITIVE)
8899         {
8900                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8901                 GL_DepthMask(false);
8902         }
8903         else if (rsurface.colormod[3] < 1)
8904         {
8905                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8906                 GL_DepthMask(false);
8907         }
8908         else
8909         {
8910                 GL_BlendFunc(GL_ONE, GL_ZERO);
8911                 GL_DepthMask(true);
8912         }
8913         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8914         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8915         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8916         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8917         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8918         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8919         for (i = 0, c = color4f;i < 6;i++, c += 4)
8920         {
8921                 c[0] *= rsurface.colormod[0];
8922                 c[1] *= rsurface.colormod[1];
8923                 c[2] *= rsurface.colormod[2];
8924                 c[3] *= rsurface.colormod[3];
8925         }
8926         if (r_refdef.fogenabled)
8927         {
8928                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8929                 {
8930                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8931                         f2 = 1 - f1;
8932                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8933                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8934                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8935                 }
8936         }
8937         R_Mesh_ResetTextureState();
8938         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8939         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8940 }
8941
8942 void R_DrawNoModel(entity_render_t *ent)
8943 {
8944         vec3_t org;
8945         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8946         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8947                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8948         else
8949                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8950 }
8951
8952 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8953 {
8954         vec3_t right1, right2, diff, normal;
8955
8956         VectorSubtract (org2, org1, normal);
8957
8958         // calculate 'right' vector for start
8959         VectorSubtract (r_refdef.view.origin, org1, diff);
8960         CrossProduct (normal, diff, right1);
8961         VectorNormalize (right1);
8962
8963         // calculate 'right' vector for end
8964         VectorSubtract (r_refdef.view.origin, org2, diff);
8965         CrossProduct (normal, diff, right2);
8966         VectorNormalize (right2);
8967
8968         vert[ 0] = org1[0] + width * right1[0];
8969         vert[ 1] = org1[1] + width * right1[1];
8970         vert[ 2] = org1[2] + width * right1[2];
8971         vert[ 3] = org1[0] - width * right1[0];
8972         vert[ 4] = org1[1] - width * right1[1];
8973         vert[ 5] = org1[2] - width * right1[2];
8974         vert[ 6] = org2[0] - width * right2[0];
8975         vert[ 7] = org2[1] - width * right2[1];
8976         vert[ 8] = org2[2] - width * right2[2];
8977         vert[ 9] = org2[0] + width * right2[0];
8978         vert[10] = org2[1] + width * right2[1];
8979         vert[11] = org2[2] + width * right2[2];
8980 }
8981
8982 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)
8983 {
8984         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8985         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8986         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8987         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8988         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8989         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8990         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8991         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8992         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8993         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8994         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8995         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8996 }
8997
8998 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8999 {
9000         int i;
9001         float *vertex3f;
9002         float v[3];
9003         VectorSet(v, x, y, z);
9004         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9005                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9006                         break;
9007         if (i == mesh->numvertices)
9008         {
9009                 if (mesh->numvertices < mesh->maxvertices)
9010                 {
9011                         VectorCopy(v, vertex3f);
9012                         mesh->numvertices++;
9013                 }
9014                 return mesh->numvertices;
9015         }
9016         else
9017                 return i;
9018 }
9019
9020 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9021 {
9022         int i;
9023         int *e, element[3];
9024         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9025         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9026         e = mesh->element3i + mesh->numtriangles * 3;
9027         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9028         {
9029                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9030                 if (mesh->numtriangles < mesh->maxtriangles)
9031                 {
9032                         *e++ = element[0];
9033                         *e++ = element[1];
9034                         *e++ = element[2];
9035                         mesh->numtriangles++;
9036                 }
9037                 element[1] = element[2];
9038         }
9039 }
9040
9041 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9042 {
9043         int i;
9044         int *e, element[3];
9045         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9046         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9047         e = mesh->element3i + mesh->numtriangles * 3;
9048         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9049         {
9050                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9051                 if (mesh->numtriangles < mesh->maxtriangles)
9052                 {
9053                         *e++ = element[0];
9054                         *e++ = element[1];
9055                         *e++ = element[2];
9056                         mesh->numtriangles++;
9057                 }
9058                 element[1] = element[2];
9059         }
9060 }
9061
9062 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9063 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9064 {
9065         int planenum, planenum2;
9066         int w;
9067         int tempnumpoints;
9068         mplane_t *plane, *plane2;
9069         double maxdist;
9070         double temppoints[2][256*3];
9071         // figure out how large a bounding box we need to properly compute this brush
9072         maxdist = 0;
9073         for (w = 0;w < numplanes;w++)
9074                 maxdist = max(maxdist, fabs(planes[w].dist));
9075         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9076         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9077         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9078         {
9079                 w = 0;
9080                 tempnumpoints = 4;
9081                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9082                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9083                 {
9084                         if (planenum2 == planenum)
9085                                 continue;
9086                         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);
9087                         w = !w;
9088                 }
9089                 if (tempnumpoints < 3)
9090                         continue;
9091                 // generate elements forming a triangle fan for this polygon
9092                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9093         }
9094 }
9095
9096 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)
9097 {
9098         texturelayer_t *layer;
9099         layer = t->currentlayers + t->currentnumlayers++;
9100         layer->type = type;
9101         layer->depthmask = depthmask;
9102         layer->blendfunc1 = blendfunc1;
9103         layer->blendfunc2 = blendfunc2;
9104         layer->texture = texture;
9105         layer->texmatrix = *matrix;
9106         layer->color[0] = r;
9107         layer->color[1] = g;
9108         layer->color[2] = b;
9109         layer->color[3] = a;
9110 }
9111
9112 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9113 {
9114         double index, f;
9115         index = parms[2] + r_refdef.scene.time * parms[3];
9116         index -= floor(index);
9117         switch (func)
9118         {
9119         default:
9120         case Q3WAVEFUNC_NONE:
9121         case Q3WAVEFUNC_NOISE:
9122         case Q3WAVEFUNC_COUNT:
9123                 f = 0;
9124                 break;
9125         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9126         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9127         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9128         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9129         case Q3WAVEFUNC_TRIANGLE:
9130                 index *= 4;
9131                 f = index - floor(index);
9132                 if (index < 1)
9133                         f = f;
9134                 else if (index < 2)
9135                         f = 1 - f;
9136                 else if (index < 3)
9137                         f = -f;
9138                 else
9139                         f = -(1 - f);
9140                 break;
9141         }
9142         return (float)(parms[0] + parms[1] * f);
9143 }
9144
9145 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9146 {
9147         int w, h, idx;
9148         float f;
9149         float tcmat[12];
9150         matrix4x4_t matrix, temp;
9151         switch(tcmod->tcmod)
9152         {
9153                 case Q3TCMOD_COUNT:
9154                 case Q3TCMOD_NONE:
9155                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9156                                 matrix = r_waterscrollmatrix;
9157                         else
9158                                 matrix = identitymatrix;
9159                         break;
9160                 case Q3TCMOD_ENTITYTRANSLATE:
9161                         // this is used in Q3 to allow the gamecode to control texcoord
9162                         // scrolling on the entity, which is not supported in darkplaces yet.
9163                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9164                         break;
9165                 case Q3TCMOD_ROTATE:
9166                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9167                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9168                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9169                         break;
9170                 case Q3TCMOD_SCALE:
9171                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9172                         break;
9173                 case Q3TCMOD_SCROLL:
9174                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9175                         break;
9176                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9177                         w = (int) tcmod->parms[0];
9178                         h = (int) tcmod->parms[1];
9179                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9180                         f = f - floor(f);
9181                         idx = (int) floor(f * w * h);
9182                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9183                         break;
9184                 case Q3TCMOD_STRETCH:
9185                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9186                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9187                         break;
9188                 case Q3TCMOD_TRANSFORM:
9189                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9190                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9191                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9192                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9193                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9194                         break;
9195                 case Q3TCMOD_TURBULENT:
9196                         // this is handled in the RSurf_PrepareVertices function
9197                         matrix = identitymatrix;
9198                         break;
9199         }
9200         temp = *texmatrix;
9201         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9202 }
9203
9204 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9205 {
9206         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9207         char name[MAX_QPATH];
9208         skinframe_t *skinframe;
9209         unsigned char pixels[296*194];
9210         strlcpy(cache->name, skinname, sizeof(cache->name));
9211         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9212         if (developer_loading.integer)
9213                 Con_Printf("loading %s\n", name);
9214         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9215         if (!skinframe || !skinframe->base)
9216         {
9217                 unsigned char *f;
9218                 fs_offset_t filesize;
9219                 skinframe = NULL;
9220                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9221                 if (f)
9222                 {
9223                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9224                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9225                         Mem_Free(f);
9226                 }
9227         }
9228         cache->skinframe = skinframe;
9229 }
9230
9231 texture_t *R_GetCurrentTexture(texture_t *t)
9232 {
9233         int i;
9234         const entity_render_t *ent = rsurface.entity;
9235         dp_model_t *model = ent->model;
9236         q3shaderinfo_layer_tcmod_t *tcmod;
9237
9238         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9239                 return t->currentframe;
9240         t->update_lastrenderframe = r_textureframe;
9241         t->update_lastrenderentity = (void *)ent;
9242
9243         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9244                 t->camera_entity = ent->entitynumber;
9245         else
9246                 t->camera_entity = 0;
9247
9248         // switch to an alternate material if this is a q1bsp animated material
9249         {
9250                 texture_t *texture = t;
9251                 int s = rsurface.ent_skinnum;
9252                 if ((unsigned int)s >= (unsigned int)model->numskins)
9253                         s = 0;
9254                 if (model->skinscenes)
9255                 {
9256                         if (model->skinscenes[s].framecount > 1)
9257                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9258                         else
9259                                 s = model->skinscenes[s].firstframe;
9260                 }
9261                 if (s > 0)
9262                         t = t + s * model->num_surfaces;
9263                 if (t->animated)
9264                 {
9265                         // use an alternate animation if the entity's frame is not 0,
9266                         // and only if the texture has an alternate animation
9267                         if (rsurface.ent_alttextures && t->anim_total[1])
9268                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9269                         else
9270                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9271                 }
9272                 texture->currentframe = t;
9273         }
9274
9275         // update currentskinframe to be a qw skin or animation frame
9276         if (rsurface.ent_qwskin >= 0)
9277         {
9278                 i = rsurface.ent_qwskin;
9279                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9280                 {
9281                         r_qwskincache_size = cl.maxclients;
9282                         if (r_qwskincache)
9283                                 Mem_Free(r_qwskincache);
9284                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9285                 }
9286                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9287                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9288                 t->currentskinframe = r_qwskincache[i].skinframe;
9289                 if (t->currentskinframe == NULL)
9290                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9291         }
9292         else if (t->numskinframes >= 2)
9293                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9294         if (t->backgroundnumskinframes >= 2)
9295                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9296
9297         t->currentmaterialflags = t->basematerialflags;
9298         t->currentalpha = rsurface.colormod[3];
9299         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9300                 t->currentalpha *= r_wateralpha.value;
9301         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9302                 t->currentalpha *= t->r_water_wateralpha;
9303         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9304                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9305         if (!(rsurface.ent_flags & RENDER_LIGHT))
9306                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9307         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9308         {
9309                 // pick a model lighting mode
9310                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9311                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9312                 else
9313                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9314         }
9315         if (rsurface.ent_flags & RENDER_ADDITIVE)
9316                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9317         else if (t->currentalpha < 1)
9318                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9319         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9320                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9321         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9322                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9323         if (t->backgroundnumskinframes)
9324                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9325         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9326         {
9327                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9328                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9329         }
9330         else
9331                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9332         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9333                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9334
9335         // there is no tcmod
9336         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9337         {
9338                 t->currenttexmatrix = r_waterscrollmatrix;
9339                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9340         }
9341         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9342         {
9343                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9344                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9345         }
9346
9347         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9348                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9349         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9350                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9351
9352         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9353         if (t->currentskinframe->qpixels)
9354                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9355         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9356         if (!t->basetexture)
9357                 t->basetexture = r_texture_notexture;
9358         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9359         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9360         t->nmaptexture = t->currentskinframe->nmap;
9361         if (!t->nmaptexture)
9362                 t->nmaptexture = r_texture_blanknormalmap;
9363         t->glosstexture = r_texture_black;
9364         t->glowtexture = t->currentskinframe->glow;
9365         t->fogtexture = t->currentskinframe->fog;
9366         t->reflectmasktexture = t->currentskinframe->reflect;
9367         if (t->backgroundnumskinframes)
9368         {
9369                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9370                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9371                 t->backgroundglosstexture = r_texture_black;
9372                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9373                 if (!t->backgroundnmaptexture)
9374                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9375         }
9376         else
9377         {
9378                 t->backgroundbasetexture = r_texture_white;
9379                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9380                 t->backgroundglosstexture = r_texture_black;
9381                 t->backgroundglowtexture = NULL;
9382         }
9383         t->specularpower = r_shadow_glossexponent.value;
9384         // TODO: store reference values for these in the texture?
9385         t->specularscale = 0;
9386         if (r_shadow_gloss.integer > 0)
9387         {
9388                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9389                 {
9390                         if (r_shadow_glossintensity.value > 0)
9391                         {
9392                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9393                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9394                                 t->specularscale = r_shadow_glossintensity.value;
9395                         }
9396                 }
9397                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9398                 {
9399                         t->glosstexture = r_texture_white;
9400                         t->backgroundglosstexture = r_texture_white;
9401                         t->specularscale = r_shadow_gloss2intensity.value;
9402                         t->specularpower = r_shadow_gloss2exponent.value;
9403                 }
9404         }
9405         t->specularscale *= t->specularscalemod;
9406         t->specularpower *= t->specularpowermod;
9407
9408         // lightmaps mode looks bad with dlights using actual texturing, so turn
9409         // off the colormap and glossmap, but leave the normalmap on as it still
9410         // accurately represents the shading involved
9411         if (gl_lightmaps.integer)
9412         {
9413                 t->basetexture = r_texture_grey128;
9414                 t->pantstexture = r_texture_black;
9415                 t->shirttexture = r_texture_black;
9416                 t->nmaptexture = r_texture_blanknormalmap;
9417                 t->glosstexture = r_texture_black;
9418                 t->glowtexture = NULL;
9419                 t->fogtexture = NULL;
9420                 t->reflectmasktexture = NULL;
9421                 t->backgroundbasetexture = NULL;
9422                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9423                 t->backgroundglosstexture = r_texture_black;
9424                 t->backgroundglowtexture = NULL;
9425                 t->specularscale = 0;
9426                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9427         }
9428
9429         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9430         VectorClear(t->dlightcolor);
9431         t->currentnumlayers = 0;
9432         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9433         {
9434                 int blendfunc1, blendfunc2;
9435                 qboolean depthmask;
9436                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9437                 {
9438                         blendfunc1 = GL_SRC_ALPHA;
9439                         blendfunc2 = GL_ONE;
9440                 }
9441                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9442                 {
9443                         blendfunc1 = GL_SRC_ALPHA;
9444                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9445                 }
9446                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9447                 {
9448                         blendfunc1 = t->customblendfunc[0];
9449                         blendfunc2 = t->customblendfunc[1];
9450                 }
9451                 else
9452                 {
9453                         blendfunc1 = GL_ONE;
9454                         blendfunc2 = GL_ZERO;
9455                 }
9456                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9457                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9458                 {
9459                         // fullbright is not affected by r_refdef.lightmapintensity
9460                         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]);
9461                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9462                                 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]);
9463                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9464                                 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]);
9465                 }
9466                 else
9467                 {
9468                         vec3_t ambientcolor;
9469                         float colorscale;
9470                         // set the color tint used for lights affecting this surface
9471                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9472                         colorscale = 2;
9473                         // q3bsp has no lightmap updates, so the lightstylevalue that
9474                         // would normally be baked into the lightmap must be
9475                         // applied to the color
9476                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9477                         if (model->type == mod_brushq3)
9478                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9479                         colorscale *= r_refdef.lightmapintensity;
9480                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9481                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9482                         // basic lit geometry
9483                         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]);
9484                         // add pants/shirt if needed
9485                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9486                                 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]);
9487                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9488                                 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]);
9489                         // now add ambient passes if needed
9490                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9491                         {
9492                                 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]);
9493                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9494                                         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]);
9495                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9496                                         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]);
9497                         }
9498                 }
9499                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9500                         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]);
9501                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9502                 {
9503                         // if this is opaque use alpha blend which will darken the earlier
9504                         // passes cheaply.
