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better fix for r_drawviewmodel
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
95 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
100 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
102
103 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
104 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
105 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
106 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
107 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
108 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
109 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
110 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
111
112 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
113 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
114
115 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
116 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
117 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
118
119 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
120 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
121 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
122 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
123 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
124 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
125 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
126 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
127 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
128
129 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
130 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
131 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
132 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
133 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
134
135 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
136 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
137 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
138 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
139
140 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
141 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
142 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
143 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
144 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
145 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
146 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
147
148 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
149 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
150 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
151 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
152
153 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
154
155 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
156
157 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
158
159 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
160 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
161 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
162 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
163 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
164 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
165 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
166 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
167
168 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
169
170 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
171
172 extern cvar_t v_glslgamma;
173
174 extern qboolean v_flipped_state;
175
176 static struct r_bloomstate_s
177 {
178         qboolean enabled;
179         qboolean hdr;
180
181         int bloomwidth, bloomheight;
182
183         int screentexturewidth, screentextureheight;
184         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
185
186         int bloomtexturewidth, bloomtextureheight;
187         rtexture_t *texture_bloom;
188
189         // arrays for rendering the screen passes
190         float screentexcoord2f[8];
191         float bloomtexcoord2f[8];
192         float offsettexcoord2f[8];
193
194         r_viewport_t viewport;
195 }
196 r_bloomstate;
197
198 r_waterstate_t r_waterstate;
199
200 /// shadow volume bsp struct with automatically growing nodes buffer
201 svbsp_t r_svbsp;
202
203 rtexture_t *r_texture_blanknormalmap;
204 rtexture_t *r_texture_white;
205 rtexture_t *r_texture_grey128;
206 rtexture_t *r_texture_black;
207 rtexture_t *r_texture_notexture;
208 rtexture_t *r_texture_whitecube;
209 rtexture_t *r_texture_normalizationcube;
210 rtexture_t *r_texture_fogattenuation;
211 rtexture_t *r_texture_gammaramps;
212 unsigned int r_texture_gammaramps_serial;
213 //rtexture_t *r_texture_fogintensity;
214 rtexture_t *r_texture_reflectcube;
215
216 // TODO: hash lookups?
217 typedef struct cubemapinfo_s
218 {
219         char basename[64];
220         rtexture_t *texture;
221 }
222 cubemapinfo_t;
223
224 int r_texture_numcubemaps;
225 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
226
227 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
228 unsigned int r_numqueries;
229 unsigned int r_maxqueries;
230
231 typedef struct r_qwskincache_s
232 {
233         char name[MAX_QPATH];
234         skinframe_t *skinframe;
235 }
236 r_qwskincache_t;
237
238 static r_qwskincache_t *r_qwskincache;
239 static int r_qwskincache_size;
240
241 /// vertex coordinates for a quad that covers the screen exactly
242 const float r_screenvertex3f[12] =
243 {
244         0, 0, 0,
245         1, 0, 0,
246         1, 1, 0,
247         0, 1, 0
248 };
249
250 extern void R_DrawModelShadows(void);
251
252 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
253 {
254         int i;
255         for (i = 0;i < verts;i++)
256         {
257                 out[0] = in[0] * r;
258                 out[1] = in[1] * g;
259                 out[2] = in[2] * b;
260                 out[3] = in[3];
261                 in += 4;
262                 out += 4;
263         }
264 }
265
266 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
267 {
268         int i;
269         for (i = 0;i < verts;i++)
270         {
271                 out[0] = r;
272                 out[1] = g;
273                 out[2] = b;
274                 out[3] = a;
275                 out += 4;
276         }
277 }
278
279 // FIXME: move this to client?
280 void FOG_clear(void)
281 {
282         if (gamemode == GAME_NEHAHRA)
283         {
284                 Cvar_Set("gl_fogenable", "0");
285                 Cvar_Set("gl_fogdensity", "0.2");
286                 Cvar_Set("gl_fogred", "0.3");
287                 Cvar_Set("gl_foggreen", "0.3");
288                 Cvar_Set("gl_fogblue", "0.3");
289         }
290         r_refdef.fog_density = 0;
291         r_refdef.fog_red = 0;
292         r_refdef.fog_green = 0;
293         r_refdef.fog_blue = 0;
294         r_refdef.fog_alpha = 1;
295         r_refdef.fog_start = 0;
296         r_refdef.fog_end = 16384;
297         r_refdef.fog_height = 1<<30;
298         r_refdef.fog_fadedepth = 128;
299 }
300
301 static void R_BuildBlankTextures(void)
302 {
303         unsigned char data[4];
304         data[2] = 128; // normal X
305         data[1] = 128; // normal Y
306         data[0] = 255; // normal Z
307         data[3] = 128; // height
308         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
309         data[0] = 255;
310         data[1] = 255;
311         data[2] = 255;
312         data[3] = 255;
313         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 128;
315         data[1] = 128;
316         data[2] = 128;
317         data[3] = 255;
318         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 0;
320         data[1] = 0;
321         data[2] = 0;
322         data[3] = 255;
323         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324 }
325
326 static void R_BuildNoTexture(void)
327 {
328         int x, y;
329         unsigned char pix[16][16][4];
330         // this makes a light grey/dark grey checkerboard texture
331         for (y = 0;y < 16;y++)
332         {
333                 for (x = 0;x < 16;x++)
334                 {
335                         if ((y < 8) ^ (x < 8))
336                         {
337                                 pix[y][x][0] = 128;
338                                 pix[y][x][1] = 128;
339                                 pix[y][x][2] = 128;
340                                 pix[y][x][3] = 255;
341                         }
342                         else
343                         {
344                                 pix[y][x][0] = 64;
345                                 pix[y][x][1] = 64;
346                                 pix[y][x][2] = 64;
347                                 pix[y][x][3] = 255;
348                         }
349                 }
350         }
351         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
352 }
353
354 static void R_BuildWhiteCube(void)
355 {
356         unsigned char data[6*1*1*4];
357         memset(data, 255, sizeof(data));
358         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
359 }
360
361 static void R_BuildNormalizationCube(void)
362 {
363         int x, y, side;
364         vec3_t v;
365         vec_t s, t, intensity;
366 #define NORMSIZE 64
367         unsigned char *data;
368         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
369         for (side = 0;side < 6;side++)
370         {
371                 for (y = 0;y < NORMSIZE;y++)
372                 {
373                         for (x = 0;x < NORMSIZE;x++)
374                         {
375                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
377                                 switch(side)
378                                 {
379                                 default:
380                                 case 0:
381                                         v[0] = 1;
382                                         v[1] = -t;
383                                         v[2] = -s;
384                                         break;
385                                 case 1:
386                                         v[0] = -1;
387                                         v[1] = -t;
388                                         v[2] = s;
389                                         break;
390                                 case 2:
391                                         v[0] = s;
392                                         v[1] = 1;
393                                         v[2] = t;
394                                         break;
395                                 case 3:
396                                         v[0] = s;
397                                         v[1] = -1;
398                                         v[2] = -t;
399                                         break;
400                                 case 4:
401                                         v[0] = s;
402                                         v[1] = -t;
403                                         v[2] = 1;
404                                         break;
405                                 case 5:
406                                         v[0] = -s;
407                                         v[1] = -t;
408                                         v[2] = -1;
409                                         break;
410                                 }
411                                 intensity = 127.0f / sqrt(DotProduct(v, v));
412                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
413                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
414                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
415                                 data[((side*64+y)*64+x)*4+3] = 255;
416                         }
417                 }
418         }
419         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420         Mem_Free(data);
421 }
422
423 static void R_BuildFogTexture(void)
424 {
425         int x, b;
426 #define FOGWIDTH 256
427         unsigned char data1[FOGWIDTH][4];
428         //unsigned char data2[FOGWIDTH][4];
429         double d, r, alpha;
430
431         r_refdef.fogmasktable_start = r_refdef.fog_start;
432         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
433         r_refdef.fogmasktable_range = r_refdef.fogrange;
434         r_refdef.fogmasktable_density = r_refdef.fog_density;
435
436         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
437         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
438         {
439                 d = (x * r - r_refdef.fogmasktable_start);
440                 if(developer_extra.integer)
441                         Con_DPrintf("%f ", d);
442                 d = max(0, d);
443                 if (r_fog_exp2.integer)
444                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
445                 else
446                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
447                 if(developer_extra.integer)
448                         Con_DPrintf(" : %f ", alpha);
449                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
450                 if(developer_extra.integer)
451                         Con_DPrintf(" = %f\n", alpha);
452                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
453         }
454
455         for (x = 0;x < FOGWIDTH;x++)
456         {
457                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
458                 data1[x][0] = b;
459                 data1[x][1] = b;
460                 data1[x][2] = b;
461                 data1[x][3] = 255;
462                 //data2[x][0] = 255 - b;
463                 //data2[x][1] = 255 - b;
464                 //data2[x][2] = 255 - b;
465                 //data2[x][3] = 255;
466         }
467         if (r_texture_fogattenuation)
468         {
469                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
470                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
471         }
472         else
473         {
474                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
475                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
476         }
477 }
478
479 //=======================================================================================================================================================
480
481 static const char *builtinshaderstring =
482 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
483 "// written by Forest 'LordHavoc' Hale\n"
484 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
485 "\n"
486 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
487 "# define USEFOG\n"
488 "#endif\n"
489 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
490 "#define USELIGHTMAP\n"
491 "#endif\n"
492 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
493 "#define USEEYEVECTOR\n"
494 "#endif\n"
495 "\n"
496 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
497 "# extension GL_ARB_texture_rectangle : enable\n"
498 "#endif\n"
499 "\n"
500 "#ifdef USESHADOWMAP2D\n"
501 "# ifdef GL_EXT_gpu_shader4\n"
502 "#   extension GL_EXT_gpu_shader4 : enable\n"
503 "# endif\n"
504 "# ifdef GL_ARB_texture_gather\n"
505 "#   extension GL_ARB_texture_gather : enable\n"
506 "# else\n"
507 "#   ifdef GL_AMD_texture_texture4\n"
508 "#     extension GL_AMD_texture_texture4 : enable\n"
509 "#   endif\n"
510 "# endif\n"
511 "#endif\n"
512 "\n"
513 "#ifdef USESHADOWMAPCUBE\n"
514 "# extension GL_EXT_gpu_shader4 : enable\n"
515 "#endif\n"
516 "\n"
517 "//#ifdef USESHADOWSAMPLER\n"
518 "//# extension GL_ARB_shadow : enable\n"
519 "//#endif\n"
520 "\n"
521 "//#ifdef __GLSL_CG_DATA_TYPES\n"
522 "//# define myhalf half\n"
523 "//# define myhalf2 half2\n"
524 "//# define myhalf3 half3\n"
525 "//# define myhalf4 half4\n"
526 "//#else\n"
527 "# define myhalf float\n"
528 "# define myhalf2 vec2\n"
529 "# define myhalf3 vec3\n"
530 "# define myhalf4 vec4\n"
531 "//#endif\n"
532 "\n"
533 "#ifdef VERTEX_SHADER\n"
534 "uniform mat4 ModelViewProjectionMatrix;\n"
535 "#endif\n"
536 "\n"
537 "#ifdef MODE_DEPTH_OR_SHADOW\n"
538 "#ifdef VERTEX_SHADER\n"
539 "void main(void)\n"
540 "{\n"
541 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
542 "}\n"
543 "#endif\n"
544 "#else // !MODE_DEPTH_ORSHADOW\n"
545 "\n"
546 "\n"
547 "\n"
548 "\n"
549 "#ifdef MODE_SHOWDEPTH\n"
550 "#ifdef VERTEX_SHADER\n"
551 "void main(void)\n"
552 "{\n"
553 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
554 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
555 "}\n"
556 "#endif\n"
557 "\n"
558 "#ifdef FRAGMENT_SHADER\n"
559 "void main(void)\n"
560 "{\n"
561 "       gl_FragColor = gl_Color;\n"
562 "}\n"
563 "#endif\n"
564 "#else // !MODE_SHOWDEPTH\n"
565 "\n"
566 "\n"
567 "\n"
568 "\n"
569 "#ifdef MODE_POSTPROCESS\n"
570 "varying vec2 TexCoord1;\n"
571 "varying vec2 TexCoord2;\n"
572 "\n"
573 "#ifdef VERTEX_SHADER\n"
574 "void main(void)\n"
575 "{\n"
576 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
577 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
578 "#ifdef USEBLOOM\n"
579 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
580 "#endif\n"
581 "}\n"
582 "#endif\n"
583 "\n"
584 "#ifdef FRAGMENT_SHADER\n"
585 "uniform sampler2D Texture_First;\n"
586 "#ifdef USEBLOOM\n"
587 "uniform sampler2D Texture_Second;\n"
588 "#endif\n"
589 "#ifdef USEGAMMARAMPS\n"
590 "uniform sampler2D Texture_GammaRamps;\n"
591 "#endif\n"
592 "#ifdef USESATURATION\n"
593 "uniform float Saturation;\n"
594 "#endif\n"
595 "#ifdef USEVIEWTINT\n"
596 "uniform vec4 ViewTintColor;\n"
597 "#endif\n"
598 "//uncomment these if you want to use them:\n"
599 "uniform vec4 UserVec1;\n"
600 "// uniform vec4 UserVec2;\n"
601 "// uniform vec4 UserVec3;\n"
602 "// uniform vec4 UserVec4;\n"
603 "// uniform float ClientTime;\n"
604 "uniform vec2 PixelSize;\n"
605 "void main(void)\n"
606 "{\n"
607 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
608 "#ifdef USEBLOOM\n"
609 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
610 "#endif\n"
611 "#ifdef USEVIEWTINT\n"
612 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
613 "#endif\n"
614 "\n"
615 "#ifdef USEPOSTPROCESSING\n"
616 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
617 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
618 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
619 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
620 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
621 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
622 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
623 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
624 "#endif\n"
625 "\n"
626 "#ifdef USESATURATION\n"
627 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
628 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
629 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
630 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
631 "#endif\n"
632 "\n"
633 "#ifdef USEGAMMARAMPS\n"
634 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
635 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
636 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
637 "#endif\n"
638 "}\n"
639 "#endif\n"
640 "#else // !MODE_POSTPROCESS\n"
641 "\n"
642 "\n"
643 "\n"
644 "\n"
645 "#ifdef MODE_GENERIC\n"
646 "#ifdef USEDIFFUSE\n"
647 "varying vec2 TexCoord1;\n"
648 "#endif\n"
649 "#ifdef USESPECULAR\n"
650 "varying vec2 TexCoord2;\n"
651 "#endif\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_FrontColor = gl_Color;\n"
656 "#ifdef USEDIFFUSE\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#endif\n"
659 "#ifdef USESPECULAR\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "}\n"
664 "#endif\n"
665 "\n"
666 "#ifdef FRAGMENT_SHADER\n"
667 "#ifdef USEDIFFUSE\n"
668 "uniform sampler2D Texture_First;\n"
669 "#endif\n"
670 "#ifdef USESPECULAR\n"
671 "uniform sampler2D Texture_Second;\n"
672 "#endif\n"
673 "\n"
674 "void main(void)\n"
675 "{\n"
676 "       gl_FragColor = gl_Color;\n"
677 "#ifdef USEDIFFUSE\n"
678 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