9505                         //
9506                         // if this is an alpha blended material, all the earlier passes
9507                         // were darkened by fog already, so we only need to add the fog
9508                         // color ontop through the fog mask texture
9509                         //
9510                         // if this is an additive blended material, all the earlier passes
9511                         // were darkened by fog already, and we should not add fog color
9512                         // (because the background was not darkened, there is no fog color
9513                         // that was lost behind it).
9514                         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]);
9515                 }
9516         }
9517
9518         return t->currentframe;
9519 }
9520
9521 rsurfacestate_t rsurface;
9522
9523 void R_Mesh_ResizeArrays(int newvertices)
9524 {
9525         unsigned char *base;
9526         size_t size;
9527         if (rsurface.array_size >= newvertices)
9528                 return;
9529         if (rsurface.array_base)
9530                 Mem_Free(rsurface.array_base);
9531         rsurface.array_size = (newvertices + 1023) & ~1023;
9532         size = 0;
9533         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9534         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9535         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9536         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9537         size += rsurface.array_size * sizeof(float[3]);
9538         size += rsurface.array_size * sizeof(float[3]);
9539         size += rsurface.array_size * sizeof(float[3]);
9540         size += rsurface.array_size * sizeof(float[3]);
9541         size += rsurface.array_size * sizeof(float[3]);
9542         size += rsurface.array_size * sizeof(float[3]);
9543         size += rsurface.array_size * sizeof(float[3]);
9544         size += rsurface.array_size * sizeof(float[3]);
9545         size += rsurface.array_size * sizeof(float[4]);
9546         size += rsurface.array_size * sizeof(float[2]);
9547         size += rsurface.array_size * sizeof(float[2]);
9548         size += rsurface.array_size * sizeof(float[4]);
9549         size += rsurface.array_size * sizeof(int[3]);
9550         size += rsurface.array_size * sizeof(unsigned short[3]);
9551         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9552         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9553         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9554         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9555         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9556         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9557         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9558         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9559         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9560         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9561         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9562         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9563         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9564         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9565         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9566         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9567         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9568         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9569         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9570 }
9571
9572 void RSurf_ActiveWorldEntity(void)
9573 {
9574         dp_model_t *model = r_refdef.scene.worldmodel;
9575         //if (rsurface.entity == r_refdef.scene.worldentity)
9576         //      return;
9577         rsurface.entity = r_refdef.scene.worldentity;
9578         rsurface.skeleton = NULL;
9579         rsurface.ent_skinnum = 0;
9580         rsurface.ent_qwskin = -1;
9581         rsurface.ent_shadertime = 0;
9582         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9583         if (rsurface.array_size < model->surfmesh.num_vertices)
9584                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9585         rsurface.matrix = identitymatrix;
9586         rsurface.inversematrix = identitymatrix;
9587         rsurface.matrixscale = 1;
9588         rsurface.inversematrixscale = 1;
9589         R_EntityMatrix(&identitymatrix);
9590         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9591         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9592         rsurface.fograngerecip = r_refdef.fograngerecip;
9593         rsurface.fogheightfade = r_refdef.fogheightfade;
9594         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9595         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9596         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9597         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9598         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9599         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9600         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9601         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9602         rsurface.colormod[3] = 1;
9603         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);
9604         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9605         rsurface.frameblend[0].lerp = 1;
9606         rsurface.ent_alttextures = false;
9607         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9608         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9609         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9610         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9611         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9612         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9613         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9614         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9615         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9616         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9617         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9618         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9619         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9620         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9621         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9622         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9623         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9624         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9625         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9626         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9627         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9628         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9629         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9630         rsurface.modelelement3i = model->surfmesh.data_element3i;
9631         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9632         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9633         rsurface.modelelement3s = model->surfmesh.data_element3s;
9634         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9635         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9636         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9637         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9638         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9639         rsurface.modelsurfaces = model->data_surfaces;
9640         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9641         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9642         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9643         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9644         rsurface.modelgeneratedvertex = false;
9645         rsurface.batchgeneratedvertex = false;
9646         rsurface.batchfirstvertex = 0;
9647         rsurface.batchnumvertices = 0;
9648         rsurface.batchfirsttriangle = 0;
9649         rsurface.batchnumtriangles = 0;
9650         rsurface.batchvertex3f  = NULL;
9651         rsurface.batchvertex3f_vertexbuffer = NULL;
9652         rsurface.batchvertex3f_bufferoffset = 0;
9653         rsurface.batchsvector3f = NULL;
9654         rsurface.batchsvector3f_vertexbuffer = NULL;
9655         rsurface.batchsvector3f_bufferoffset = 0;
9656         rsurface.batchtvector3f = NULL;
9657         rsurface.batchtvector3f_vertexbuffer = NULL;
9658         rsurface.batchtvector3f_bufferoffset = 0;
9659         rsurface.batchnormal3f  = NULL;
9660         rsurface.batchnormal3f_vertexbuffer = NULL;
9661         rsurface.batchnormal3f_bufferoffset = 0;
9662         rsurface.batchlightmapcolor4f = NULL;
9663         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9664         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9665         rsurface.batchtexcoordtexture2f = NULL;
9666         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9667         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9668         rsurface.batchtexcoordlightmap2f = NULL;
9669         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9670         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9671         rsurface.batchvertexmesh = NULL;
9672         rsurface.batchvertexmeshbuffer = NULL;
9673         rsurface.batchvertexposition = NULL;
9674         rsurface.batchvertexpositionbuffer = NULL;
9675         rsurface.batchelement3i = NULL;
9676         rsurface.batchelement3i_indexbuffer = NULL;
9677         rsurface.batchelement3i_bufferoffset = 0;
9678         rsurface.batchelement3s = NULL;
9679         rsurface.batchelement3s_indexbuffer = NULL;
9680         rsurface.batchelement3s_bufferoffset = 0;
9681         rsurface.passcolor4f = NULL;
9682         rsurface.passcolor4f_vertexbuffer = NULL;
9683         rsurface.passcolor4f_bufferoffset = 0;
9684 }
9685
9686 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9687 {
9688         dp_model_t *model = ent->model;
9689         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9690         //      return;
9691         rsurface.entity = (entity_render_t *)ent;
9692         rsurface.skeleton = ent->skeleton;
9693         rsurface.ent_skinnum = ent->skinnum;
9694         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;
9695         rsurface.ent_shadertime = ent->shadertime;
9696         rsurface.ent_flags = ent->flags;
9697         if (rsurface.array_size < model->surfmesh.num_vertices)
9698                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9699         rsurface.matrix = ent->matrix;
9700         rsurface.inversematrix = ent->inversematrix;
9701         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9702         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9703         R_EntityMatrix(&rsurface.matrix);
9704         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9705         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9706         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9707         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9708         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9709         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9710         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9711         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9712         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9713         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9714         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9715         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9716         rsurface.colormod[3] = ent->alpha;
9717         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9718         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9719         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9720         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9721         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9722         if (ent->model->brush.submodel && !prepass)
9723         {
9724                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9725                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9726         }
9727         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9728         {
9729                 if (ent->animcache_vertex3f && !r_framedata_failed)
9730                 {
9731                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9732                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9733                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9734                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9735                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9736                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9737                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9738                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9739                 }
9740                 else if (wanttangents)
9741                 {
9742                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9743                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9744                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9745                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9746                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9747                         rsurface.modelvertexmesh = NULL;
9748                         rsurface.modelvertexmeshbuffer = NULL;
9749                         rsurface.modelvertexposition = NULL;
9750                         rsurface.modelvertexpositionbuffer = NULL;
9751                 }
9752                 else if (wantnormals)
9753                 {
9754                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755                         rsurface.modelsvector3f = NULL;
9756                         rsurface.modeltvector3f = NULL;
9757                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9759                         rsurface.modelvertexmesh = NULL;
9760                         rsurface.modelvertexmeshbuffer = NULL;
9761                         rsurface.modelvertexposition = NULL;
9762                         rsurface.modelvertexpositionbuffer = NULL;
9763                 }
9764                 else
9765                 {
9766                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9767                         rsurface.modelsvector3f = NULL;
9768                         rsurface.modeltvector3f = NULL;
9769                         rsurface.modelnormal3f = NULL;
9770                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9771                         rsurface.modelvertexmesh = NULL;
9772                         rsurface.modelvertexmeshbuffer = NULL;
9773                         rsurface.modelvertexposition = NULL;
9774                         rsurface.modelvertexpositionbuffer = NULL;
9775                 }
9776                 rsurface.modelvertex3f_vertexbuffer = 0;
9777                 rsurface.modelvertex3f_bufferoffset = 0;
9778                 rsurface.modelsvector3f_vertexbuffer = 0;
9779                 rsurface.modelsvector3f_bufferoffset = 0;
9780                 rsurface.modeltvector3f_vertexbuffer = 0;
9781                 rsurface.modeltvector3f_bufferoffset = 0;
9782                 rsurface.modelnormal3f_vertexbuffer = 0;
9783                 rsurface.modelnormal3f_bufferoffset = 0;
9784                 rsurface.modelgeneratedvertex = true;
9785         }
9786         else
9787         {
9788                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9789                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9790                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9791                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9792                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9793                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9794                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9795                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9796                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9797                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9798                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9799                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9800                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9801                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9802                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9803                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9804                 rsurface.modelgeneratedvertex = false;
9805         }
9806         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9807         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9808         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9809         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9810         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9811         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9812         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9813         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9814         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9815         rsurface.modelelement3i = model->surfmesh.data_element3i;
9816         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9817         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9818         rsurface.modelelement3s = model->surfmesh.data_element3s;
9819         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9820         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9821         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9822         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9823         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9824         rsurface.modelsurfaces = model->data_surfaces;
9825         rsurface.batchgeneratedvertex = false;
9826         rsurface.batchfirstvertex = 0;
9827         rsurface.batchnumvertices = 0;
9828         rsurface.batchfirsttriangle = 0;
9829         rsurface.batchnumtriangles = 0;
9830         rsurface.batchvertex3f  = NULL;
9831         rsurface.batchvertex3f_vertexbuffer = NULL;
9832         rsurface.batchvertex3f_bufferoffset = 0;
9833         rsurface.batchsvector3f = NULL;
9834         rsurface.batchsvector3f_vertexbuffer = NULL;
9835         rsurface.batchsvector3f_bufferoffset = 0;
9836         rsurface.batchtvector3f = NULL;
9837         rsurface.batchtvector3f_vertexbuffer = NULL;
9838         rsurface.batchtvector3f_bufferoffset = 0;
9839         rsurface.batchnormal3f  = NULL;
9840         rsurface.batchnormal3f_vertexbuffer = NULL;
9841         rsurface.batchnormal3f_bufferoffset = 0;
9842         rsurface.batchlightmapcolor4f = NULL;
9843         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9844         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9845         rsurface.batchtexcoordtexture2f = NULL;
9846         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9847         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9848         rsurface.batchtexcoordlightmap2f = NULL;
9849         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9850         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9851         rsurface.batchvertexmesh = NULL;
9852         rsurface.batchvertexmeshbuffer = NULL;
9853         rsurface.batchvertexposition = NULL;
9854         rsurface.batchvertexpositionbuffer = NULL;
9855         rsurface.batchelement3i = NULL;
9856         rsurface.batchelement3i_indexbuffer = NULL;
9857         rsurface.batchelement3i_bufferoffset = 0;
9858         rsurface.batchelement3s = NULL;
9859         rsurface.batchelement3s_indexbuffer = NULL;
9860         rsurface.batchelement3s_bufferoffset = 0;
9861         rsurface.passcolor4f = NULL;
9862         rsurface.passcolor4f_vertexbuffer = NULL;
9863         rsurface.passcolor4f_bufferoffset = 0;
9864 }
9865
9866 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)
9867 {
9868         int i;
9869
9870         rsurface.entity = r_refdef.scene.worldentity;
9871         rsurface.skeleton = NULL;
9872         rsurface.ent_skinnum = 0;
9873         rsurface.ent_qwskin = -1;
9874         rsurface.ent_shadertime = shadertime;
9875         rsurface.ent_flags = entflags;
9876         rsurface.modelnumvertices = numvertices;
9877         rsurface.modelnumtriangles = numtriangles;
9878         if (rsurface.array_size < rsurface.modelnumvertices)
9879                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9880         rsurface.matrix = *matrix;
9881         rsurface.inversematrix = *inversematrix;
9882         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9883         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9884         R_EntityMatrix(&rsurface.matrix);
9885         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9886         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9887         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9888         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9889         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9890         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9891         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9892         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9893         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9894         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9895         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9896         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9897         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);
9898         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9899         rsurface.frameblend[0].lerp = 1;
9900         rsurface.ent_alttextures = false;
9901         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9902         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9903         if (wanttangents)
9904         {
9905                 rsurface.modelvertex3f = vertex3f;
9906                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9907                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9908                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9909         }
9910         else if (wantnormals)
9911         {
9912                 rsurface.modelvertex3f = vertex3f;
9913                 rsurface.modelsvector3f = NULL;
9914                 rsurface.modeltvector3f = NULL;
9915                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9916         }
9917         else
9918         {
9919                 rsurface.modelvertex3f = vertex3f;
9920                 rsurface.modelsvector3f = NULL;
9921                 rsurface.modeltvector3f = NULL;
9922                 rsurface.modelnormal3f = NULL;
9923         }
9924         rsurface.modelvertexmesh = NULL;
9925         rsurface.modelvertexmeshbuffer = NULL;
9926         rsurface.modelvertexposition = NULL;
9927         rsurface.modelvertexpositionbuffer = NULL;
9928         rsurface.modelvertex3f_vertexbuffer = 0;
9929         rsurface.modelvertex3f_bufferoffset = 0;
9930         rsurface.modelsvector3f_vertexbuffer = 0;
9931         rsurface.modelsvector3f_bufferoffset = 0;
9932         rsurface.modeltvector3f_vertexbuffer = 0;
9933         rsurface.modeltvector3f_bufferoffset = 0;
9934         rsurface.modelnormal3f_vertexbuffer = 0;
9935         rsurface.modelnormal3f_bufferoffset = 0;
9936         rsurface.modelgeneratedvertex = true;
9937         rsurface.modellightmapcolor4f  = color4f;
9938         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9939         rsurface.modellightmapcolor4f_bufferoffset = 0;
9940         rsurface.modeltexcoordtexture2f  = texcoord2f;
9941         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9942         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9943         rsurface.modeltexcoordlightmap2f  = NULL;
9944         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9945         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9946         rsurface.modelelement3i = element3i;
9947         rsurface.modelelement3i_indexbuffer = NULL;
9948         rsurface.modelelement3i_bufferoffset = 0;
9949         rsurface.modelelement3s = element3s;
9950         rsurface.modelelement3s_indexbuffer = NULL;
9951         rsurface.modelelement3s_bufferoffset = 0;
9952         rsurface.modellightmapoffsets = NULL;
9953         rsurface.modelsurfaces = NULL;
9954         rsurface.batchgeneratedvertex = false;
9955         rsurface.batchfirstvertex = 0;
9956         rsurface.batchnumvertices = 0;
9957         rsurface.batchfirsttriangle = 0;
9958         rsurface.batchnumtriangles = 0;
9959         rsurface.batchvertex3f  = NULL;
9960         rsurface.batchvertex3f_vertexbuffer = NULL;
9961         rsurface.batchvertex3f_bufferoffset = 0;
9962         rsurface.batchsvector3f = NULL;
9963         rsurface.batchsvector3f_vertexbuffer = NULL;
9964         rsurface.batchsvector3f_bufferoffset = 0;
9965         rsurface.batchtvector3f = NULL;
9966         rsurface.batchtvector3f_vertexbuffer = NULL;
9967         rsurface.batchtvector3f_bufferoffset = 0;
9968         rsurface.batchnormal3f  = NULL;
9969         rsurface.batchnormal3f_vertexbuffer = NULL;
9970         rsurface.batchnormal3f_bufferoffset = 0;
9971         rsurface.batchlightmapcolor4f = NULL;
9972         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9973         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9974         rsurface.batchtexcoordtexture2f = NULL;
9975         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9976         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9977         rsurface.batchtexcoordlightmap2f = NULL;
9978         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9979         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9980         rsurface.batchvertexmesh = NULL;
9981         rsurface.batchvertexmeshbuffer = NULL;
9982         rsurface.batchvertexposition = NULL;
9983         rsurface.batchvertexpositionbuffer = NULL;
9984         rsurface.batchelement3i = NULL;
9985         rsurface.batchelement3i_indexbuffer = NULL;
9986         rsurface.batchelement3i_bufferoffset = 0;
9987         rsurface.batchelement3s = NULL;
9988         rsurface.batchelement3s_indexbuffer = NULL;
9989         rsurface.batchelement3s_bufferoffset = 0;
9990         rsurface.passcolor4f = NULL;
9991         rsurface.passcolor4f_vertexbuffer = NULL;
9992         rsurface.passcolor4f_bufferoffset = 0;
9993
9994         if (rsurface.modelnumvertices && rsurface.modelelement3i)
9995         {
9996                 if ((wantnormals || wanttangents) && !normal3f)
9997                 {
9998                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9999                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10000                 }
10001                 if (wanttangents && !svector3f)
10002                 {
10003                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10004                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10005                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10006                 }
10007         }
10008
10009         // now convert arrays into vertexmesh structs
10010         for (i = 0;i < numvertices;i++)
10011         {
10012                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10013                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10014                 if (rsurface.modelsvector3f)
10015                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10016                 if (rsurface.modeltvector3f)
10017                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10018                 if (rsurface.modelnormal3f)
10019                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10020                 if (rsurface.modellightmapcolor4f)
10021                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10022                 if (rsurface.modeltexcoordtexture2f)
10023                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10024                 if (rsurface.modeltexcoordlightmap2f)
10025                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10026         }
10027 }
10028
10029 float RSurf_FogPoint(const float *v)
10030 {
10031         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10032         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10033         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10034         float FogHeightFade = r_refdef.fogheightfade;
10035         float fogfrac;
10036         unsigned int fogmasktableindex;
10037         if (r_refdef.fogplaneviewabove)
10038                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10039         else
10040                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10041         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10042         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10043 }
10044
10045 float RSurf_FogVertex(const float *v)
10046 {
10047         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10048         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10049         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10050         float FogHeightFade = rsurface.fogheightfade;
10051         float fogfrac;
10052         unsigned int fogmasktableindex;
10053         if (r_refdef.fogplaneviewabove)
10054                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10055         else
10056                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10057         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10058         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10059 }
10060
10061 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10062 {
10063         int i;
10064         for (i = 0;i < numelements;i++)
10065                 outelement3i[i] = inelement3i[i] + adjust;
10066 }
10067
10068 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10069 extern cvar_t gl_vbo;
10070 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10071 {
10072         int deformindex;
10073         int firsttriangle;
10074         int numtriangles;
10075         int firstvertex;
10076         int endvertex;
10077         int numvertices;
10078         int surfacefirsttriangle;
10079         int surfacenumtriangles;
10080         int surfacefirstvertex;
10081         int surfaceendvertex;
10082         int surfacenumvertices;
10083         int surfaceadjustvertex;
10084         int needsupdate;
10085         int i, j;
10086         qboolean gaps;
10087         qboolean dynamicvertex;
10088         float amplitude;
10089         float animpos;
10090         float scale;
10091         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10092         float waveparms[4];
10093         q3shaderinfo_deform_t *deform;
10094         const msurface_t *surface, *firstsurface;
10095         r_vertexposition_t *vertexposition;
10096         r_vertexmesh_t *vertexmesh;
10097         if (!texturenumsurfaces)
10098                 return;
10099         // find vertex range of this surface batch
10100         gaps = false;
10101         firstsurface = texturesurfacelist[0];
10102         firsttriangle = firstsurface->num_firsttriangle;
10103         numtriangles = 0;
10104         firstvertex = endvertex = firstsurface->num_firstvertex;
10105         for (i = 0;i < texturenumsurfaces;i++)
10106         {
10107                 surface = texturesurfacelist[i];
10108                 if (surface != firstsurface + i)
10109                         gaps = true;
10110                 surfacefirstvertex = surface->num_firstvertex;
10111                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10112                 surfacenumtriangles = surface->num_triangles;
10113                 if (firstvertex > surfacefirstvertex)
10114                         firstvertex = surfacefirstvertex;
10115                 if (endvertex < surfaceendvertex)
10116                         endvertex = surfaceendvertex;
10117                 numtriangles += surfacenumtriangles;
10118         }
10119         if (!numtriangles)
10120                 return;
10121
10122         // we now know the vertex range used, and if there are any gaps in it
10123         rsurface.batchfirstvertex = firstvertex;
10124         rsurface.batchnumvertices = endvertex - firstvertex;
10125         rsurface.batchfirsttriangle = firsttriangle;
10126         rsurface.batchnumtriangles = numtriangles;
10127
10128         // this variable holds flags for which properties have been updated that
10129         // may require regenerating vertexmesh or vertexposition arrays...
10130         needsupdate = 0;
10131
10132         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10133                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10134         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10135         {
10136                 switch (deform->deform)
10137                 {
10138                 default:
10139                 case Q3DEFORM_PROJECTIONSHADOW:
10140                 case Q3DEFORM_TEXT0:
10141                 case Q3DEFORM_TEXT1:
10142                 case Q3DEFORM_TEXT2:
10143                 case Q3DEFORM_TEXT3:
10144                 case Q3DEFORM_TEXT4:
10145                 case Q3DEFORM_TEXT5:
10146                 case Q3DEFORM_TEXT6:
10147                 case Q3DEFORM_TEXT7:
10148                 case Q3DEFORM_NONE:
10149                         break;
10150                 case Q3DEFORM_AUTOSPRITE:
10151                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10152                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10153                         break;
10154                 case Q3DEFORM_AUTOSPRITE2:
10155                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10156                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10157                         break;
10158                 case Q3DEFORM_NORMAL:
10159                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10160                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10161                         break;
10162                 case Q3DEFORM_WAVE:
10163                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10164                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10165                         break;
10166                 case Q3DEFORM_BULGE:
10167                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10168                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10169                         break;
10170                 case Q3DEFORM_MOVE:
10171                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10172                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10173                         break;
10174                 }
10175         }
10176         switch(rsurface.texture->tcgen.tcgen)
10177         {
10178         default:
10179         case Q3TCGEN_TEXTURE:
10180                 break;
10181         case Q3TCGEN_LIGHTMAP:
10182                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10183                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10184                 break;
10185         case Q3TCGEN_VECTOR:
10186                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10187                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10188                 break;
10189         case Q3TCGEN_ENVIRONMENT:
10190                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10191                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10192                 break;
10193         }
10194         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10195         {
10196                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10197                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10198         }
10199
10200         // check if any dynamic vertex processing must occur
10201         dynamicvertex = false;
10202
10203         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10204         {
10205                 dynamicvertex = true;
10206                 batchneed |= BATCHNEED_NOGAPS;
10207                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10208         }
10209
10210         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10211         {
10212                 dynamicvertex = true;
10213                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10214                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10215         }
10216
10217         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10218         {
10219                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10220                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10221                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10222                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10223                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10224                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10225                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10226         }
10227
10228         // when the model data has no vertex buffer (dynamic mesh), we need to
10229         // eliminate gaps
10230         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10231                 batchneed |= BATCHNEED_NOGAPS;
10232
10233         // if needsupdate, we have to do a dynamic vertex batch for sure
10234         if (needsupdate & batchneed)
10235                 dynamicvertex = true;
10236
10237         // see if we need to build vertexmesh from arrays
10238         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10239                 dynamicvertex = true;
10240
10241         // see if we need to build vertexposition from arrays
10242         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10243                 dynamicvertex = true;
10244
10245         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10246         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10247                 dynamicvertex = true;
10248
10249         // if there is a chance of animated vertex colors, it's a dynamic batch
10250         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10251                 dynamicvertex = true;
10252
10253         rsurface.batchvertex3f = rsurface.modelvertex3f;
10254         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10255         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10256         rsurface.batchsvector3f = rsurface.modelsvector3f;
10257         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10258         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10259         rsurface.batchtvector3f = rsurface.modeltvector3f;
10260         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10261         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10262         rsurface.batchnormal3f = rsurface.modelnormal3f;
10263         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10264         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10265         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10266         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10267         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10268         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10269         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10270         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10271         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10272         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10273         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10274         rsurface.batchvertexposition = rsurface.modelvertexposition;
10275         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10276         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10277         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10278         rsurface.batchelement3i = rsurface.modelelement3i;
10279         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10280         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10281         rsurface.batchelement3s = rsurface.modelelement3s;
10282         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10283         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10284
10285         // if any dynamic vertex processing has to occur in software, we copy the
10286         // entire surface list together before processing to rebase the vertices
10287         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10288         //
10289         // if any gaps exist and we do not have a static vertex buffer, we have to
10290         // copy the surface list together to avoid wasting upload bandwidth on the
10291         // vertices in the gaps.
10292         //
10293         // if gaps exist and we have a static vertex buffer, we still have to
10294         // combine the index buffer ranges into one dynamic index buffer.
10295         //
10296         // in all cases we end up with data that can be drawn in one call.
10297
10298         if (!dynamicvertex)
10299         {
10300                 // static vertex data, just set pointers...
10301                 rsurface.batchgeneratedvertex = false;
10302                 // if there are gaps, we want to build a combined index buffer,
10303                 // otherwise use the original static buffer with an appropriate offset
10304                 if (gaps)
10305                 {
10306                         firsttriangle = 0;
10307                         numtriangles = 0;
10308                         for (i = 0;i < texturenumsurfaces;i++)
10309                         {
10310                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10311                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10312                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10313                                 numtriangles += surfacenumtriangles;
10314                         }
10315                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10316                         rsurface.batchelement3i_indexbuffer = NULL;
10317                         rsurface.batchelement3i_bufferoffset = 0;
10318                         rsurface.batchelement3s = NULL;
10319                         rsurface.batchelement3s_indexbuffer = NULL;
10320                         rsurface.batchelement3s_bufferoffset = 0;
10321                         if (endvertex <= 65536)
10322                         {
10323                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10324                                 for (i = 0;i < numtriangles*3;i++)
10325                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10326                         }
10327                         rsurface.batchfirsttriangle = firsttriangle;
10328                         rsurface.batchnumtriangles = numtriangles;
10329                 }
10330                 return;
10331         }
10332
10333         // something needs software processing, do it for real...
10334         // we only directly handle interleaved array data in this case...