679 "#endif\n"
680 "\n"
681 "#ifdef USESPECULAR\n"
682 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
683 "# ifdef USECOLORMAPPING\n"
684 "       gl_FragColor *= tex2;\n"
685 "# endif\n"
686 "# ifdef USEGLOW\n"
687 "       gl_FragColor += tex2;\n"
688 "# endif\n"
689 "# ifdef USEVERTEXTEXTUREBLEND\n"
690 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
691 "# endif\n"
692 "#endif\n"
693 "}\n"
694 "#endif\n"
695 "#else // !MODE_GENERIC\n"
696 "\n"
697 "\n"
698 "\n"
699 "\n"
700 "#ifdef MODE_BLOOMBLUR\n"
701 "varying TexCoord;\n"
702 "#ifdef VERTEX_SHADER\n"
703 "void main(void)\n"
704 "{\n"
705 "       gl_FrontColor = gl_Color;\n"
706 "       TexCoord = gl_MultiTexCoord0.xy;\n"
707 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
708 "}\n"
709 "#endif\n"
710 "\n"
711 "#ifdef FRAGMENT_SHADER\n"
712 "uniform sampler2D Texture_First;\n"
713 "uniform vec4 BloomBlur_Parameters;\n"
714 "\n"
715 "void main(void)\n"
716 "{\n"
717 "       int i;\n"
718 "       vec2 tc = TexCoord;\n"
719 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
720 "       tc += BloomBlur_Parameters.xy;\n"
721 "       for (i = 1;i < SAMPLES;i++)\n"
722 "       {\n"
723 "               color += texture2D(Texture_First, tc).rgb;\n"
724 "               tc += BloomBlur_Parameters.xy;\n"
725 "       }\n"
726 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
727 "}\n"
728 "#endif\n"
729 "#else // !MODE_BLOOMBLUR\n"
730 "#ifdef MODE_REFRACTION\n"
731 "varying vec2 TexCoord;\n"
732 "varying vec4 ModelViewProjectionPosition;\n"
733 "uniform mat4 TexMatrix;\n"
734 "#ifdef VERTEX_SHADER\n"
735 "\n"
736 "void main(void)\n"
737 "{\n"
738 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
739 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
740 "       ModelViewProjectionPosition = gl_Position;\n"
741 "}\n"
742 "#endif\n"
743 "\n"
744 "#ifdef FRAGMENT_SHADER\n"
745 "uniform sampler2D Texture_Normal;\n"
746 "uniform sampler2D Texture_Refraction;\n"
747 "uniform sampler2D Texture_Reflection;\n"
748 "\n"
749 "uniform vec4 DistortScaleRefractReflect;\n"
750 "uniform vec4 ScreenScaleRefractReflect;\n"
751 "uniform vec4 ScreenCenterRefractReflect;\n"
752 "uniform vec4 RefractColor;\n"
753 "uniform vec4 ReflectColor;\n"
754 "uniform float ReflectFactor;\n"
755 "uniform float ReflectOffset;\n"
756 "\n"
757 "void main(void)\n"
758 "{\n"
759 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
760 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
761 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
762 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
763 "       // FIXME temporary hack to detect the case that the reflection\n"
764 "       // gets blackened at edges due to leaving the area that contains actual\n"
765 "       // content.\n"
766 "       // Remove this 'ack once we have a better way to stop this thing from\n"
767 "       // 'appening.\n"
768 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
769 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
770 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
771 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
772 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
773 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
774 "}\n"
775 "#endif\n"
776 "#else // !MODE_REFRACTION\n"
777 "\n"
778 "\n"
779 "\n"
780 "\n"
781 "#ifdef MODE_WATER\n"
782 "varying vec2 TexCoord;\n"
783 "varying vec3 EyeVector;\n"
784 "varying vec4 ModelViewProjectionPosition;\n"
785 "#ifdef VERTEX_SHADER\n"
786 "uniform vec3 EyePosition;\n"
787 "uniform mat4 TexMatrix;\n"
788 "\n"
789 "void main(void)\n"
790 "{\n"
791 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
792 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
793 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
794 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
795 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
796 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
797 "       ModelViewProjectionPosition = gl_Position;\n"
798 "}\n"
799 "#endif\n"
800 "\n"
801 "#ifdef FRAGMENT_SHADER\n"
802 "uniform sampler2D Texture_Normal;\n"
803 "uniform sampler2D Texture_Refraction;\n"
804 "uniform sampler2D Texture_Reflection;\n"
805 "\n"
806 "uniform vec4 DistortScaleRefractReflect;\n"
807 "uniform vec4 ScreenScaleRefractReflect;\n"
808 "uniform vec4 ScreenCenterRefractReflect;\n"
809 "uniform vec4 RefractColor;\n"
810 "uniform vec4 ReflectColor;\n"
811 "uniform float ReflectFactor;\n"
812 "uniform float ReflectOffset;\n"
813 "\n"
814 "void main(void)\n"
815 "{\n"
816 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
817 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
818 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
819 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
820 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 "       // FIXME temporary hack to detect the case that the reflection\n"
822 "       // gets blackened at edges due to leaving the area that contains actual\n"
823 "       // content.\n"
824 "       // Remove this 'ack once we have a better way to stop this thing from\n"
825 "       // 'appening.\n"
826 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
827 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
828 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
829 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
830 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
831 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
836 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
837 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_WATER\n"
841 "\n"
842 "\n"
843 "\n"
844 "\n"
845 "// common definitions between vertex shader and fragment shader:\n"
846 "\n"
847 "varying vec2 TexCoord;\n"
848 "#ifdef USEVERTEXTEXTUREBLEND\n"
849 "varying vec2 TexCoord2;\n"
850 "#endif\n"
851 "#ifdef USELIGHTMAP\n"
852 "varying vec2 TexCoordLightmap;\n"
853 "#endif\n"
854 "\n"
855 "#ifdef MODE_LIGHTSOURCE\n"
856 "varying vec3 CubeVector;\n"
857 "#endif\n"
858 "\n"
859 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
860 "varying vec3 LightVector;\n"
861 "#endif\n"
862 "\n"
863 "#ifdef USEEYEVECTOR\n"
864 "varying vec3 EyeVector;\n"
865 "#endif\n"
866 "#ifdef USEFOG\n"
867 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
868 "#endif\n"
869 "\n"
870 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
871 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
872 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
873 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
874 "#endif\n"
875 "\n"
876 "#ifdef USEREFLECTION\n"
877 "varying vec4 ModelViewProjectionPosition;\n"
878 "#endif\n"
879 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
880 "uniform vec3 LightPosition;\n"
881 "varying vec4 ModelViewPosition;\n"
882 "#endif\n"
883 "\n"
884 "#ifdef MODE_LIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "#endif\n"
887 "uniform vec3 EyePosition;\n"
888 "#ifdef MODE_LIGHTDIRECTION\n"
889 "uniform vec3 LightDir;\n"
890 "#endif\n"
891 "uniform vec4 FogPlane;\n"
892 "\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
898 "\n"
899 "// fragment shader specific:\n"
900 "#ifdef FRAGMENT_SHADER\n"
901 "\n"
902 "uniform sampler2D Texture_Normal;\n"
903 "uniform sampler2D Texture_Color;\n"
904 "uniform sampler2D Texture_Gloss;\n"
905 "#ifdef USEGLOW\n"
906 "uniform sampler2D Texture_Glow;\n"
907 "#endif\n"
908 "#ifdef USEVERTEXTEXTUREBLEND\n"
909 "uniform sampler2D Texture_SecondaryNormal;\n"
910 "uniform sampler2D Texture_SecondaryColor;\n"
911 "uniform sampler2D Texture_SecondaryGloss;\n"
912 "#ifdef USEGLOW\n"
913 "uniform sampler2D Texture_SecondaryGlow;\n"
914 "#endif\n"
915 "#endif\n"
916 "#ifdef USECOLORMAPPING\n"
917 "uniform sampler2D Texture_Pants;\n"
918 "uniform sampler2D Texture_Shirt;\n"
919 "#endif\n"
920 "#ifdef USEFOG\n"
921 "uniform sampler2D Texture_FogMask;\n"
922 "#endif\n"
923 "#ifdef USELIGHTMAP\n"
924 "uniform sampler2D Texture_Lightmap;\n"
925 "#endif\n"
926 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
927 "uniform sampler2D Texture_Deluxemap;\n"
928 "#endif\n"
929 "#ifdef USEREFLECTION\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "#endif\n"
932 "\n"
933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
934 "uniform sampler2D Texture_ScreenDepth;\n"
935 "uniform sampler2D Texture_ScreenNormalMap;\n"
936 "#endif\n"
937 "#ifdef USEDEFERREDLIGHTMAP\n"
938 "uniform sampler2D Texture_ScreenDiffuse;\n"
939 "uniform sampler2D Texture_ScreenSpecular;\n"
940 "#endif\n"
941 "\n"
942 "uniform myhalf3 Color_Pants;\n"
943 "uniform myhalf3 Color_Shirt;\n"
944 "uniform myhalf3 FogColor;\n"
945 "\n"
946 "#ifdef USEFOG\n"
947 "uniform float FogRangeRecip;\n"
948 "uniform float FogPlaneViewDist;\n"
949 "uniform float FogHeightFade;\n"
950 "float FogVertex(void)\n"
951 "{\n"
952 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
953 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
954 "       float fogfrac;\n"
955 "#ifdef USEFOGOUTSIDE\n"
956 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
957 "#else\n"
958 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
959 "#endif\n"
960 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
961 "}\n"
962 "#endif\n"
963 "\n"
964 "#ifdef USEOFFSETMAPPING\n"
965 "uniform float OffsetMapping_Scale;\n"
966 "vec2 OffsetMapping(vec2 TexCoord)\n"
967 "{\n"
968 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
969 "       // 14 sample relief mapping: linear search and then binary search\n"
970 "       // this basically steps forward a small amount repeatedly until it finds\n"
971 "       // itself inside solid, then jitters forward and back using decreasing\n"
972 "       // amounts to find the impact\n"
973 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
974 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
975 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
976 "       vec3 RT = vec3(TexCoord, 1);\n"
977 "       OffsetVector *= 0.1;\n"
978 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
979 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
980 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
981 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
982 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
983 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
984 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
985 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
986 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
987 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
988 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
989 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
990 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
991 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
992 "       return RT.xy;\n"
993 "#else\n"
994 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
995 "       // this basically moves forward the full distance, and then backs up based\n"
996 "       // on height of samples\n"
997 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
998 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
999 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1000 "       TexCoord += OffsetVector;\n"
1001 "       OffsetVector *= 0.333;\n"
1002 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1003 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1004 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1005 "       return TexCoord;\n"
1006 "#endif\n"
1007 "}\n"
1008 "#endif // USEOFFSETMAPPING\n"
1009 "\n"
1010 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1011 "uniform sampler2D Texture_Attenuation;\n"
1012 "uniform samplerCube Texture_Cube;\n"
1013 "\n"
1014 "#ifdef USESHADOWMAPRECT\n"
1015 "# ifdef USESHADOWSAMPLER\n"
1016 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1017 "# else\n"
1018 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1019 "# endif\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef USESHADOWMAP2D\n"
1023 "# ifdef USESHADOWSAMPLER\n"
1024 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1025 "# else\n"
1026 "uniform sampler2D Texture_ShadowMap2D;\n"
1027 "# endif\n"
1028 "#endif\n"
1029 "\n"
1030 "#ifdef USESHADOWMAPVSDCT\n"
1031 "uniform samplerCube Texture_CubeProjection;\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAPCUBE\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1037 "# else\n"
1038 "uniform samplerCube Texture_ShadowMapCube;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1043 "uniform vec2 ShadowMap_TextureScale;\n"
1044 "uniform vec4 ShadowMap_Parameters;\n"
1045 "#endif\n"
1046 "\n"
1047 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1048 "# ifndef USESHADOWMAPVSDCT\n"
1049 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1050 "{\n"
1051 "       vec3 adir = abs(dir);\n"
1052 "       vec2 tc;\n"
1053 "       vec2 offset;\n"
1054 "       float ma;\n"
1055 "       if (adir.x > adir.y)\n"
1056 "       {\n"
1057 "               if (adir.x > adir.z) // X\n"
1058 "               {\n"
1059 "                       ma = adir.x;\n"
1060 "                       tc = dir.zy;\n"
1061 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1062 "               }\n"
1063 "               else // Z\n"
1064 "               {\n"
1065 "                       ma = adir.z;\n"
1066 "                       tc = dir.xy;\n"
1067 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1068 "               }\n"
1069 "       }\n"
1070 "       else\n"
1071 "       {\n"
1072 "               if (adir.y > adir.z) // Y\n"
1073 "               {\n"
1074 "                       ma = adir.y;\n"
1075 "                       tc = dir.xz;\n"
1076 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1077 "               }\n"
1078 "               else // Z\n"
1079 "               {\n"
1080 "                       ma = adir.z;\n"
1081 "                       tc = dir.xy;\n"
1082 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1083 "               }\n"
1084 "       }\n"
1085 "\n"
1086 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1087 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1088 "       stc.z += ShadowMap_Parameters.z;\n"
1089 "       return stc;\n"
1090 "}\n"
1091 "# else\n"
1092 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1093 "{\n"
1094 "       vec3 adir = abs(dir);\n"
1095 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1096 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1097 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1098 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1099 "       stc.z += ShadowMap_Parameters.z;\n"
1100 "       return stc;\n"
1101 "}\n"
1102 "# endif\n"
1103 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1104 "\n"
1105 "#ifdef USESHADOWMAPCUBE\n"
1106 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1107 "{\n"
1108 "       vec3 adir = abs(dir);\n"
1109 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1110 "}\n"
1111 "#endif\n"
1112 "\n"
1113 "# ifdef USESHADOWMAPRECT\n"
1114 "float ShadowMapCompare(vec3 dir)\n"
1115 "{\n"
1116 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1117 "       float f;\n"
1118 "#  ifdef USESHADOWSAMPLER\n"
1119 "\n"
1120 "#    ifdef USESHADOWMAPPCF\n"
1121 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1122 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1123 "#    else\n"
1124 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1125 "#    endif\n"
1126 "\n"
1127 "#  else\n"
1128 "\n"
1129 "#    ifdef USESHADOWMAPPCF\n"
1130 "#      if USESHADOWMAPPCF > 1\n"
1131 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1132 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1133 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1134 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1135 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1136 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1137 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1138 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1139 "#      else\n"
1140 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1141 "       vec2 offset = fract(shadowmaptc.xy);\n"
1142 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1143 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1144 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1145 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1146 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1147 "#      endif\n"
1148 "#    else\n"
1149 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1150 "#    endif\n"
1151 "\n"
1152 "#  endif\n"
1153 "       return f;\n"
1154 "}\n"
1155 "# endif\n"
1156 "\n"
1157 "# ifdef USESHADOWMAP2D\n"
1158 "float ShadowMapCompare(vec3 dir)\n"
1159 "{\n"
1160 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1161 "       float f;\n"
1162 "\n"
1163 "#  ifdef USESHADOWSAMPLER\n"
1164 "#    ifdef USESHADOWMAPPCF\n"
1165 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1166 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1167 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1168 "#    else\n"
1169 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1170 "#    endif\n"
1171 "#  else\n"
1172 "#    ifdef USESHADOWMAPPCF\n"
1173 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1174 "#      ifdef GL_ARB_texture_gather\n"
1175 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1178 "#      endif\n"
1179 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1180 "       center *= ShadowMap_TextureScale;\n"
1181 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1182 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1183 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1184 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1185 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1186 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#     else\n"
1189 "#      ifdef GL_EXT_gpu_shader4\n"
1190 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1191 "#      else\n"
1192 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1193 "#      endif\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1196 "       center *= ShadowMap_TextureScale;\n"
1197 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1198 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1199 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1200 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1205 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1206 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1207 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1208 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1209 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1210 "#      endif\n"
1211 "#     endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1214 "#    endif\n"
1215 "#  endif\n"
1216 "       return f;\n"
1217 "}\n"
1218 "# endif\n"
1219 "\n"
1220 "# ifdef USESHADOWMAPCUBE\n"
1221 "float ShadowMapCompare(vec3 dir)\n"
1222 "{\n"
1223 "       // apply depth texture cubemap as light filter\n"
1224 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1225 "       float f;\n"
1226 "#  ifdef USESHADOWSAMPLER\n"
1227 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1228 "#  else\n"
1229 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1230 "#  endif\n"
1231 "       return f;\n"
1232 "}\n"
1233 "# endif\n"
1234 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
1235 "#endif // FRAGMENT_SHADER\n"
1236 "\n"
1237 "\n"
1238 "\n"
1239 "\n"
1240 "#ifdef MODE_DEFERREDGEOMETRY\n"
1241 "#ifdef VERTEX_SHADER\n"
1242 "uniform mat4 TexMatrix;\n"
1243 "#ifdef USEVERTEXTEXTUREBLEND\n"
1244 "uniform mat4 BackgroundTexMatrix;\n"
1245 "#endif\n"
1246 "uniform mat4 ModelViewMatrix;\n"
1247 "void main(void)\n"
1248 "{\n"
1249 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1250 "#ifdef USEVERTEXTEXTUREBLEND\n"
1251 "       gl_FrontColor = gl_Color;\n"
1252 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1253 "#endif\n"
1254 "\n"