10335         rsurface.batchgeneratedvertex = true;
10336
10337         // now copy the vertex data into a combined array and make an index array
10338         // (this is what Quake3 does all the time)
10339         //if (gaps || rsurface.batchfirstvertex)
10340         {
10341                 rsurface.batchvertexposition = NULL;
10342                 rsurface.batchvertexpositionbuffer = NULL;
10343                 rsurface.batchvertexmesh = NULL;
10344                 rsurface.batchvertexmeshbuffer = NULL;
10345                 rsurface.batchvertex3f = NULL;
10346                 rsurface.batchvertex3f_vertexbuffer = NULL;
10347                 rsurface.batchvertex3f_bufferoffset = 0;
10348                 rsurface.batchsvector3f = NULL;
10349                 rsurface.batchsvector3f_vertexbuffer = NULL;
10350                 rsurface.batchsvector3f_bufferoffset = 0;
10351                 rsurface.batchtvector3f = NULL;
10352                 rsurface.batchtvector3f_vertexbuffer = NULL;
10353                 rsurface.batchtvector3f_bufferoffset = 0;
10354                 rsurface.batchnormal3f = NULL;
10355                 rsurface.batchnormal3f_vertexbuffer = NULL;
10356                 rsurface.batchnormal3f_bufferoffset = 0;
10357                 rsurface.batchlightmapcolor4f = NULL;
10358                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10359                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10360                 rsurface.batchtexcoordtexture2f = NULL;
10361                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10362                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10363                 rsurface.batchtexcoordlightmap2f = NULL;
10364                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10365                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10366                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10367                 rsurface.batchelement3i_indexbuffer = NULL;
10368                 rsurface.batchelement3i_bufferoffset = 0;
10369                 rsurface.batchelement3s = NULL;
10370                 rsurface.batchelement3s_indexbuffer = NULL;
10371                 rsurface.batchelement3s_bufferoffset = 0;
10372                 // we'll only be setting up certain arrays as needed
10373                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10374                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10375                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10376                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10377                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10378                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10379                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10380                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10381                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10382                 {
10383                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10384                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10385                 }
10386                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10387                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10388                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10389                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10390                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10391                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10392                 numvertices = 0;
10393                 numtriangles = 0;
10394                 for (i = 0;i < texturenumsurfaces;i++)
10395                 {
10396                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10397                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10398                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10399                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10400                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10401                         // copy only the data requested
10402                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10403                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10404                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10405                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10406                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10407                         {
10408                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10409                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10410                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10411                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10412                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10413                                 {
10414                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10415                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10416                                 }
10417                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10418                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10419                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10420                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10421                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10422                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10423                         }
10424                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10425                         numvertices += surfacenumvertices;
10426                         numtriangles += surfacenumtriangles;
10427                 }
10428
10429                 // generate a 16bit index array as well if possible
10430                 // (in general, dynamic batches fit)
10431                 if (numvertices <= 65536)
10432                 {
10433                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10434                         for (i = 0;i < numtriangles*3;i++)
10435                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10436                 }
10437
10438                 // since we've copied everything, the batch now starts at 0
10439                 rsurface.batchfirstvertex = 0;
10440                 rsurface.batchnumvertices = numvertices;
10441                 rsurface.batchfirsttriangle = 0;
10442                 rsurface.batchnumtriangles = numtriangles;
10443         }
10444
10445         // q1bsp surfaces rendered in vertex color mode have to have colors
10446         // calculated based on lightstyles
10447         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10448         {
10449                 // generate color arrays for the surfaces in this list
10450                 int c[4];
10451                 int scale;
10452                 int size3;
10453                 const int *offsets;
10454                 const unsigned char *lm;
10455                 numvertices = 0;
10456                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10457                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10458                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10459                 for (i = 0;i < texturenumsurfaces;i++)
10460                 {
10461                         surface = texturesurfacelist[i];
10462                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10463                         surfacenumvertices = surface->num_vertices;
10464                         if (surface->lightmapinfo->samples)
10465                         {
10466                                 for (j = 0;j < surfacenumvertices;j++)
10467                                 {
10468                                         lm = surface->lightmapinfo->samples + offsets[j];
10469                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10470                                         VectorScale(lm, scale, c);
10471                                         if (surface->lightmapinfo->styles[1] != 255)
10472                                         {
10473                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10474                                                 lm += size3;
10475                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10476                                                 VectorMA(c, scale, lm, c);
10477                                                 if (surface->lightmapinfo->styles[2] != 255)
10478                                                 {
10479                                                         lm += size3;
10480                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10481                                                         VectorMA(c, scale, lm, c);
10482                                                         if (surface->lightmapinfo->styles[3] != 255)
10483                                                         {
10484                                                                 lm += size3;
10485                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10486                                                                 VectorMA(c, scale, lm, c);
10487                                                         }
10488                                                 }
10489                                         }
10490                                         c[0] >>= 15;
10491                                         c[1] >>= 15;
10492                                         c[2] >>= 15;
10493                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10494                                         numvertices++;
10495                                 }
10496                         }
10497                         else
10498                         {
10499                                 for (j = 0;j < surfacenumvertices;j++)
10500                                 {
10501                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10502                                         numvertices++;
10503                                 }
10504                         }
10505                 }
10506         }
10507
10508         // if vertices are deformed (sprite flares and things in maps, possibly
10509         // water waves, bulges and other deformations), modify the copied vertices
10510         // in place
10511         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10512         {
10513                 switch (deform->deform)
10514                 {
10515                 default:
10516                 case Q3DEFORM_PROJECTIONSHADOW:
10517                 case Q3DEFORM_TEXT0:
10518                 case Q3DEFORM_TEXT1:
10519                 case Q3DEFORM_TEXT2:
10520                 case Q3DEFORM_TEXT3:
10521                 case Q3DEFORM_TEXT4:
10522                 case Q3DEFORM_TEXT5:
10523                 case Q3DEFORM_TEXT6:
10524                 case Q3DEFORM_TEXT7:
10525                 case Q3DEFORM_NONE:
10526                         break;
10527                 case Q3DEFORM_AUTOSPRITE:
10528                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10529                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10530                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10531                         VectorNormalize(newforward);
10532                         VectorNormalize(newright);
10533                         VectorNormalize(newup);
10534                         // a single autosprite surface can contain multiple sprites...
10535                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10536                         {
10537                                 VectorClear(center);
10538                                 for (i = 0;i < 4;i++)
10539                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10540                                 VectorScale(center, 0.25f, center);
10541                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10542                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10543                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10544                                 for (i = 0;i < 4;i++)
10545                                 {
10546                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10547                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10548                                 }
10549                         }
10550                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10551                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10552                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10553                         rsurface.batchvertex3f_vertexbuffer = NULL;
10554                         rsurface.batchvertex3f_bufferoffset = 0;
10555                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10556                         rsurface.batchsvector3f_vertexbuffer = NULL;
10557                         rsurface.batchsvector3f_bufferoffset = 0;
10558                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10559                         rsurface.batchtvector3f_vertexbuffer = NULL;
10560                         rsurface.batchtvector3f_bufferoffset = 0;
10561                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10562                         rsurface.batchnormal3f_vertexbuffer = NULL;
10563                         rsurface.batchnormal3f_bufferoffset = 0;
10564                         break;
10565                 case Q3DEFORM_AUTOSPRITE2:
10566                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10567                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10568                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10569                         VectorNormalize(newforward);
10570                         VectorNormalize(newright);
10571                         VectorNormalize(newup);
10572                         {
10573                                 const float *v1, *v2;
10574                                 vec3_t start, end;
10575                                 float f, l;
10576                                 struct
10577                                 {
10578                                         float length2;
10579                                         const float *v1;
10580                                         const float *v2;
10581                                 }
10582                                 shortest[2];
10583                                 memset(shortest, 0, sizeof(shortest));
10584                                 // a single autosprite surface can contain multiple sprites...
10585                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10586                                 {
10587                                         VectorClear(center);
10588                                         for (i = 0;i < 4;i++)
10589                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10590                                         VectorScale(center, 0.25f, center);
10591                                         // find the two shortest edges, then use them to define the
10592                                         // axis vectors for rotating around the central axis
10593                                         for (i = 0;i < 6;i++)
10594                                         {
10595                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10596                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10597                                                 l = VectorDistance2(v1, v2);
10598                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10599                                                 if (v1[2] != v2[2])
10600                                                         l += (1.0f / 1024.0f);
10601                                                 if (shortest[0].length2 > l || i == 0)
10602                                                 {
10603                                                         shortest[1] = shortest[0];
10604                                                         shortest[0].length2 = l;
10605                                                         shortest[0].v1 = v1;
10606                                                         shortest[0].v2 = v2;
10607                                                 }
10608                                                 else if (shortest[1].length2 > l || i == 1)
10609                                                 {
10610                                                         shortest[1].length2 = l;
10611                                                         shortest[1].v1 = v1;
10612                                                         shortest[1].v2 = v2;
10613                                                 }
10614                                         }
10615                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10616                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10617                                         // this calculates the right vector from the shortest edge
10618                                         // and the up vector from the edge midpoints
10619                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10620                                         VectorNormalize(right);
10621                                         VectorSubtract(end, start, up);
10622                                         VectorNormalize(up);
10623                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10624                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10625                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10626                                         VectorNegate(forward, forward);
10627                                         VectorReflect(forward, 0, up, forward);
10628                                         VectorNormalize(forward);
10629                                         CrossProduct(up, forward, newright);
10630                                         VectorNormalize(newright);
10631                                         // rotate the quad around the up axis vector, this is made
10632                                         // especially easy by the fact we know the quad is flat,
10633                                         // so we only have to subtract the center position and
10634                                         // measure distance along the right vector, and then
10635                                         // multiply that by the newright vector and add back the
10636                                         // center position
10637                                         // we also need to subtract the old position to undo the
10638                                         // displacement from the center, which we do with a
10639                                         // DotProduct, the subtraction/addition of center is also
10640                                         // optimized into DotProducts here
10641                                         l = DotProduct(right, center);
10642                                         for (i = 0;i < 4;i++)
10643                                         {
10644                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10645                                                 f = DotProduct(right, v1) - l;
10646                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10647                                         }
10648                                 }
10649                         }
10650                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10651                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10652                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10653                         rsurface.batchvertex3f_vertexbuffer = NULL;
10654                         rsurface.batchvertex3f_bufferoffset = 0;
10655                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10656                         rsurface.batchsvector3f_vertexbuffer = NULL;
10657                         rsurface.batchsvector3f_bufferoffset = 0;
10658                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10659                         rsurface.batchtvector3f_vertexbuffer = NULL;
10660                         rsurface.batchtvector3f_bufferoffset = 0;
10661                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10662                         rsurface.batchnormal3f_vertexbuffer = NULL;
10663                         rsurface.batchnormal3f_bufferoffset = 0;
10664                         break;
10665                 case Q3DEFORM_NORMAL:
10666                         // deform the normals to make reflections wavey
10667                         for (j = 0;j < rsurface.batchnumvertices;j++)
10668                         {
10669                                 float vertex[3];
10670                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10671                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10672                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10673                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10674                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10675                                 VectorNormalize(normal);
10676                         }
10677                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10678                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10679                         rsurface.batchsvector3f_vertexbuffer = NULL;
10680                         rsurface.batchsvector3f_bufferoffset = 0;
10681                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10682                         rsurface.batchtvector3f_vertexbuffer = NULL;
10683                         rsurface.batchtvector3f_bufferoffset = 0;
10684                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10685                         rsurface.batchnormal3f_vertexbuffer = NULL;
10686                         rsurface.batchnormal3f_bufferoffset = 0;
10687                         break;
10688                 case Q3DEFORM_WAVE:
10689                         // deform vertex array to make wavey water and flags and such
10690                         waveparms[0] = deform->waveparms[0];
10691                         waveparms[1] = deform->waveparms[1];
10692                         waveparms[2] = deform->waveparms[2];
10693                         waveparms[3] = deform->waveparms[3];
10694                         // this is how a divisor of vertex influence on deformation
10695                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10696                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10697                         for (j = 0;j < rsurface.batchnumvertices;j++)
10698                         {
10699                                 // if the wavefunc depends on time, evaluate it per-vertex
10700                                 if (waveparms[3])
10701                                 {
10702                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10703                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10704                                 }
10705                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10706                         }
10707                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10708                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10709                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10710                         rsurface.batchvertex3f_vertexbuffer = NULL;
10711                         rsurface.batchvertex3f_bufferoffset = 0;
10712                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10713                         rsurface.batchsvector3f_vertexbuffer = NULL;
10714                         rsurface.batchsvector3f_bufferoffset = 0;
10715                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10716                         rsurface.batchtvector3f_vertexbuffer = NULL;
10717                         rsurface.batchtvector3f_bufferoffset = 0;
10718                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10719                         rsurface.batchnormal3f_vertexbuffer = NULL;
10720                         rsurface.batchnormal3f_bufferoffset = 0;
10721                         break;
10722                 case Q3DEFORM_BULGE:
10723                         // deform vertex array to make the surface have moving bulges
10724                         for (j = 0;j < rsurface.batchnumvertices;j++)
10725                         {
10726                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10727                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10728                         }
10729                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10730                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10731                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10732                         rsurface.batchvertex3f_vertexbuffer = NULL;
10733                         rsurface.batchvertex3f_bufferoffset = 0;
10734                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10735                         rsurface.batchsvector3f_vertexbuffer = NULL;
10736                         rsurface.batchsvector3f_bufferoffset = 0;
10737                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10738                         rsurface.batchtvector3f_vertexbuffer = NULL;
10739                         rsurface.batchtvector3f_bufferoffset = 0;
10740                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10741                         rsurface.batchnormal3f_vertexbuffer = NULL;
10742                         rsurface.batchnormal3f_bufferoffset = 0;
10743                         break;
10744                 case Q3DEFORM_MOVE:
10745                         // deform vertex array
10746                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10747                         VectorScale(deform->parms, scale, waveparms);
10748                         for (j = 0;j < rsurface.batchnumvertices;j++)
10749                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10750                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10751                         rsurface.batchvertex3f_vertexbuffer = NULL;
10752                         rsurface.batchvertex3f_bufferoffset = 0;
10753                         break;
10754                 }
10755         }
10756
10757         // generate texcoords based on the chosen texcoord source
10758         switch(rsurface.texture->tcgen.tcgen)
10759         {
10760         default:
10761         case Q3TCGEN_TEXTURE:
10762                 break;
10763         case Q3TCGEN_LIGHTMAP:
10764                 if (rsurface.batchtexcoordlightmap2f)
10765                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10766                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10767                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10768                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10769                 break;
10770         case Q3TCGEN_VECTOR:
10771                 for (j = 0;j < rsurface.batchnumvertices;j++)
10772                 {
10773                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10774                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10775                 }
10776                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10777                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10778                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10779                 break;
10780         case Q3TCGEN_ENVIRONMENT:
10781                 // make environment reflections using a spheremap
10782                 for (j = 0;j < rsurface.batchnumvertices;j++)
10783                 {
10784                         // identical to Q3A's method, but executed in worldspace so
10785                         // carried models can be shiny too
10786
10787                         float viewer[3], d, reflected[3], worldreflected[3];
10788
10789                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10790                         // VectorNormalize(viewer);
10791
10792                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10793
10794                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10795                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10796                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10797                         // note: this is proportinal to viewer, so we can normalize later
10798
10799                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10800                         VectorNormalize(worldreflected);
10801
10802                         // note: this sphere map only uses world x and z!
10803                         // so positive and negative y will LOOK THE SAME.