1255 "       // transform unnormalized eye direction into tangent space\n"
1256 "#ifdef USEOFFSETMAPPING\n"
1257 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1258 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1259 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1260 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1261 "#endif\n"
1262 "\n"
1263 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1264 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1265 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1266 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1267 "}\n"
1268 "#endif // VERTEX_SHADER\n"
1269 "\n"
1270 "#ifdef FRAGMENT_SHADER\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "#ifdef USEOFFSETMAPPING\n"
1274 "       // apply offsetmapping\n"
1275 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1276 "#define TexCoord TexCoordOffset\n"
1277 "#endif\n"
1278 "\n"
1279 "#ifdef USEALPHAKILL\n"
1280 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1281 "               discard;\n"
1282 "#endif\n"
1283 "\n"
1284 "#ifdef USEVERTEXTEXTUREBLEND\n"
1285 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1286 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1287 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1288 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1289 "#endif\n"
1290 "\n"
1291 "#ifdef USEVERTEXTEXTUREBLEND\n"
1292 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1293 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1294 "#else\n"
1295 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1296 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1297 "#endif\n"
1298 "\n"
1299 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1300 "}\n"
1301 "#endif // FRAGMENT_SHADER\n"
1302 "#else // !MODE_DEFERREDGEOMETRY\n"
1303 "\n"
1304 "\n"
1305 "\n"
1306 "\n"
1307 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1308 "#ifdef VERTEX_SHADER\n"
1309 "uniform mat4 ModelViewMatrix;\n"
1310 "void main(void)\n"
1311 "{\n"
1312 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1313 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1314 "}\n"
1315 "#endif // VERTEX_SHADER\n"
1316 "\n"
1317 "#ifdef FRAGMENT_SHADER\n"
1318 "uniform mat4 ViewToLight;\n"
1319 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1320 "uniform vec2 ScreenToDepth;\n"
1321 "uniform myhalf3 DeferredColor_Ambient;\n"
1322 "uniform myhalf3 DeferredColor_Diffuse;\n"
1323 "#ifdef USESPECULAR\n"
1324 "uniform myhalf3 DeferredColor_Specular;\n"
1325 "uniform myhalf SpecularPower;\n"
1326 "#endif\n"
1327 "uniform myhalf2 PixelToScreenTexCoord;\n"
1328 "void main(void)\n"
1329 "{\n"
1330 "       // calculate viewspace pixel position\n"
1331 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1332 "       vec3 position;\n"
1333 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1334 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1335 "       // decode viewspace pixel normal\n"
1336 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1337 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1338 "       // surfacenormal = pixel normal in viewspace\n"
1339 "       // LightVector = pixel to light in viewspace\n"
1340 "       // CubeVector = position in lightspace\n"
1341 "       // eyevector = pixel to view in viewspace\n"
1342 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1343 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1344 "#ifdef USEDIFFUSE\n"
1345 "       // calculate diffuse shading\n"
1346 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1347 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1348 "#endif\n"
1349 "#ifdef USESPECULAR\n"
1350 "       // calculate directional shading\n"
1351 "       vec3 eyevector = position * -1.0;\n"
1352 "#  ifdef USEEXACTSPECULARMATH\n"
1353 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1354 "#  else\n"
1355 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1356 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1357 "#  endif\n"
1358 "#endif\n"
1359 "\n"
1360 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1361 "       fade *= ShadowMapCompare(CubeVector);\n"
1362 "#endif\n"
1363 "\n"
1364 "#ifdef USEDIFFUSE\n"
1365 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1366 "#else\n"
1367 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1368 "#endif\n"
1369 "#ifdef USESPECULAR\n"
1370 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1371 "#else\n"
1372 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1373 "#endif\n"
1374 "\n"
1375 "# ifdef USECUBEFILTER\n"
1376 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1377 "       gl_FragData[0].rgb *= cubecolor;\n"
1378 "       gl_FragData[1].rgb *= cubecolor;\n"
1379 "# endif\n"
1380 "}\n"
1381 "#endif // FRAGMENT_SHADER\n"
1382 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1383 "\n"
1384 "\n"
1385 "\n"
1386 "\n"
1387 "#ifdef VERTEX_SHADER\n"
1388 "uniform mat4 TexMatrix;\n"
1389 "#ifdef USEVERTEXTEXTUREBLEND\n"
1390 "uniform mat4 BackgroundTexMatrix;\n"
1391 "#endif\n"
1392 "#ifdef MODE_LIGHTSOURCE\n"
1393 "uniform mat4 ModelToLight;\n"
1394 "#endif\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1398 "       gl_FrontColor = gl_Color;\n"
1399 "#endif\n"
1400 "       // copy the surface texcoord\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1404 "#endif\n"
1405 "#ifdef USELIGHTMAP\n"
1406 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef MODE_LIGHTSOURCE\n"
1410 "       // transform vertex position into light attenuation/cubemap space\n"
1411 "       // (-1 to +1 across the light box)\n"
1412 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1413 "\n"
1414 "# ifdef USEDIFFUSE\n"
1415 "       // transform unnormalized light direction into tangent space\n"
1416 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1417 "       //  normalize it per pixel)\n"
1418 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1419 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1420 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1421 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1422 "# endif\n"
1423 "#endif\n"
1424 "\n"
1425 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1426 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1427 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1428 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "       // transform unnormalized eye direction into tangent space\n"
1432 "#ifdef USEEYEVECTOR\n"
1433 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1434 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1435 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1436 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1437 "#endif\n"
1438 "\n"
1439 "#ifdef USEFOG\n"
1440 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1441 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1442 "#endif\n"
1443 "\n"
1444 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1445 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1446 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1447 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1448 "#endif\n"
1449 "\n"
1450 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1451 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1452 "\n"
1453 "#ifdef USEREFLECTION\n"
1454 "       ModelViewProjectionPosition = gl_Position;\n"
1455 "#endif\n"
1456 "}\n"
1457 "#endif // VERTEX_SHADER\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "\n"
1462 "#ifdef FRAGMENT_SHADER\n"
1463 "#ifdef USEDEFERREDLIGHTMAP\n"
1464 "uniform myhalf2 PixelToScreenTexCoord;\n"
1465 "uniform myhalf3 DeferredMod_Diffuse;\n"
1466 "uniform myhalf3 DeferredMod_Specular;\n"
1467 "#endif\n"
1468 "uniform myhalf3 Color_Ambient;\n"
1469 "uniform myhalf3 Color_Diffuse;\n"
1470 "uniform myhalf3 Color_Specular;\n"
1471 "uniform myhalf SpecularPower;\n"
1472 "#ifdef USEGLOW\n"
1473 "uniform myhalf3 Color_Glow;\n"
1474 "#endif\n"
1475 "uniform myhalf Alpha;\n"
1476 "#ifdef USEREFLECTION\n"
1477 "uniform vec4 DistortScaleRefractReflect;\n"
1478 "uniform vec4 ScreenScaleRefractReflect;\n"
1479 "uniform vec4 ScreenCenterRefractReflect;\n"
1480 "uniform myhalf4 ReflectColor;\n"
1481 "#endif\n"
1482 "#ifdef USEREFLECTCUBE\n"
1483 "uniform mat4 ModelToReflectCube;\n"
1484 "uniform sampler2D Texture_ReflectMask;\n"
1485 "uniform samplerCube Texture_ReflectCube;\n"
1486 "#endif\n"
1487 "#ifdef MODE_LIGHTDIRECTION\n"
1488 "uniform myhalf3 LightColor;\n"
1489 "#endif\n"
1490 "#ifdef MODE_LIGHTSOURCE\n"
1491 "uniform myhalf3 LightColor;\n"
1492 "#endif\n"
1493 "void main(void)\n"
1494 "{\n"
1495 "#ifdef USEOFFSETMAPPING\n"
1496 "       // apply offsetmapping\n"
1497 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1498 "#define TexCoord TexCoordOffset\n"
1499 "#endif\n"
1500 "\n"
1501 "       // combine the diffuse textures (base, pants, shirt)\n"
1502 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1503 "#ifdef USEALPHAKILL\n"
1504 "       if (color.a < 0.5)\n"
1505 "               discard;\n"
1506 "#endif\n"
1507 "       color.a *= Alpha;\n"
1508 "#ifdef USECOLORMAPPING\n"
1509 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1510 "#endif\n"
1511 "#ifdef USEVERTEXTEXTUREBLEND\n"
1512 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1513 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1514 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1515 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1516 "       color.a = 1.0;\n"
1517 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1518 "#endif\n"
1519 "\n"
1520 "       // get the surface normal\n"
1521 "#ifdef USEVERTEXTEXTUREBLEND\n"
1522 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1523 "#else\n"
1524 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1525 "#endif\n"
1526 "\n"
1527 "       // get the material colors\n"
1528 "       myhalf3 diffusetex = color.rgb;\n"
1529 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1530 "# ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1532 "# else\n"
1533 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1534 "# endif\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef USEREFLECTCUBE\n"
1538 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1539 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1540 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1541 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1542 "#endif\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "\n"
1547 "#ifdef MODE_LIGHTSOURCE\n"
1548 "       // light source\n"
1549 "#ifdef USEDIFFUSE\n"
1550 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1551 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1552 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1553 "#ifdef USESPECULAR\n"
1554 "#ifdef USEEXACTSPECULARMATH\n"
1555 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1556 "#else\n"
1557 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1558 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1559 "#endif\n"
1560 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1561 "#endif\n"
1562 "#else\n"
1563 "       color.rgb = diffusetex * Color_Ambient;\n"
1564 "#endif\n"
1565 "       color.rgb *= LightColor;\n"
1566 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1567 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1568 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1569 "#endif\n"
1570 "# ifdef USECUBEFILTER\n"
1571 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1572 "# endif\n"
1573 "#endif // MODE_LIGHTSOURCE\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTDIRECTION\n"
1579 "#define SHADING\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "#endif\n"
1583 "#define lightcolor LightColor\n"
1584 "#endif // MODE_LIGHTDIRECTION\n"
1585 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1586 "#define SHADING\n"
1587 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1588 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1589 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1590 "       // convert modelspace light vector to tangentspace\n"
1591 "       myhalf3 lightnormal;\n"
1592 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1593 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1594 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1595 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1596 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1597 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1598 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1599 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1600 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1601 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1602 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1603 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1604 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1605 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1606 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1607 "#define SHADING\n"
1608 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1609 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1610 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1611 "#endif\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "\n"
1616 "#ifdef MODE_LIGHTMAP\n"
1617 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1618 "#endif // MODE_LIGHTMAP\n"
1619 "#ifdef MODE_VERTEXCOLOR\n"
1620 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1621 "#endif // MODE_VERTEXCOLOR\n"
1622 "#ifdef MODE_FLATCOLOR\n"
1623 "       color.rgb = diffusetex * Color_Ambient;\n"
1624 "#endif // MODE_FLATCOLOR\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "\n"
1629 "#ifdef SHADING\n"
1630 "# ifdef USEDIFFUSE\n"
1631 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1632 "#  ifdef USESPECULAR\n"
1633 "#   ifdef USEEXACTSPECULARMATH\n"
1634 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1635 "#   else\n"
1636 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1637 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1638 "#   endif\n"
1639 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1640 "#  else\n"
1641 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1642 "#  endif\n"
1643 "# else\n"
1644 "       color.rgb = diffusetex * Color_Ambient;\n"
1645 "# endif\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
1708
1709 =========================================================================================================================================================
1710
1711
1712
1713 =========================================================================================================================================================
1714
1715
1716
1717 =========================================================================================================================================================
1718
1719
1720
1721 =========================================================================================================================================================
1722
1723
1724
1725 =========================================================================================================================================================
1726
1727
1728
1729 =========================================================================================================================================================
1730 */
1731
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifndef USESHADOWMAPVSDCT\n"
2184 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2185 "{\n"
2186 "       float3 adir = abs(dir);\n"
2187 "       float2 tc;\n"
2188 "       float2 offset;\n"
2189 "       float ma;\n"
2190 "       if (adir.x > adir.y)\n"
2191 "       {\n"
2192 "               if (adir.x > adir.z) // X\n"
2193 "               {\n"
2194 "                       ma = adir.x;\n"
2195 "                       tc = dir.zy;\n"
2196 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2197 "               }\n"
2198 "               else // Z\n"
2199 "               {\n"
2200 "                       ma = adir.z;\n"
2201 "                       tc = dir.xy;\n"
2202 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2203 "               }\n"
2204 "       }\n"
2205 "       else\n"
2206 "       {\n"
2207 "               if (adir.y > adir.z) // Y\n"
2208 "               {\n"
2209 "                       ma = adir.y;\n"
2210 "                       tc = dir.xz;\n"
2211 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2212 "               }\n"
2213 "               else // Z\n"
2214 "               {\n"
2215 "                       ma = adir.z;\n"
2216 "                       tc = dir.xy;\n"
2217 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2218 "               }\n"
2219 "       }\n"
2220 "\n"
2221 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2222 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2223 "       stc.z += ShadowMap_Parameters.z;\n"
2224 "       return stc;\n"
2225 "}\n"
2226 "# else\n"
2227 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2228 "{\n"
2229 "       float3 adir = abs(dir);\n"
2230 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2231 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2232 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2233 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2234 "       stc.z += ShadowMap_Parameters.z;\n"
2235 "       return stc;\n"
2236 "}\n"
2237 "# endif\n"
2238 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2239 "\n"
2240 "#ifdef USESHADOWMAPCUBE\n"
2241 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2242 "{\n"
2243 "    float3 adir = abs(dir);\n"
2244 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2245 "}\n"
2246 "#endif\n"
2247 "\n"
2248 "# ifdef USESHADOWMAPRECT\n"
2249 "#ifdef USESHADOWMAPVSDCT\n"
2250 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2251 "#else\n"
2252 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2253 "#endif\n"
2254 "{\n"
2255 "#ifdef USESHADOWMAPVSDCT\n"
2256 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2257 "#else\n"
2258 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2259 "#endif\n"
2260 "       float f;\n"
2261 "#  ifdef USESHADOWSAMPLER\n"
2262 "\n"
2263 "#    ifdef USESHADOWMAPPCF\n"
2264 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2265 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2266 "#    else\n"
2267 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  else\n"
2271 "\n"
2272 "#    ifdef USESHADOWMAPPCF\n"
2273 "#      if USESHADOWMAPPCF > 1\n"
2274 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2275 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2276 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2277 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2278 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2279 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2280 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2281 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2282 "#      else\n"
2283 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2284 "    float2 offset = frac(shadowmaptc.xy);\n"
2285 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2286 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2287 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2288 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2289 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2290 "#      endif\n"
2291 "#    else\n"
2292 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2293 "#    endif\n"
2294 "\n"
2295 "#  endif\n"
2296 "       return f;\n"
2297 "}\n"
2298 "# endif\n"
2299 "\n"
2300 "# ifdef USESHADOWMAP2D\n"
2301 "#ifdef USESHADOWMAPVSDCT\n"
2302 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2303 "#else\n"
2304 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2305 "#endif\n"
2306 "{\n"
2307 "#ifdef USESHADOWMAPVSDCT\n"
2308 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2309 "#else\n"
2310 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2311 "#endif\n"