10804                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10805                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10806                 }
10807                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10808                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10809                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10810                 break;
10811         }
10812         // the only tcmod that needs software vertex processing is turbulent, so
10813         // check for it here and apply the changes if needed
10814         // and we only support that as the first one
10815         // (handling a mixture of turbulent and other tcmods would be problematic
10816         //  without punting it entirely to a software path)
10817         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10818         {
10819                 amplitude = rsurface.texture->tcmods[0].parms[1];
10820                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10821                 for (j = 0;j < rsurface.batchnumvertices;j++)
10822                 {
10823                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10824                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10825                 }
10826                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10827                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10828                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10829         }
10830
10831         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10832         {
10833                 // convert the modified arrays to vertex structs
10834                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10835                 rsurface.batchvertexmeshbuffer = NULL;
10836                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10837                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10838                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10839                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10840                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10841                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10842                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10843                 {
10844                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10845                         {
10846                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10847                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10848                         }
10849                 }
10850                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10851                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10852                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10853                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10854                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10855                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10856                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10857                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10858                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10859         }
10860
10861         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10862         {
10863                 // convert the modified arrays to vertex structs
10864                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10865                 rsurface.batchvertexpositionbuffer = NULL;
10866                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10867                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10868                 else
10869                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10870                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10871         }
10872 }
10873
10874 void RSurf_DrawBatch(void)
10875 {
10876         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10877 }
10878
10879 static void RSurf_BindLightmapForBatch(void)
10880 {
10881         switch(vid.renderpath)
10882         {
10883         case RENDERPATH_CGGL:
10884 #ifdef SUPPORTCG
10885                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10886                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10887 #endif
10888                 break;
10889         case RENDERPATH_GL20:
10890                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10891                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10892                 break;
10893         case RENDERPATH_GL13:
10894         case RENDERPATH_GL11:
10895                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10896                 break;
10897         }
10898 }
10899
10900 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10901 {
10902         // pick the closest matching water plane
10903         int planeindex, vertexindex, bestplaneindex = -1;
10904         float d, bestd;
10905         vec3_t vert;
10906         const float *v;
10907         r_waterstate_waterplane_t *p;
10908         bestd = 0;
10909         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10910         {
10911                 if(p->camera_entity != rsurface.texture->camera_entity)
10912                         continue;
10913                 d = 0;
10914                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10915                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10916                 {
10917                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10918                         d += fabs(PlaneDiff(vert, &p->plane));
10919                 }
10920                 if (bestd > d || bestplaneindex < 0)
10921                 {
10922                         bestd = d;
10923                         bestplaneindex = planeindex;
10924                 }
10925         }
10926         return bestplaneindex;
10927 }
10928
10929 static void RSurf_BindReflectionForBatch(int planeindex)
10930 {
10931         // pick the closest matching water plane and bind textures
10932         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
10933         switch(vid.renderpath)
10934         {
10935         case RENDERPATH_CGGL:
10936 #ifdef SUPPORTCG
10937                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10938                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10939                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10940 #endif
10941                 break;
10942         case RENDERPATH_GL20:
10943                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10944                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10945                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10946                 break;
10947         case RENDERPATH_GL13:
10948         case RENDERPATH_GL11:
10949                 break;
10950         }
10951 }
10952
10953 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10954 {
10955         int i;
10956         for (i = 0;i < rsurface.batchnumvertices;i++)
10957                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10958         rsurface.passcolor4f = rsurface.array_passcolor4f;
10959         rsurface.passcolor4f_vertexbuffer = 0;
10960         rsurface.passcolor4f_bufferoffset = 0;
10961 }
10962
10963 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10964 {
10965         int i;
10966         float f;
10967         const float *v;
10968         const float *c;
10969         float *c2;
10970         if (rsurface.passcolor4f)
10971         {
10972                 // generate color arrays
10973                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10974                 {
10975                         f = RSurf_FogVertex(v);
10976                         c2[0] = c[0] * f;
10977                         c2[1] = c[1] * f;
10978                         c2[2] = c[2] * f;
10979                         c2[3] = c[3];
10980                 }
10981         }
10982         else
10983         {
10984                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10985                 {
10986                         f = RSurf_FogVertex(v);
10987                         c2[0] = f;
10988                         c2[1] = f;
10989                         c2[2] = f;
10990                         c2[3] = 1;
10991                 }
10992         }
10993         rsurface.passcolor4f = rsurface.array_passcolor4f;
10994         rsurface.passcolor4f_vertexbuffer = 0;
10995         rsurface.passcolor4f_bufferoffset = 0;
10996 }
10997
10998 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10999 {
11000         int i;
11001         float f;
11002         const float *v;
11003         const float *c;
11004         float *c2;
11005         if (!rsurface.passcolor4f)
11006                 return;
11007         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11008         {
11009                 f = RSurf_FogVertex(v);
11010                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11011                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11012                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11013                 c2[3] = c[3];
11014         }
11015         rsurface.passcolor4f = rsurface.array_passcolor4f;
11016         rsurface.passcolor4f_vertexbuffer = 0;
11017         rsurface.passcolor4f_bufferoffset = 0;
11018 }
11019
11020 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11021 {
11022         int i;
11023         const float *c;
11024         float *c2;
11025         if (!rsurface.passcolor4f)
11026                 return;
11027         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11028         {
11029                 c2[0] = c[0] * r;
11030                 c2[1] = c[1] * g;
11031                 c2[2] = c[2] * b;
11032                 c2[3] = c[3] * a;
11033         }
11034         rsurface.passcolor4f = rsurface.array_passcolor4f;
11035         rsurface.passcolor4f_vertexbuffer = 0;
11036         rsurface.passcolor4f_bufferoffset = 0;
11037 }
11038
11039 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11040 {
11041         int i;
11042         const float *c;
11043         float *c2;
11044         if (!rsurface.passcolor4f)
11045                 return;
11046         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11047         {
11048                 c2[0] = c[0] + r_refdef.scene.ambient;
11049                 c2[1] = c[1] + r_refdef.scene.ambient;
11050                 c2[2] = c[2] + r_refdef.scene.ambient;
11051                 c2[3] = c[3];
11052         }
11053         rsurface.passcolor4f = rsurface.array_passcolor4f;
11054         rsurface.passcolor4f_vertexbuffer = 0;
11055         rsurface.passcolor4f_bufferoffset = 0;
11056 }
11057
11058 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11059 {
11060         // TODO: optimize
11061         rsurface.passcolor4f = NULL;
11062         rsurface.passcolor4f_vertexbuffer = 0;
11063         rsurface.passcolor4f_bufferoffset = 0;
11064         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11065         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11066         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11067         GL_Color(r, g, b, a);
11068         RSurf_BindLightmapForBatch();
11069         RSurf_DrawBatch();
11070 }
11071
11072 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11073 {
11074         // TODO: optimize applyfog && applycolor case
11075         // just apply fog if necessary, and tint the fog color array if necessary
11076         rsurface.passcolor4f = NULL;
11077         rsurface.passcolor4f_vertexbuffer = 0;
11078         rsurface.passcolor4f_bufferoffset = 0;
11079         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11080         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11081         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11082         GL_Color(r, g, b, a);
11083         RSurf_DrawBatch();
11084 }
11085
11086 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11087 {
11088         // TODO: optimize
11089         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11090         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11091         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11092         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11093         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11094         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11095         GL_Color(r, g, b, a);
11096         RSurf_DrawBatch();
11097 }
11098
11099 static void RSurf_DrawBatch_GL11_ClampColor(void)
11100 {
11101         int i;
11102         const float *c1;
11103         float *c2;
11104         if (!rsurface.passcolor4f)
11105                 return;
11106         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11107         {
11108                 c2[0] = bound(0.0f, c1[0], 1.0f);
11109                 c2[1] = bound(0.0f, c1[1], 1.0f);
11110                 c2[2] = bound(0.0f, c1[2], 1.0f);
11111                 c2[3] = bound(0.0f, c1[3], 1.0f);
11112         }
11113 }
11114
11115 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11116 {
11117         int i;
11118         float f;
11119         float alpha;
11120         const float *v;
11121         const float *n;
11122         float *c;
11123         vec3_t ambientcolor;
11124         vec3_t diffusecolor;
11125         vec3_t lightdir;
11126         // TODO: optimize
11127         // model lighting
11128         VectorCopy(rsurface.modellight_lightdir, lightdir);
11129         f = 0.5f * r_refdef.lightmapintensity;
11130         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11131         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11132         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11133         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11134         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11135         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11136         alpha = *a;
11137         if (VectorLength2(diffusecolor) > 0)
11138         {
11139                 // q3-style directional shading
11140                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11141                 {
11142                         if ((f = DotProduct(n, lightdir)) > 0)
11143                                 VectorMA(ambientcolor, f, diffusecolor, c);
11144                         else
11145                                 VectorCopy(ambientcolor, c);
11146                         c[3] = alpha;
11147                 }
11148                 *r = 1;
11149                 *g = 1;
11150                 *b = 1;
11151                 *a = 1;
11152                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11153                 rsurface.passcolor4f_vertexbuffer = 0;
11154                 rsurface.passcolor4f_bufferoffset = 0;
11155                 *applycolor = false;
11156         }
11157         else
11158         {
11159                 *r = ambientcolor[0];
11160                 *g = ambientcolor[1];
11161                 *b = ambientcolor[2];
11162                 rsurface.passcolor4f = NULL;
11163                 rsurface.passcolor4f_vertexbuffer = 0;
11164                 rsurface.passcolor4f_bufferoffset = 0;
11165         }
11166 }
11167
11168 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11169 {
11170         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11171         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11172         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11173         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11174         GL_Color(r, g, b, a);
11175         RSurf_DrawBatch();
11176 }
11177
11178 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11179 {
11180         int i;
11181         float f;
11182         const float *v;
11183         float *c;
11184         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11185         {
11186                 f = 1 - RSurf_FogVertex(v);
11187                 c[0] = r;
11188                 c[1] = g;
11189                 c[2] = b;
11190                 c[3] = f * a;
11191         }
11192 }
11193
11194 void RSurf_SetupDepthAndCulling(void)
11195 {
11196         // submodels are biased to avoid z-fighting with world surfaces that they
11197         // may be exactly overlapping (avoids z-fighting artifacts on certain
11198         // doors and things in Quake maps)
11199         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11200         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11201         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11202         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11203 }
11204
11205 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11206 {
11207         // transparent sky would be ridiculous
11208         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11209                 return;
11210         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11211         skyrenderlater = true;
11212         RSurf_SetupDepthAndCulling();
11213         GL_DepthMask(true);
11214         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11215         // skymasking on them, and Quake3 never did sky masking (unlike
11216         // software Quake and software Quake2), so disable the sky masking
11217         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11218         // and skymasking also looks very bad when noclipping outside the
11219         // level, so don't use it then either.
11220         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11221         {
11222                 R_Mesh_ResetTextureState();
11223                 if (skyrendermasked)
11224                 {
11225                         R_SetupShader_DepthOrShadow();
11226                         // depth-only (masking)
11227                         GL_ColorMask(0,0,0,0);
11228                         // just to make sure that braindead drivers don't draw
11229                         // anything despite that colormask...
11230                         GL_BlendFunc(GL_ZERO, GL_ONE);
11231                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11232                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11233                 }
11234                 else
11235                 {
11236                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11237                         // fog sky
11238                         GL_BlendFunc(GL_ONE, GL_ZERO);
11239                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11240                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11241                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11242                 }
11243                 RSurf_DrawBatch();
11244                 if (skyrendermasked)
11245                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11246         }
11247         R_Mesh_ResetTextureState();
11248         GL_Color(1, 1, 1, 1);
11249 }
11250
11251 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11252 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11253 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11254 {
11255         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11256                 return;
11257         if (prepass)
11258         {
11259                 // render screenspace normalmap to texture
11260                 GL_DepthMask(true);
11261                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11262                 RSurf_DrawBatch();
11263                 return;
11264         }
11265
11266         // bind lightmap texture
11267
11268         // water/refraction/reflection/camera surfaces have to be handled specially
11269         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11270         {
11271                 int start, end, startplaneindex;
11272                 for (start = 0;start < texturenumsurfaces;start = end)
11273                 {
11274                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11275                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11276                                 ;
11277                         // now that we have a batch using the same planeindex, render it
11278                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11279                         {
11280                                 // render water or distortion background
11281                                 GL_DepthMask(true);
11282                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11283                                 RSurf_BindReflectionForBatch(startplaneindex);
11284                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11285                                         RSurf_BindLightmapForBatch();
11286                                 RSurf_DrawBatch();
11287                                 // blend surface on top
11288                                 GL_DepthMask(false);
11289                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11290                                 RSurf_DrawBatch();
11291                         }
11292                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11293                         {
11294                                 // render surface with reflection texture as input
11295                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11296                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11297                                 RSurf_BindReflectionForBatch(startplaneindex);
11298                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11299                                         RSurf_BindLightmapForBatch();
11300                                 RSurf_DrawBatch();
11301                         }
11302                 }
11303                 return;
11304         }
11305
11306         // render surface batch normally
11307         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11308         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11309         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11310                 RSurf_BindLightmapForBatch();
11311         RSurf_DrawBatch();
11312 }
11313
11314 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11315 {
11316         // OpenGL 1.3 path - anything not completely ancient
11317         qboolean applycolor;
11318         qboolean applyfog;
11319         int layerindex;
11320         const texturelayer_t *layer;
11321         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11322         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11323
11324         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11325         {
11326                 vec4_t layercolor;
11327                 int layertexrgbscale;
11328                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11329                 {
11330                         if (layerindex == 0)
11331                                 GL_AlphaTest(true);
11332                         else
11333                         {
11334                                 GL_AlphaTest(false);
11335                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11336                         }
11337                 }
11338                 GL_DepthMask(layer->depthmask && writedepth);
11339                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11340                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11341                 {
11342                         layertexrgbscale = 4;
11343                         VectorScale(layer->color, 0.25f, layercolor);
11344                 }
11345                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11346                 {
11347                         layertexrgbscale = 2;
11348                         VectorScale(layer->color, 0.5f, layercolor);
11349                 }
11350                 else
11351                 {
11352                         layertexrgbscale = 1;
11353                         VectorScale(layer->color, 1.0f, layercolor);
11354                 }
11355                 layercolor[3] = layer->color[3];
11356                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11357                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11358                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11359                 switch (layer->type)
11360                 {
11361                 case TEXTURELAYERTYPE_LITTEXTURE:
11362                         // single-pass lightmapped texture with 2x rgbscale
11363                         R_Mesh_TexBind(0, r_texture_white);
11364                         R_Mesh_TexMatrix(0, NULL);
11365                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11366                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11367                         R_Mesh_TexBind(1, layer->texture);
11368                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11369                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11370                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11371                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11372                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11373                         else if (rsurface.uselightmaptexture)
11374                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11375                         else
11376                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11377                         break;
11378                 case TEXTURELAYERTYPE_TEXTURE:
11379                         // singletexture unlit texture with transparency support
11380                         R_Mesh_TexBind(0, layer->texture);
11381                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11382                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11383                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11384                         R_Mesh_TexBind(1, 0);
11385                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11386                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11387                         break;
11388                 case TEXTURELAYERTYPE_FOG:
11389                         // singletexture fogging
11390                         if (layer->texture)
11391                         {
11392                                 R_Mesh_TexBind(0, layer->texture);
11393                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11394                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11395                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11396                         }
11397                         else
11398                         {
11399                                 R_Mesh_TexBind(0, 0);
11400                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11401                         }
11402                         R_Mesh_TexBind(1, 0);
11403                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11404                         // generate a color array for the fog pass
11405                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11406                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11407                         RSurf_DrawBatch();
11408                         break;
11409                 default:
11410                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11411                 }
11412         }
11413         CHECKGLERROR
11414         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11415         {
11416                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11417                 GL_AlphaTest(false);