2312 "    float f;\n"
2313 "\n"
2314 "#  ifdef USESHADOWSAMPLER\n"
2315 "#    ifdef USESHADOWMAPPCF\n"
2316 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2317 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2318 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2319 "#    else\n"
2320 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2321 "#    endif\n"
2322 "#  else\n"
2323 "#    ifdef USESHADOWMAPPCF\n"
2324 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2325 "#      ifdef GL_ARB_texture_gather\n"
2326 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2327 "#      else\n"
2328 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2329 "#      endif\n"
2330 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2331 "    center *= ShadowMap_TextureScale;\n"
2332 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2333 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2334 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2335 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2336 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2337 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2338 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2339 "#     else\n"
2340 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2341 "#      if USESHADOWMAPPCF > 1\n"
2342 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2343 "    center *= ShadowMap_TextureScale;\n"
2344 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2345 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2346 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2347 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2348 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2349 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2350 "#      else\n"
2351 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2352 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2353 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2354 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2355 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2356 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2357 "#      endif\n"
2358 "#     endif\n"
2359 "#    else\n"
2360 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2361 "#    endif\n"
2362 "#  endif\n"
2363 "    return f;\n"
2364 "}\n"
2365 "# endif\n"
2366 "\n"
2367 "# ifdef USESHADOWMAPCUBE\n"
2368 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2369 "{\n"
2370 "    // apply depth texture cubemap as light filter\n"
2371 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2372 "    float f;\n"
2373 "#  ifdef USESHADOWSAMPLER\n"
2374 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2375 "#  else\n"
2376 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2377 "#  endif\n"
2378 "    return f;\n"
2379 "}\n"
2380 "# endif\n"
2381 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2382 "#endif // FRAGMENT_SHADER\n"
2383 "\n"
2384 "\n"
2385 "\n"
2386 "\n"
2387 "#ifdef MODE_DEFERREDGEOMETRY\n"
2388 "#ifdef VERTEX_SHADER\n"
2389 "void main\n"
2390 "(\n"
2391 "float4 gl_Vertex : POSITION,\n"
2392 "uniform float4x4 ModelViewProjectionMatrix,\n"
2393 "#ifdef USEVERTEXTEXTUREBLEND\n"
2394 "float4 gl_Color : COLOR0,\n"
2395 "#endif\n"
2396 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2397 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2398 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2399 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2400 "uniform float4x4 TexMatrix,\n"
2401 "#ifdef USEVERTEXTEXTUREBLEND\n"
2402 "uniform float4x4 BackgroundTexMatrix,\n"
2403 "#endif\n"
2404 "uniform float4x4 ModelViewMatrix,\n"
2405 "#ifdef USEOFFSETMAPPING\n"
2406 "uniform float3 EyePosition,\n"
2407 "#endif\n"
2408 "out float4 gl_Position : POSITION,\n"
2409 "out float4 gl_FrontColor : COLOR,\n"
2410 "out float4 TexCoordBoth : TEXCOORD0,\n"
2411 "#ifdef USEOFFSETMAPPING\n"
2412 "out float3 EyeVector : TEXCOORD2,\n"
2413 "#endif\n"
2414 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2415 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2416 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2417 ")\n"
2418 "{\n"
2419 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2420 "#ifdef USEVERTEXTEXTUREBLEND\n"
2421 "       gl_FrontColor = gl_Color;\n"
2422 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2423 "#endif\n"
2424 "\n"
2425 "       // transform unnormalized eye direction into tangent space\n"
2426 "#ifdef USEOFFSETMAPPING\n"
2427 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2428 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2429 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2430 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2431 "#endif\n"
2432 "\n"
2433 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2434 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2435 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2436 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2437 "}\n"
2438 "#endif // VERTEX_SHADER\n"
2439 "\n"
2440 "#ifdef FRAGMENT_SHADER\n"
2441 "void main\n"
2442 "(\n"
2443 "float4 TexCoordBoth : TEXCOORD0,\n"
2444 "float3 EyeVector : TEXCOORD2,\n"
2445 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2446 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2447 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2448 "uniform sampler2D Texture_Normal,\n"
2449 "#ifdef USEALPHAKILL\n"
2450 "uniform sampler2D Texture_Color,\n"
2451 "#endif\n"
2452 "uniform sampler2D Texture_Gloss,\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "uniform sampler2D Texture_SecondaryNormal,\n"
2455 "uniform sampler2D Texture_SecondaryGloss,\n"
2456 "#endif\n"
2457 "#ifdef USEOFFSETMAPPING\n"
2458 "uniform float OffsetMapping_Scale,\n"
2459 "#endif\n"
2460 "uniform half SpecularPower,\n"
2461 "out float4 gl_FragColor : COLOR\n"
2462 ")\n"
2463 "{\n"
2464 "       float2 TexCoord = TexCoordBoth.xy;\n"
2465 "#ifdef USEOFFSETMAPPING\n"
2466 "       // apply offsetmapping\n"
2467 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2468 "#define TexCoord TexCoordOffset\n"
2469 "#endif\n"
2470 "\n"
2471 "#ifdef USEALPHAKILL\n"
2472 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2473 "               discard;\n"
2474 "#endif\n"
2475 "\n"
2476 "#ifdef USEVERTEXTEXTUREBLEND\n"
2477 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2478 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2479 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2480 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2481 "#endif\n"
2482 "\n"
2483 "#ifdef USEVERTEXTEXTUREBLEND\n"
2484 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2485 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2486 "#else\n"
2487 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2488 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2489 "#endif\n"
2490 "\n"
2491 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2492 "}\n"
2493 "#endif // FRAGMENT_SHADER\n"
2494 "#else // !MODE_DEFERREDGEOMETRY\n"
2495 "\n"
2496 "\n"
2497 "\n"
2498 "\n"
2499 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2500 "#ifdef VERTEX_SHADER\n"
2501 "void main\n"
2502 "(\n"
2503 "float4 gl_Vertex : POSITION,\n"
2504 "uniform float4x4 ModelViewProjectionMatrix,\n"
2505 "uniform float4x4 ModelViewMatrix,\n"
2506 "out float4 gl_Position : POSITION,\n"
2507 "out float4 ModelViewPosition : TEXCOORD0\n"
2508 ")\n"
2509 "{\n"
2510 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2511 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2512 "}\n"
2513 "#endif // VERTEX_SHADER\n"
2514 "\n"
2515 "#ifdef FRAGMENT_SHADER\n"
2516 "void main\n"
2517 "(\n"
2518 "float2 Pixel : WPOS,\n"
2519 "float4 ModelViewPosition : TEXCOORD0,\n"
2520 "uniform float4x4 ViewToLight,\n"
2521 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2522 "uniform float3 LightPosition,\n"
2523 "uniform half2 PixelToScreenTexCoord,\n"
2524 "uniform half3 DeferredColor_Ambient,\n"
2525 "uniform half3 DeferredColor_Diffuse,\n"
2526 "#ifdef USESPECULAR\n"
2527 "uniform half3 DeferredColor_Specular,\n"
2528 "uniform half SpecularPower,\n"
2529 "#endif\n"
2530 "uniform sampler2D Texture_Attenuation,\n"
2531 "uniform sampler2D Texture_ScreenDepth,\n"
2532 "uniform sampler2D Texture_ScreenNormalMap,\n"
2533 "\n"
2534 "#ifdef USESHADOWMAPRECT\n"
2535 "# ifdef USESHADOWSAMPLER\n"
2536 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2537 "# else\n"
2538 "uniform samplerRECT Texture_ShadowMapRect,\n"
2539 "# endif\n"
2540 "#endif\n"
2541 "\n"
2542 "#ifdef USESHADOWMAP2D\n"
2543 "# ifdef USESHADOWSAMPLER\n"
2544 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2545 "# else\n"
2546 "uniform sampler2D Texture_ShadowMap2D,\n"
2547 "# endif\n"
2548 "#endif\n"
2549 "\n"
2550 "#ifdef USESHADOWMAPVSDCT\n"
2551 "uniform samplerCUBE Texture_CubeProjection,\n"
2552 "#endif\n"
2553 "\n"
2554 "#ifdef USESHADOWMAPCUBE\n"
2555 "# ifdef USESHADOWSAMPLER\n"
2556 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2557 "# else\n"
2558 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2559 "# endif\n"
2560 "#endif\n"
2561 "\n"
2562 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2563 "uniform float2 ShadowMap_TextureScale,\n"
2564 "uniform float4 ShadowMap_Parameters,\n"
2565 "#endif\n"
2566 "\n"
2567 "out float4 gl_FragData0 : COLOR0,\n"
2568 "out float4 gl_FragData1 : COLOR1\n"
2569 ")\n"
2570 "{\n"
2571 "       // calculate viewspace pixel position\n"
2572 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2573 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2574 "       float3 position;\n"
2575 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2576 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2577 "       // decode viewspace pixel normal\n"
2578 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2579 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2580 "       // surfacenormal = pixel normal in viewspace\n"
2581 "       // LightVector = pixel to light in viewspace\n"