11418         }
11419 }
11420
11421 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11422 {
11423         // OpenGL 1.1 - crusty old voodoo path
11424         qboolean applyfog;
11425         int layerindex;
11426         const texturelayer_t *layer;
11427         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11428         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11429
11430         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11431         {
11432                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11433                 {
11434                         if (layerindex == 0)
11435                                 GL_AlphaTest(true);
11436                         else
11437                         {
11438                                 GL_AlphaTest(false);
11439                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11440                         }
11441                 }
11442                 GL_DepthMask(layer->depthmask && writedepth);
11443                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11444                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11445                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11446                 switch (layer->type)
11447                 {
11448                 case TEXTURELAYERTYPE_LITTEXTURE:
11449                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11450                         {
11451                                 // two-pass lit texture with 2x rgbscale
11452                                 // first the lightmap pass
11453                                 R_Mesh_TexBind(0, r_texture_white);
11454                                 R_Mesh_TexMatrix(0, NULL);
11455                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11456                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11457                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11458                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11459                                 else if (rsurface.uselightmaptexture)
11460                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11461                                 else
11462                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11463                                 // then apply the texture to it
11464                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11465                                 R_Mesh_TexBind(0, layer->texture);
11466                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11467                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11468                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11469                                 RSurf_DrawBatch_GL11_Unlit(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);
11470                         }
11471                         else
11472                         {
11473                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11474                                 R_Mesh_TexBind(0, layer->texture);
11475                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11476                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11477                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11478                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11479                                         RSurf_DrawBatch_GL11_VertexShade(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);
11480                                 else
11481                                         RSurf_DrawBatch_GL11_VertexColor(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);
11482                         }
11483                         break;
11484                 case TEXTURELAYERTYPE_TEXTURE:
11485                         // singletexture unlit texture with transparency support
11486                         R_Mesh_TexBind(0, layer->texture);
11487                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11488                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11489                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11490                         RSurf_DrawBatch_GL11_Unlit(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);
11491                         break;
11492                 case TEXTURELAYERTYPE_FOG:
11493                         // singletexture fogging
11494                         if (layer->texture)
11495                         {
11496                                 R_Mesh_TexBind(0, layer->texture);
11497                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11498                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11499                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11500                         }
11501                         else
11502                         {
11503                                 R_Mesh_TexBind(0, 0);
11504                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11505                         }
11506                         // generate a color array for the fog pass
11507                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11508                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11509                         RSurf_DrawBatch();
11510                         break;
11511                 default:
11512                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11513                 }
11514         }
11515         CHECKGLERROR
11516         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11517         {
11518                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11519                 GL_AlphaTest(false);
11520         }
11521 }
11522
11523 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11524 {
11525         int vi;
11526         int j;
11527         r_vertexgeneric_t *batchvertex;
11528         float c[4];
11529
11530         GL_AlphaTest(false);
11531         R_Mesh_ResetTextureState();
11532         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11533
11534         if(rsurface.texture && rsurface.texture->currentskinframe)
11535         {
11536                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11537                 c[3] *= rsurface.texture->currentalpha;
11538         }
11539         else
11540         {
11541                 c[0] = 1;
11542                 c[1] = 0;
11543                 c[2] = 1;
11544                 c[3] = 1;
11545         }
11546
11547         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11548         {
11549                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11550                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11551                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11552         }
11553
11554         // brighten it up (as texture value 127 means "unlit")
11555         c[0] *= 2 * r_refdef.view.colorscale;
11556         c[1] *= 2 * r_refdef.view.colorscale;
11557         c[2] *= 2 * r_refdef.view.colorscale;
11558
11559         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11560                 c[3] *= r_wateralpha.value;
11561
11562         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11563         {
11564                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11565                 GL_DepthMask(false);
11566         }
11567         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11568         {
11569                 GL_BlendFunc(GL_ONE, GL_ONE);
11570                 GL_DepthMask(false);
11571         }
11572         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11573         {
11574                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11575                 GL_DepthMask(false);
11576         }
11577         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11578         {
11579                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11580                 GL_DepthMask(false);
11581         }
11582         else
11583         {
11584                 GL_BlendFunc(GL_ONE, GL_ZERO);
11585                 GL_DepthMask(writedepth);
11586         }
11587
11588         if (r_showsurfaces.integer == 3)
11589         {
11590                 rsurface.passcolor4f = NULL;
11591
11592                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11593                 {
11594                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11595
11596                         rsurface.passcolor4f = NULL;
11597                         rsurface.passcolor4f_vertexbuffer = 0;
11598                         rsurface.passcolor4f_bufferoffset = 0;
11599                 }
11600                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11601                 {
11602                         qboolean applycolor = true;
11603                         float one = 1.0;
11604
11605                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11606
11607                         r_refdef.lightmapintensity = 1;
11608                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11609                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11610                 }
11611                 else
11612                 {
11613                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11614
11615                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11616                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11617                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11618                 }
11619
11620                 if(!rsurface.passcolor4f)
11621                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11622
11623                 RSurf_DrawBatch_GL11_ApplyAmbient();
11624                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11625                 if(r_refdef.fogenabled)
11626                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11627                 RSurf_DrawBatch_GL11_ClampColor();
11628
11629                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11630                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11631                 RSurf_DrawBatch();
11632         }
11633         else if (!r_refdef.view.showdebug)
11634         {
11635                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11636                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11637                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11638                 {
11639                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11640                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11641                 }
11642                 R_Mesh_PrepareVertices_Generic_Unlock();
11643                 RSurf_DrawBatch();
11644         }
11645         else if (r_showsurfaces.integer == 4)
11646         {
11647                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11648                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11649                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11650                 {
11651                         unsigned char c = vi << 3;
11652                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11653                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11654                 }
11655                 R_Mesh_PrepareVertices_Generic_Unlock();
11656                 RSurf_DrawBatch();
11657         }
11658         else if (r_showsurfaces.integer == 2)
11659         {
11660                 const int *e;
11661                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11662                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11663                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11664                 {
11665                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11666                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11667                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11668                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11669                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11670                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11671                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11672                 }
11673                 R_Mesh_PrepareVertices_Generic_Unlock();
11674                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11675         }
11676         else
11677         {
11678                 int texturesurfaceindex;
11679                 int k;
11680                 const msurface_t *surface;
11681                 unsigned char surfacecolor4ub[4];
11682                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11683                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11684                 vi = 0;
11685                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11686                 {
11687                         surface = texturesurfacelist[texturesurfaceindex];
11688                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11689                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11690                         for (j = 0;j < surface->num_vertices;j++)
11691                         {
11692                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11693                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11694                                 vi++;
11695                         }
11696                 }
11697                 R_Mesh_PrepareVertices_Generic_Unlock();
11698                 RSurf_DrawBatch();
11699         }
11700 }
11701
11702 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11703 {
11704         CHECKGLERROR
11705         RSurf_SetupDepthAndCulling();
11706         if (r_showsurfaces.integer)
11707         {
11708                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11709                 return;
11710         }
11711         switch (vid.renderpath)
11712         {
11713         case RENDERPATH_GL20:
11714         case RENDERPATH_CGGL:
11715                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11716                 break;
11717         case RENDERPATH_GL13:
11718                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11719                 break;
11720         case RENDERPATH_GL11:
11721                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11722                 break;
11723         }
11724         CHECKGLERROR
11725 }
11726
11727 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11728 {
11729         CHECKGLERROR
11730         RSurf_SetupDepthAndCulling();
11731         if (r_showsurfaces.integer)
11732         {
11733                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11734                 return;
11735         }
11736         switch (vid.renderpath)
11737         {
11738         case RENDERPATH_GL20:
11739         case RENDERPATH_CGGL:
11740                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11741                 break;
11742         case RENDERPATH_GL13:
11743                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11744                 break;
11745         case RENDERPATH_GL11:
11746                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11747                 break;
11748         }
11749         CHECKGLERROR
11750 }
11751
11752 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11753 {
11754         int i, j;
11755         int texturenumsurfaces, endsurface;
11756         texture_t *texture;
11757         const msurface_t *surface;
11758 #define MAXBATCH_TRANSPARENTSURFACES 256
11759         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11760
11761         // if the model is static it doesn't matter what value we give for
11762         // wantnormals and wanttangents, so this logic uses only rules applicable
11763         // to a model, knowing that they are meaningless otherwise
11764         if (ent == r_refdef.scene.worldentity)
11765                 RSurf_ActiveWorldEntity();
11766         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11767                 RSurf_ActiveModelEntity(ent, false, false, false);
11768         else
11769         {
11770                 switch (vid.renderpath)
11771                 {
11772                 case RENDERPATH_GL20:
11773                 case RENDERPATH_CGGL:
11774                         RSurf_ActiveModelEntity(ent, true, true, false);
11775                         break;
11776                 case RENDERPATH_GL13:
11777                 case RENDERPATH_GL11:
11778                         RSurf_ActiveModelEntity(ent, true, false, false);
11779                         break;
11780                 }
11781         }
11782
11783         if (r_transparentdepthmasking.integer)
11784         {
11785                 qboolean setup = false;
11786                 for (i = 0;i < numsurfaces;i = j)
11787                 {
11788                         j = i + 1;
11789                         surface = rsurface.modelsurfaces + surfacelist[i];
11790                         texture = surface->texture;
11791                         rsurface.texture = R_GetCurrentTexture(texture);
11792                         rsurface.lightmaptexture = NULL;
11793                         rsurface.deluxemaptexture = NULL;
11794                         rsurface.uselightmaptexture = false;
11795                         // scan ahead until we find a different texture
11796                         endsurface = min(i + 1024, numsurfaces);
11797                         texturenumsurfaces = 0;
11798                         texturesurfacelist[texturenumsurfaces++] = surface;
11799                         for (;j < endsurface;j++)
11800                         {
11801                                 surface = rsurface.modelsurfaces + surfacelist[j];
11802                                 if (texture != surface->texture)
11803                                         break;
11804                                 texturesurfacelist[texturenumsurfaces++] = surface;
11805                         }
11806                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11807                                 continue;
11808                         // render the range of surfaces as depth
11809                         if (!setup)
11810                         {
11811                                 setup = true;
11812                                 GL_ColorMask(0,0,0,0);
11813                                 GL_Color(1,1,1,1);
11814                                 GL_DepthTest(true);
11815                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11816                                 GL_DepthMask(true);
11817                                 GL_AlphaTest(false);
11818                                 R_Mesh_ResetTextureState();
11819                                 R_SetupShader_DepthOrShadow();
11820                         }
11821                         RSurf_SetupDepthAndCulling();
11822                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11823                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11824                         RSurf_DrawBatch();
11825                 }
11826                 if (setup)
11827                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11828         }
11829
11830         for (i = 0;i < numsurfaces;i = j)
11831         {
11832                 j = i + 1;
11833                 surface = rsurface.modelsurfaces + surfacelist[i];
11834                 texture = surface->texture;
11835                 rsurface.texture = R_GetCurrentTexture(texture);
11836                 rsurface.lightmaptexture = surface->lightmaptexture;
11837                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11838                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11839                 // scan ahead until we find a different texture
11840                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11841                 texturenumsurfaces = 0;
11842                 texturesurfacelist[texturenumsurfaces++] = surface;
11843                 for (;j < endsurface;j++)
11844                 {
11845                         surface = rsurface.modelsurfaces + surfacelist[j];
11846                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11847                                 break;
11848                         texturesurfacelist[texturenumsurfaces++] = surface;
11849                 }
11850                 // render the range of surfaces
11851                 if (ent == r_refdef.scene.worldentity)
11852                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11853                 else
11854                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11855         }
11856         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11857         GL_AlphaTest(false);
11858 }
11859
11860 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11861 {
11862         // transparent surfaces get pushed off into the transparent queue
11863         int surfacelistindex;
11864         const msurface_t *surface;
11865         vec3_t tempcenter, center;
11866         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11867         {
11868                 surface = texturesurfacelist[surfacelistindex];
11869                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11870                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11871                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11872                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11873                 if (queueentity->transparent_offset) // transparent offset
11874                 {
11875                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11876                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11877                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11878                 }
11879                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11880         }
11881 }
11882
11883 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11884 {
11885         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11886                 return;
11887         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11888                 return;
11889         RSurf_SetupDepthAndCulling();
11890         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11891         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11892         RSurf_DrawBatch();
11893 }
11894
11895 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11896 {
11897         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11898         CHECKGLERROR
11899         if (depthonly)
11900                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11901         else if (prepass)
11902         {
11903                 if (!rsurface.texture->currentnumlayers)
11904                         return;
11905                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11906                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11907                 else
11908                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11909         }
11910         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11911                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11912         else if (!rsurface.texture->currentnumlayers)
11913                 return;
11914         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11915         {
11916                 // in the deferred case, transparent surfaces were queued during prepass
11917                 if (!r_shadow_usingdeferredprepass)
11918                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11919         }
11920         else
11921         {
11922                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11923                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11924         }
11925         CHECKGLERROR
11926 }
11927
11928 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11929 {
11930         int i, j;
11931         texture_t *texture;
11932         // break the surface list down into batches by texture and use of lightmapping
11933         for (i = 0;i < numsurfaces;i = j)
11934         {
11935                 j = i + 1;
11936                 // texture is the base texture pointer, rsurface.texture is the
11937                 // current frame/skin the texture is directing us to use (for example
11938                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11939                 // use skin 1 instead)
11940                 texture = surfacelist[i]->texture;
11941                 rsurface.texture = R_GetCurrentTexture(texture);
11942                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11943                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11944                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11945                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11946                 {
11947                         // if this texture is not the kind we want, skip ahead to the next one
11948                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11949                                 ;
11950                         continue;
11951                 }
11952                 // simply scan ahead until we find a different texture or lightmap state
11953                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11954                         ;
11955                 // render the range of surfaces
11956                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11957         }
11958 }
11959
11960 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11961 {
11962         CHECKGLERROR
11963         if (depthonly)
11964                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11965         else if (prepass)
11966         {
11967                 if (!rsurface.texture->currentnumlayers)
11968                         return;
11969                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11970                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11971                 else
11972                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11973         }
11974         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11975                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11976         else if (!rsurface.texture->currentnumlayers)
11977                 return;
11978         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11979         {
11980                 // in the deferred case, transparent surfaces were queued during prepass
11981                 if (!r_shadow_usingdeferredprepass)
11982                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11983         }
11984         else
11985         {
11986                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11987                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11988         }
11989         CHECKGLERROR
11990 }
11991
11992 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11993 {
11994         int i, j;
11995         texture_t *texture;
11996         // break the surface list down into batches by texture and use of lightmapping
11997         for (i = 0;i < numsurfaces;i = j)
11998         {
11999                 j = i + 1;
12000                 // texture is the base texture pointer, rsurface.texture is the
12001                 // current frame/skin the texture is directing us to use (for example
12002                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12003                 // use skin 1 instead)
12004                 texture = surfacelist[i]->texture;
12005                 rsurface.texture = R_GetCurrentTexture(texture);
12006                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12007                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12008                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12009                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12010                 {
12011                         // if this texture is not the kind we want, skip ahead to the next one
12012                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12013                                 ;
12014                         continue;
12015                 }
12016                 // simply scan ahead until we find a different texture or lightmap state
12017                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12018                         ;
12019                 // render the range of surfaces
12020                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12021         }
12022 }
12023
12024 float locboxvertex3f[6*4*3] =
12025 {
12026         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12027         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12028         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12029         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12030         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12031         1,0,0, 0,0,0, 0,1,0, 1,1,0
12032 };
12033
12034 unsigned short locboxelements[6*2*3] =
12035 {
12036          0, 1, 2, 0, 2, 3,
12037          4, 5, 6, 4, 6, 7,
12038          8, 9,10, 8,10,11,
12039         12,13,14, 12,14,15,
12040         16,17,18, 16,18,19,
12041         20,21,22, 20,22,23
12042 };
12043
12044 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12045 {
12046         int i, j;
12047         cl_locnode_t *loc = (cl_locnode_t *)ent;
12048         vec3_t mins, size;
12049         float vertex3f[6*4*3];
12050         CHECKGLERROR
12051         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12052         GL_DepthMask(false);
12053         GL_DepthRange(0, 1);
12054         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12055         GL_DepthTest(true);
12056         GL_CullFace(GL_NONE);
12057         R_EntityMatrix(&identitymatrix);
12058
12059         R_Mesh_ResetTextureState();
12060
12061         i = surfacelist[0];
12062         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12063                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12064                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12065                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12066
12067         if (VectorCompare(loc->mins, loc->maxs))
12068         {
12069                 VectorSet(size, 2, 2, 2);
12070                 VectorMA(loc->mins, -0.5f, size, mins);
12071         }
12072         else
12073         {
12074                 VectorCopy(loc->mins, mins);
12075                 VectorSubtract(loc->maxs, loc->mins, size);
12076         }
12077
12078         for (i = 0;i < 6*4*3;)
12079                 for (j = 0;j < 3;j++, i++)
12080                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12081
12082         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12083         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12084         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12085 }
12086
12087 void R_DrawLocs(void)
12088 {
12089         int index;
12090         cl_locnode_t *loc, *nearestloc;
12091         vec3_t center;
12092         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12093         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12094         {
12095                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12096                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12097         }
12098 }
12099
12100 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12101 {
12102         if (decalsystem->decals)
12103                 Mem_Free(decalsystem->decals);
12104         memset(decalsystem, 0, sizeof(*decalsystem));
12105 }
12106
12107 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)
12108 {
12109         tridecal_t *decal;
12110         tridecal_t *decals;
12111         int i;
12112
12113         // expand or initialize the system
12114         if (decalsystem->maxdecals <= decalsystem->numdecals)
12115         {
12116                 decalsystem_t old = *decalsystem;
12117                 qboolean useshortelements;
12118                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12119                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12120                 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)));
12121                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12122                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12123                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12124                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12125                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12126                 if (decalsystem->numdecals)
12127                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12128                 if (old.decals)
12129                         Mem_Free(old.decals);
12130                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12131                         decalsystem->element3i[i] = i;
12132                 if (useshortelements)
12133                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12134                                 decalsystem->element3s[i] = i;
12135         }
12136
12137         // grab a decal and search for another free slot for the next one
12138         decals = decalsystem->decals;
12139         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12140         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12141                 ;
12142         decalsystem->freedecal = i;
12143         if (decalsystem->numdecals <= i)
12144                 decalsystem->numdecals = i + 1;
12145
12146         // initialize the decal
12147         decal->lived = 0;
12148         decal->triangleindex = triangleindex;
12149         decal->surfaceindex = surfaceindex;
12150         decal->decalsequence = decalsequence;
12151         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12152         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12153         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12154         decal->color4ub[0][3] = 255;
12155         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12156         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12157         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12158         decal->color4ub[1][3] = 255;
12159         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12160         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12161         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12162         decal->color4ub[2][3] = 255;
12163         decal->vertex3f[0][0] = v0[0];
12164         decal->vertex3f[0][1] = v0[1];
12165         decal->vertex3f[0][2] = v0[2];
12166         decal->vertex3f[1][0] = v1[0];
12167         decal->vertex3f[1][1] = v1[1];
12168         decal->vertex3f[1][2] = v1[2];
12169         decal->vertex3f[2][0] = v2[0];
12170         decal->vertex3f[2][1] = v2[1];
12171         decal->vertex3f[2][2] = v2[2];
12172         decal->texcoord2f[0][0] = t0[0];
12173         decal->texcoord2f[0][1] = t0[1];
12174         decal->texcoord2f[1][0] = t1[0];
12175         decal->texcoord2f[1][1] = t1[1];
12176         decal->texcoord2f[2][0] = t2[0];
12177         decal->texcoord2f[2][1] = t2[1];
12178 }
12179
12180 extern cvar_t cl_decals_bias;
12181 extern cvar_t cl_decals_models;
12182 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12183 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)
12184 {
12185         matrix4x4_t projection;
12186         decalsystem_t *decalsystem;
12187         qboolean dynamic;
12188         dp_model_t *model;
12189         const float *vertex3f;
12190         const msurface_t *surface;
12191         const msurface_t *surfaces;
12192         const int *surfacelist;
12193         const texture_t *texture;
12194         int numtriangles;
12195         int numsurfacelist;
12196         int surfacelistindex;
12197         int surfaceindex;
12198         int triangleindex;
12199         int cornerindex;
12200         int index;
12201         int numpoints;
12202         const int *e;
12203         float localorigin[3];
12204         float localnormal[3];
12205         float localmins[3];
12206         float localmaxs[3];
12207         float localsize;
12208         float v[9][3];
12209         float tc[9][2];
12210         float c[9][4];
12211         //float normal[3];
12212         float planes[6][4];
12213         float f;
12214         float points[2][9][3];
12215         float angles[3];
12216         float temp[3];
12217
12218         decalsystem = &ent->decalsystem;
12219         model = ent->model;
12220         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12221         {
12222                 R_DecalSystem_Reset(&ent->decalsystem);
12223                 return;
12224         }
12225
12226         if (!model->brush.data_nodes && !cl_decals_models.integer)
12227         {
12228                 if (decalsystem->model)
12229                         R_DecalSystem_Reset(decalsystem);
12230                 return;
12231         }
12232
12233         if (decalsystem->model != model)
12234                 R_DecalSystem_Reset(decalsystem);
12235         decalsystem->model = model;
12236
12237         RSurf_ActiveModelEntity(ent, false, false, false);
12238
12239         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12240         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12241         VectorNormalize(localnormal);
12242         localsize = worldsize*rsurface.inversematrixscale;
12243         localmins[0] = localorigin[0] - localsize;
12244         localmins[1] = localorigin[1] - localsize;
12245         localmins[2] = localorigin[2] - localsize;
12246         localmaxs[0] = localorigin[0] + localsize;
12247         localmaxs[1] = localorigin[1] + localsize;
12248         localmaxs[2] = localorigin[2] + localsize;
12249
12250         //VectorCopy(localnormal, planes[4]);
12251         //VectorVectors(planes[4], planes[2], planes[0]);
12252         AnglesFromVectors(angles, localnormal, NULL, false);
12253         AngleVectors(angles, planes[0], planes[2], planes[4]);
12254         VectorNegate(planes[0], planes[1]);
12255         VectorNegate(planes[2], planes[3]);
12256         VectorNegate(planes[4], planes[5]);
12257         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12258         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12259         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12260         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12261         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12262         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12263
12264 #if 1
12265 // works
12266 {
12267         matrix4x4_t forwardprojection;
12268         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12269         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12270 }
12271 #else
12272 // broken
12273 {
12274         float projectionvector[4][3];
12275         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12276         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12277         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12278         projectionvector[0][0] = planes[0][0] * ilocalsize;
12279         projectionvector[0][1] = planes[1][0] * ilocalsize;
12280         projectionvector[0][2] = planes[2][0] * ilocalsize;
12281         projectionvector[1][0] = planes[0][1] * ilocalsize;
12282         projectionvector[1][1] = planes[1][1] * ilocalsize;
12283         projectionvector[1][2] = planes[2][1] * ilocalsize;
12284         projectionvector[2][0] = planes[0][2] * ilocalsize;
12285         projectionvector[2][1] = planes[1][2] * ilocalsize;
12286         projectionvector[2][2] = planes[2][2] * ilocalsize;
12287         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12288         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12289         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12290         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12291 }
12292 #endif
12293
12294         dynamic = model->surfmesh.isanimated;
12295         vertex3f = rsurface.modelvertex3f;
12296         numsurfacelist = model->nummodelsurfaces;
12297         surfacelist = model->sortedmodelsurfaces;
12298         surfaces = model->data_surfaces;
12299         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12300         {
12301                 surfaceindex = surfacelist[surfacelistindex];
12302                 surface = surfaces + surfaceindex;
12303                 // check cull box first because it rejects more than any other check
12304                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12305                         continue;
12306                 // skip transparent surfaces
12307                 texture = surface->texture;
12308                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12309                         continue;
12310                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12311                         continue;
12312                 numtriangles = surface->num_triangles;
12313                 for (triangleindex = 0, e = rsurface.modelelement3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12314                 {
12315                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12316                         {
12317                                 index = 3*e[cornerindex];
12318                                 VectorCopy(vertex3f + index, v[cornerindex]);
12319                         }
12320                         // cull backfaces
12321                         //TriangleNormal(v[0], v[1], v[2], normal);
12322                         //if (DotProduct(normal, localnormal) < 0.0f)
12323                         //      continue;
12324                         // clip by each of the box planes formed from the projection matrix
12325                         // if anything survives, we emit the decal
12326                         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]);
12327                         if (numpoints < 3)
12328                                 continue;
12329                         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]);
12330                         if (numpoints < 3)
12331                                 continue;
12332                         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]);
12333                         if (numpoints < 3)
12334                                 continue;
12335                         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]);
12336                         if (numpoints < 3)
12337                                 continue;
12338                         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]);
12339                         if (numpoints < 3)
12340                                 continue;
12341                         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]);
12342                         if (numpoints < 3)
12343                                 continue;
12344                         // some part of the triangle survived, so we have to accept it...
12345                         if (dynamic)
12346                         {
12347                                 // dynamic always uses the original triangle
12348                                 numpoints = 3;
12349                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12350                                 {
12351                                         index = 3*e[cornerindex];
12352                                         VectorCopy(vertex3f + index, v[cornerindex]);
12353                                 }
12354                         }
12355                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12356                         {
12357                                 // convert vertex positions to texcoords
12358                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12359                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12360                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12361                                 // calculate distance fade from the projection origin
12362                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12363                                 f = bound(0.0f, f, 1.0f);
12364                                 c[cornerindex][0] = r * f;
12365                                 c[cornerindex][1] = g * f;
12366                                 c[cornerindex][2] = b * f;
12367                                 c[cornerindex][3] = 1.0f;
12368                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12369                         }
12370                         if (dynamic)
12371                                 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);
12372                         else
12373                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12374                                         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);
12375                 }
12376         }
12377 }
12378
12379 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12380 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)
12381 {
12382         int renderentityindex;
12383         float worldmins[3];
12384         float worldmaxs[3];
12385         entity_render_t *ent;
12386
12387         if (!cl_decals_newsystem.integer)
12388                 return;
12389
12390         worldmins[0] = worldorigin[0] - worldsize;
12391         worldmins[1] = worldorigin[1] - worldsize;
12392         worldmins[2] = worldorigin[2] - worldsize;
12393         worldmaxs[0] = worldorigin[0] + worldsize;
12394         worldmaxs[1] = worldorigin[1] + worldsize;
12395         worldmaxs[2] = worldorigin[2] + worldsize;
12396
12397         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12398
12399         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12400         {
12401                 ent = r_refdef.scene.entities[renderentityindex];
12402                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12403                         continue;
12404
12405                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12406         }
12407 }
12408
12409 typedef struct r_decalsystem_splatqueue_s
12410 {
12411         vec3_t worldorigin;
12412         vec3_t worldnormal;
12413         float color[4];
12414         float tcrange[4];
12415         float worldsize;
12416         int decalsequence;
12417 }
12418 r_decalsystem_splatqueue_t;
12419
12420 int r_decalsystem_numqueued = 0;
12421 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12422
12423 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)
12424 {
12425         r_decalsystem_splatqueue_t *queue;
12426
12427         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12428                 return;
12429
12430         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12431         VectorCopy(worldorigin, queue->worldorigin);
12432         VectorCopy(worldnormal, queue->worldnormal);
12433         Vector4Set(queue->color, r, g, b, a);
12434         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12435         queue->worldsize = worldsize;
12436         queue->decalsequence = cl.decalsequence++;
12437 }
12438
12439 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12440 {
12441         int i;
12442         r_decalsystem_splatqueue_t *queue;
12443
12444         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12445                 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);
12446         r_decalsystem_numqueued = 0;
12447 }
12448
12449 extern cvar_t cl_decals_max;
12450 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12451 {
12452         int i;
12453         decalsystem_t *decalsystem = &ent->decalsystem;
12454         int numdecals;
12455         int killsequence;
12456         tridecal_t *decal;
12457         float frametime;
12458         float lifetime;
12459
12460         if (!decalsystem->numdecals)
12461                 return;
12462
12463         if (r_showsurfaces.integer)
12464                 return;
12465
12466         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12467         {
12468                 R_DecalSystem_Reset(decalsystem);
12469                 return;
12470         }
12471
12472         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12473         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12474
12475         if (decalsystem->lastupdatetime)
12476                 frametime = (cl.time - decalsystem->lastupdatetime);
12477         else
12478                 frametime = 0;
12479         decalsystem->lastupdatetime = cl.time;
12480         decal = decalsystem->decals;
12481         numdecals = decalsystem->numdecals;
12482
12483         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12484         {
12485                 if (decal->color4ub[0][3])
12486                 {
12487                         decal->lived += frametime;
12488                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12489                         {
12490                                 memset(decal, 0, sizeof(*decal));
12491                                 if (decalsystem->freedecal > i)
12492                                         decalsystem->freedecal = i;
12493                         }
12494                 }
12495         }
12496         decal = decalsystem->decals;
12497         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12498                 numdecals--;
12499
12500         // collapse the array by shuffling the tail decals into the gaps
12501         for (;;)
12502         {
12503                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12504                         decalsystem->freedecal++;
12505                 if (decalsystem->freedecal == numdecals)
12506                         break;
12507                 decal[decalsystem->freedecal] = decal[--numdecals];
12508         }
12509
12510         decalsystem->numdecals = numdecals;
12511
12512         if (numdecals <= 0)
12513         {
12514                 // if there are no decals left, reset decalsystem
12515                 R_DecalSystem_Reset(decalsystem);
12516         }
12517 }
12518
12519 extern skinframe_t *decalskinframe;
12520 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12521 {
12522         int i;
12523         decalsystem_t *decalsystem = &ent->decalsystem;
12524         int numdecals;
12525         tridecal_t *decal;
12526         float faderate;
12527         float alpha;
12528         float *v3f;
12529         float *c4f;
12530         float *t2f;
12531         const int *e;
12532         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12533         int numtris = 0;
12534
12535         numdecals = decalsystem->numdecals;
12536         if (!numdecals)
12537                 return;
12538
12539         if (r_showsurfaces.integer)
12540                 return;
12541
12542         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12543         {
12544                 R_DecalSystem_Reset(decalsystem);
12545                 return;
12546         }
12547
12548         // if the model is static it doesn't matter what value we give for
12549         // wantnormals and wanttangents, so this logic uses only rules applicable
12550         // to a model, knowing that they are meaningless otherwise
12551         if (ent == r_refdef.scene.worldentity)
12552                 RSurf_ActiveWorldEntity();
12553         else
12554                 RSurf_ActiveModelEntity(ent, false, false, false);
12555
12556         decalsystem->lastupdatetime = cl.time;
12557         decal = decalsystem->decals;
12558
12559         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12560
12561         // update vertex positions for animated models
12562         v3f = decalsystem->vertex3f;
12563         c4f = decalsystem->color4f;
12564         t2f = decalsystem->texcoord2f;
12565         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12566         {
12567                 if (!decal->color4ub[0][3])
12568                         continue;
12569
12570                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12571                         continue;
12572
12573                 // update color values for fading decals
12574                 if (decal->lived >= cl_decals_time.value)
12575                 {
12576                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12577                         alpha *= (1.0f/255.0f);
12578                 }
12579                 else
12580                         alpha = 1.0f/255.0f;
12581
12582                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12583                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12584                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12585                 c4f[ 3] = 1;
12586                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12587                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12588                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12589                 c4f[ 7] = 1;
12590                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12591                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12592                 c4f[10] = decal->color4ub[2][2] * alpha;
12593                 c4f[11] = 1;
12594
12595                 t2f[0] = decal->texcoord2f[0][0];
12596                 t2f[1] = decal->texcoord2f[0][1];
12597                 t2f[2] = decal->texcoord2f[1][0];
12598                 t2f[3] = decal->texcoord2f[1][1];
12599                 t2f[4] = decal->texcoord2f[2][0];
12600                 t2f[5] = decal->texcoord2f[2][1];
12601
12602                 // update vertex positions for animated models
12603                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12604                 {
12605                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12606                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12607                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12608                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12609                 }
12610                 else
12611                 {
12612                         VectorCopy(decal->vertex3f[0], v3f);
12613                         VectorCopy(decal->vertex3f[1], v3f + 3);
12614                         VectorCopy(decal->vertex3f[2], v3f + 6);
12615                 }
12616
12617                 if (r_refdef.fogenabled)
12618                 {
12619                         alpha = RSurf_FogVertex(v3f);
12620                         VectorScale(c4f, alpha, c4f);
12621                         alpha = RSurf_FogVertex(v3f + 3);
12622                         VectorScale(c4f + 4, alpha, c4f + 4);
12623                         alpha = RSurf_FogVertex(v3f + 6);
12624                         VectorScale(c4f + 8, alpha, c4f + 8);
12625                 }
12626
12627                 v3f += 9;
12628                 c4f += 12;
12629                 t2f += 6;
12630                 numtris++;
12631         }
12632
12633         if (numtris > 0)
12634         {
12635                 r_refdef.stats.drawndecals += numtris;
12636
12637                 // now render the decals all at once
12638                 // (this assumes they all use one particle font texture!)
12639                 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);
12640                 R_Mesh_ResetTextureState();
12641                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12642                 GL_DepthMask(false);
12643                 GL_DepthRange(0, 1);
12644                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12645                 GL_DepthTest(true);
12646                 GL_CullFace(GL_NONE);
12647                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12648                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12649                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12650         }
12651 }
12652
12653 static void R_DrawModelDecals(void)
12654 {
12655         int i, numdecals;
12656
12657         // fade faster when there are too many decals
12658         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12659         for (i = 0;i < r_refdef.scene.numentities;i++)
12660                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12661
12662         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12663         for (i = 0;i < r_refdef.scene.numentities;i++)
12664                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12665                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12666
12667         R_DecalSystem_ApplySplatEntitiesQueue();
12668
12669         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12670         for (i = 0;i < r_refdef.scene.numentities;i++)
12671                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12672
12673         r_refdef.stats.totaldecals += numdecals;
12674
12675         if (r_showsurfaces.integer)
12676                 return;
12677
12678         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12679
12680         for (i = 0;i < r_refdef.scene.numentities;i++)
12681         {
12682                 if (!r_refdef.viewcache.entityvisible[i])
12683                         continue;
12684                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12685                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12686         }
12687 }
12688
12689 extern cvar_t mod_collision_bih;
12690 void R_DrawDebugModel(void)
12691 {
12692         entity_render_t *ent = rsurface.entity;
12693         int i, j, k, l, flagsmask;
12694         const msurface_t *surface;
12695         dp_model_t *model = ent->model;
12696         vec3_t v;
12697
12698         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12699
12700         R_Mesh_ResetTextureState();
12701         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12702         GL_DepthRange(0, 1);
12703         GL_DepthTest(!r_showdisabledepthtest.integer);
12704         GL_DepthMask(false);
12705         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12706
12707         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12708         {
12709                 int triangleindex;
12710                 int bihleafindex;
12711                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12712                 const q3mbrush_t *brush;
12713                 const bih_t *bih = &model->collision_bih;
12714                 const bih_leaf_t *bihleaf;
12715                 float vertex3f[3][3];
12716                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12717                 cullbox = false;
12718                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12719                 {
12720                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12721                                 continue;
12722                         switch (bihleaf->type)
12723                         {
12724                         case BIH_BRUSH:
12725                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12726                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12727                                 {
12728                                         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);
12729                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12730                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12731                                 }
12732                                 break;
12733                         case BIH_COLLISIONTRIANGLE:
12734                                 triangleindex = bihleaf->itemindex;
12735                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12736                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12737                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12738                                 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);
12739                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12740                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12741                                 break;
12742                         case BIH_RENDERTRIANGLE:
12743                                 triangleindex = bihleaf->itemindex;
12744                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12745                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12746                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12747                                 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);
12748                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12749                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12750                                 break;
12751                         }
12752                 }
12753         }
12754
12755         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12756
12757         if (r_showtris.integer || r_shownormals.integer)
12758         {
12759                 if (r_showdisabledepthtest.integer)
12760                 {
12761                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12762                         GL_DepthMask(false);
12763                 }
12764                 else
12765                 {
12766                         GL_BlendFunc(GL_ONE, GL_ZERO);
12767                         GL_DepthMask(true);
12768                 }
12769                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12770                 {
12771                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12772                                 continue;
12773                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12774                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12775                         {
12776                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12777                                 if (r_showtris.value > 0)
12778                                 {
12779                                         if (!rsurface.texture->currentlayers->depthmask)
12780                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12781                                         else if (ent == r_refdef.scene.worldentity)
12782                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12783                                         else
12784                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12785                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12786                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12787                                         RSurf_DrawBatch();
12788                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12789                                         CHECKGLERROR
12790                                 }
12791                                 if (r_shownormals.value < 0)
12792                                 {
12793                                         qglBegin(GL_LINES);
12794                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12795                                         {
12796                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12797                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12798                                                 qglVertex3f(v[0], v[1], v[2]);
12799                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12800                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12801                                                 qglVertex3f(v[0], v[1], v[2]);
12802                                         }
12803                                         qglEnd();
12804                                         CHECKGLERROR
12805                                 }
12806                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12807                                 {
12808                                         qglBegin(GL_LINES);
12809                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12810                                         {
12811                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12812                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12813                                                 qglVertex3f(v[0], v[1], v[2]);
12814                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12815                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12816                                                 qglVertex3f(v[0], v[1], v[2]);
12817                                         }
12818                                         qglEnd();
12819                                         CHECKGLERROR
12820                                         qglBegin(GL_LINES);
12821                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12822                                         {
12823                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12824                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12825                                                 qglVertex3f(v[0], v[1], v[2]);
12826                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12827                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12828                                                 qglVertex3f(v[0], v[1], v[2]);
12829                                         }
12830                                         qglEnd();
12831                                         CHECKGLERROR
12832                                         qglBegin(GL_LINES);
12833                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12834                                         {
12835                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12836                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12837                                                 qglVertex3f(v[0], v[1], v[2]);
12838                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12839                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12840                                                 qglVertex3f(v[0], v[1], v[2]);
12841                                         }
12842                                         qglEnd();
12843                                         CHECKGLERROR
12844                                 }
12845                         }
12846                 }
12847                 rsurface.texture = NULL;
12848         }
12849 }
12850
12851 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12852 int r_maxsurfacelist = 0;
12853 const msurface_t **r_surfacelist = NULL;
12854 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12855 {
12856         int i, j, endj, flagsmask;
12857         dp_model_t *model = r_refdef.scene.worldmodel;
12858         msurface_t *surfaces;
12859         unsigned char *update;
12860         int numsurfacelist = 0;
12861         if (model == NULL)
12862                 return;
12863
12864         if (r_maxsurfacelist < model->num_surfaces)
12865         {
12866                 r_maxsurfacelist = model->num_surfaces;
12867                 if (r_surfacelist)
12868                         Mem_Free((msurface_t**)r_surfacelist);
12869                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12870         }
12871
12872         RSurf_ActiveWorldEntity();
12873
12874         surfaces = model->data_surfaces;
12875         update = model->brushq1.lightmapupdateflags;
12876
12877         // update light styles on this submodel
12878         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12879         {
12880                 model_brush_lightstyleinfo_t *style;
12881                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12882                 {
12883                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12884                         {
12885                                 int *list = style->surfacelist;
12886                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12887                                 for (j = 0;j < style->numsurfaces;j++)
12888                                         update[list[j]] = true;
12889                         }
12890                 }
12891         }
12892
12893         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12894
12895         if (debug)
12896         {
12897                 R_DrawDebugModel();
12898                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12899                 return;
12900         }
12901
12902         rsurface.lightmaptexture = NULL;
12903         rsurface.deluxemaptexture = NULL;
12904         rsurface.uselightmaptexture = false;
12905         rsurface.texture = NULL;
12906         rsurface.rtlight = NULL;
12907         numsurfacelist = 0;
12908         // add visible surfaces to draw list
12909         for (i = 0;i < model->nummodelsurfaces;i++)
12910         {
12911                 j = model->sortedmodelsurfaces[i];
12912                 if (r_refdef.viewcache.world_surfacevisible[j])
12913                         r_surfacelist[numsurfacelist++] = surfaces + j;
12914         }
12915         // update lightmaps if needed
12916         if (model->brushq1.firstrender)
12917         {
12918                 model->brushq1.firstrender = false;
12919                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12920                         if (update[j])
12921                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12922         }
12923         else if (update)
12924         {
12925                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12926                         if (r_refdef.viewcache.world_surfacevisible[j])
12927                                 if (update[j])
12928                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12929         }
12930         // don't do anything if there were no surfaces
12931         if (!numsurfacelist)
12932         {
12933                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12934                 return;
12935         }
12936         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12937         GL_AlphaTest(false);
12938
12939         // add to stats if desired
12940         if (r_speeds.integer && !skysurfaces && !depthonly)
12941         {
12942                 r_refdef.stats.world_surfaces += numsurfacelist;
12943                 for (j = 0;j < numsurfacelist;j++)
12944                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12945         }
12946
12947         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12948 }
12949
12950 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12951 {
12952         int i, j, endj, flagsmask;
12953         dp_model_t *model = ent->model;
12954         msurface_t *surfaces;
12955         unsigned char *update;
12956         int numsurfacelist = 0;
12957         if (model == NULL)
12958                 return;
12959
12960         if (r_maxsurfacelist < model->num_surfaces)
12961         {
12962                 r_maxsurfacelist = model->num_surfaces;
12963                 if (r_surfacelist)
12964                         Mem_Free((msurface_t **)r_surfacelist);
12965                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12966         }
12967
12968         // if the model is static it doesn't matter what value we give for
12969         // wantnormals and wanttangents, so this logic uses only rules applicable
12970         // to a model, knowing that they are meaningless otherwise
12971         if (ent == r_refdef.scene.worldentity)
12972                 RSurf_ActiveWorldEntity();
12973         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12974                 RSurf_ActiveModelEntity(ent, false, false, false);
12975         else if (prepass)
12976                 RSurf_ActiveModelEntity(ent, true, true, true);
12977         else if (depthonly)
12978         {
12979                 switch (vid.renderpath)
12980                 {
12981                 case RENDERPATH_GL20:
12982                 case RENDERPATH_CGGL:
12983                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12984                         break;
12985                 case RENDERPATH_GL13:
12986                 case RENDERPATH_GL11:
12987                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12988                         break;
12989                 }
12990         }
12991         else
12992         {
12993                 switch (vid.renderpath)
12994                 {
12995                 case RENDERPATH_GL20:
12996                 case RENDERPATH_CGGL:
12997                         RSurf_ActiveModelEntity(ent, true, true, false);
12998                         break;
12999                 case RENDERPATH_GL13:
13000                 case RENDERPATH_GL11:
13001                         RSurf_ActiveModelEntity(ent, true, false, false);
13002                         break;
13003                 }
13004         }
13005
13006         surfaces = model->data_surfaces;
13007         update = model->brushq1.lightmapupdateflags;
13008
13009         // update light styles
13010         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13011         {
13012                 model_brush_lightstyleinfo_t *style;
13013                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13014                 {
13015                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13016                         {
13017                                 int *list = style->surfacelist;
13018                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13019                                 for (j = 0;j < style->numsurfaces;j++)
13020                                         update[list[j]] = true;
13021                         }
13022                 }
13023         }
13024
13025         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13026
13027         if (debug)
13028         {
13029                 R_DrawDebugModel();
13030                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13031                 return;
13032         }
13033
13034         rsurface.lightmaptexture = NULL;
13035         rsurface.deluxemaptexture = NULL;
13036         rsurface.uselightmaptexture = false;
13037         rsurface.texture = NULL;
13038         rsurface.rtlight = NULL;
13039         numsurfacelist = 0;
13040         // add visible surfaces to draw list
13041         for (i = 0;i < model->nummodelsurfaces;i++)
13042                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13043         // don't do anything if there were no surfaces
13044         if (!numsurfacelist)
13045         {
13046                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13047                 return;
13048         }
13049         // update lightmaps if needed
13050         if (update)
13051         {
13052                 int updated = 0;
13053                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13054                 {
13055                         if (update[j])
13056                         {
13057                                 updated++;
13058                                 R_BuildLightMap(ent, surfaces + j);
13059                         }
13060                 }
13061         }
13062         if (update)
13063                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13064                         if (update[j])
13065                                 R_BuildLightMap(ent, surfaces + j);
13066         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13067         GL_AlphaTest(false);
13068
13069         // add to stats if desired
13070         if (r_speeds.integer && !skysurfaces && !depthonly)
13071         {
13072                 r_refdef.stats.entities_surfaces += numsurfacelist;
13073                 for (j = 0;j < numsurfacelist;j++)
13074                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13075         }
13076
13077         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13078 }
13079
13080 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13081 {
13082         static texture_t texture;
13083         static msurface_t surface;
13084         const msurface_t *surfacelist = &surface;
13085
13086         // fake enough texture and surface state to render this geometry
13087
13088         texture.update_lastrenderframe = -1; // regenerate this texture
13089         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13090         texture.currentskinframe = skinframe;
13091         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13092         texture.offsetmapping = OFFSETMAPPING_OFF;
13093         texture.offsetscale = 1;
13094         texture.specularscalemod = 1;
13095         texture.specularpowermod = 1;
13096
13097         surface.texture = &texture;
13098         surface.num_triangles = numtriangles;
13099         surface.num_firsttriangle = firsttriangle;
13100         surface.num_vertices = numvertices;
13101         surface.num_firstvertex = firstvertex;
13102
13103         // now render it
13104         rsurface.texture = R_GetCurrentTexture(surface.texture);
13105         rsurface.lightmaptexture = NULL;
13106         rsurface.deluxemaptexture = NULL;
13107         rsurface.uselightmaptexture = false;
13108         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13109 }
13110
13111 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)
13112 {
13113         static msurface_t surface;
13114         const msurface_t *surfacelist = &surface;
13115
13116         // fake enough texture and surface state to render this geometry
13117
13118         surface.texture = texture;
13119         surface.num_triangles = numtriangles;
13120         surface.num_firsttriangle = firsttriangle;
13121         surface.num_vertices = numvertices;
13122         surface.num_firstvertex = firstvertex;
13123
13124         // now render it
13125         rsurface.texture = R_GetCurrentTexture(surface.texture);
13126         rsurface.lightmaptexture = NULL;
13127         rsurface.deluxemaptexture = NULL;
13128         rsurface.uselightmaptexture = false;
13129         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13130 }