2582 "       // CubeVector = position in lightspace\n"
2583 "       // eyevector = pixel to view in viewspace\n"
2584 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2585 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2586 "#ifdef USEDIFFUSE\n"
2587 "       // calculate diffuse shading\n"
2588 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2589 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2590 "#endif\n"
2591 "#ifdef USESPECULAR\n"
2592 "       // calculate directional shading\n"
2593 "       float3 eyevector = position * -1.0;\n"
2594 "#  ifdef USEEXACTSPECULARMATH\n"
2595 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2596 "#  else\n"
2597 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2598 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2599 "#  endif\n"
2600 "#endif\n"
2601 "\n"
2602 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2603 "       fade *= ShadowMapCompare(CubeVector,\n"
2604 "# if defined(USESHADOWMAP2D)\n"
2605 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2606 "# endif\n"
2607 "# if defined(USESHADOWMAPRECT)\n"
2608 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2609 "# endif\n"
2610 "# if defined(USESHADOWMAPCUBE)\n"
2611 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2612 "# endif\n"
2613 "\n"
2614 "#ifdef USESHADOWMAPVSDCT\n"
2615 ", Texture_CubeProjection\n"
2616 "#endif\n"
2617 "       );\n"
2618 "#endif\n"
2619 "\n"
2620 "#ifdef USEDIFFUSE\n"
2621 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2622 "#else\n"
2623 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2624 "#endif\n"
2625 "#ifdef USESPECULAR\n"
2626 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2627 "#else\n"
2628 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2629 "#endif\n"
2630 "\n"
2631 "# ifdef USECUBEFILTER\n"
2632 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2633 "       gl_FragData0.rgb *= cubecolor;\n"
2634 "       gl_FragData1.rgb *= cubecolor;\n"
2635 "# endif\n"
2636 "}\n"
2637 "#endif // FRAGMENT_SHADER\n"
2638 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2639 "\n"
2640 "\n"
2641 "\n"
2642 "\n"
2643 "#ifdef VERTEX_SHADER\n"
2644 "void main\n"
2645 "(\n"
2646 "float4 gl_Vertex : POSITION,\n"
2647 "uniform float4x4 ModelViewProjectionMatrix,\n"
2648 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2649 "float4 gl_Color : COLOR0,\n"
2650 "#endif\n"
2651 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2652 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2653 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2654 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2655 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2656 "\n"
2657 "uniform float3 EyePosition,\n"
2658 "uniform float4x4 TexMatrix,\n"
2659 "#ifdef USEVERTEXTEXTUREBLEND\n"
2660 "uniform float4x4 BackgroundTexMatrix,\n"
2661 "#endif\n"
2662 "#ifdef MODE_LIGHTSOURCE\n"
2663 "uniform float4x4 ModelToLight,\n"
2664 "#endif\n"
2665 "#ifdef MODE_LIGHTSOURCE\n"
2666 "uniform float3 LightPosition,\n"
2667 "#endif\n"
2668 "#ifdef MODE_LIGHTDIRECTION\n"
2669 "uniform float3 LightDir,\n"
2670 "#endif\n"
2671 "uniform float4 FogPlane,\n"
2672 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2673 "uniform float3 LightPosition,\n"
2674 "#endif\n"
2675 "\n"
2676 "out float4 gl_FrontColor : COLOR,\n"
2677 "out float4 TexCoordBoth : TEXCOORD0,\n"
2678 "#ifdef USELIGHTMAP\n"
2679 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2680 "#endif\n"
2681 "#ifdef USEEYEVECTOR\n"
2682 "out float3 EyeVector : TEXCOORD2,\n"
2683 "#endif\n"
2684 "#ifdef USEREFLECTION\n"
2685 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2686 "#endif\n"
2687 "#ifdef USEFOG\n"
2688 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2689 "#endif\n"
2690 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2691 "out float3 LightVector : TEXCOORD5,\n"
2692 "#endif\n"
2693 "#ifdef MODE_LIGHTSOURCE\n"
2694 "out float3 CubeVector : TEXCOORD3,\n"
2695 "#endif\n"
2696 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2697 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2698 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2699 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2700 "#endif\n"
2701 "out float4 gl_Position : POSITION\n"
2702 ")\n"
2703 "{\n"
2704 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2705 "       gl_FrontColor = gl_Color;\n"
2706 "#endif\n"
2707 "       // copy the surface texcoord\n"
2708 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2709 "#ifdef USEVERTEXTEXTUREBLEND\n"
2710 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2711 "#endif\n"
2712 "#ifdef USELIGHTMAP\n"
2713 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef MODE_LIGHTSOURCE\n"
2717 "       // transform vertex position into light attenuation/cubemap space\n"
2718 "       // (-1 to +1 across the light box)\n"
2719 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2720 "\n"
2721 "# ifdef USEDIFFUSE\n"
2722 "       // transform unnormalized light direction into tangent space\n"
2723 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2724 "       //  normalize it per pixel)\n"
2725 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2726 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2727 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2728 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2729 "# endif\n"
2730 "#endif\n"
2731 "\n"
2732 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2733 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2734 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2735 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2736 "#endif\n"
2737 "\n"
2738 "       // transform unnormalized eye direction into tangent space\n"
2739 "#ifdef USEEYEVECTOR\n"
2740 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2741 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2742 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2743 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEFOG\n"
2747 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2748 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2749 "#endif\n"
2750 "\n"
2751 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2752 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2753 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2754 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2755 "#endif\n"
2756 "\n"
2757 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2758 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2759 "\n"
2760 "#ifdef USEREFLECTION\n"
2761 "       ModelViewProjectionPosition = gl_Position;\n"
2762 "#endif\n"
2763 "}\n"
2764 "#endif // VERTEX_SHADER\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef FRAGMENT_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "#ifdef USEDEFERREDLIGHTMAP\n"
2773 "float2 Pixel : WPOS,\n"
2774 "#endif\n"
2775 "float4 gl_FrontColor : COLOR,\n"
2776 "float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "float3 LightVector : TEXCOORD5,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2796 "float4 ModelViewPosition : TEXCOORD0,\n"
2797 "#endif\n"
2798 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2799 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2800 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2801 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2802 "#endif\n"
2803 "\n"
2804 "uniform sampler2D Texture_Normal,\n"
2805 "uniform sampler2D Texture_Color,\n"
2806 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2807 "uniform sampler2D Texture_Gloss,\n"
2808 "#endif\n"
2809 "#ifdef USEGLOW\n"
2810 "uniform sampler2D Texture_Glow,\n"
2811 "#endif\n"
2812 "#ifdef USEVERTEXTEXTUREBLEND\n"
2813 "uniform sampler2D Texture_SecondaryNormal,\n"
2814 "uniform sampler2D Texture_SecondaryColor,\n"
2815 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2816 "uniform sampler2D Texture_SecondaryGloss,\n"
2817 "#endif\n"
2818 "#ifdef USEGLOW\n"
2819 "uniform sampler2D Texture_SecondaryGlow,\n"
2820 "#endif\n"
2821 "#endif\n"
2822 "#ifdef USECOLORMAPPING\n"
2823 "uniform sampler2D Texture_Pants,\n"
2824 "uniform sampler2D Texture_Shirt,\n"
2825 "#endif\n"
2826 "#ifdef USEFOG\n"
2827 "uniform sampler2D Texture_FogMask,\n"
2828 "#endif\n"
2829 "#ifdef USELIGHTMAP\n"
2830 "uniform sampler2D Texture_Lightmap,\n"
2831 "#endif\n"
2832 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2833 "uniform sampler2D Texture_Deluxemap,\n"
2834 "#endif\n"
2835 "#ifdef USEREFLECTION\n"
2836 "uniform sampler2D Texture_Reflection,\n"
2837 "#endif\n"
2838 "\n"
2839 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2840 "uniform sampler2D Texture_ScreenDepth,\n"
2841 "uniform sampler2D Texture_ScreenNormalMap,\n"
2842 "#endif\n"
2843 "#ifdef USEDEFERREDLIGHTMAP\n"
2844 "uniform sampler2D Texture_ScreenDiffuse,\n"
2845 "uniform sampler2D Texture_ScreenSpecular,\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USECOLORMAPPING\n"
2849 "uniform half3 Color_Pants,\n"
2850 "uniform half3 Color_Shirt,\n"
2851 "#endif\n"
2852 "#ifdef USEFOG\n"
2853 "uniform float3 FogColor,\n"
2854 "uniform float FogRangeRecip,\n"
2855 "uniform float FogPlaneViewDist,\n"
2856 "uniform float FogHeightFade,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEOFFSETMAPPING\n"
2860 "uniform float OffsetMapping_Scale,\n"
2861 "#endif\n"
2862 "\n"
2863 "#ifdef USEDEFERREDLIGHTMAP\n"
2864 "uniform half2 PixelToScreenTexCoord,\n"
2865 "uniform half3 DeferredMod_Diffuse,\n"
2866 "uniform half3 DeferredMod_Specular,\n"
2867 "#endif\n"
2868 "uniform half3 Color_Ambient,\n"
2869 "uniform half3 Color_Diffuse,\n"
2870 "uniform half3 Color_Specular,\n"
2871 "uniform half SpecularPower,\n"
2872 "#ifdef USEGLOW\n"
2873 "uniform half3 Color_Glow,\n"
2874 "#endif\n"
2875 "uniform half Alpha,\n"
2876 "#ifdef USEREFLECTION\n"
2877 "uniform float4 DistortScaleRefractReflect,\n"
2878 "uniform float4 ScreenScaleRefractReflect,\n"
2879 "uniform float4 ScreenCenterRefractReflect,\n"
2880 "uniform half4 ReflectColor,\n"
2881 "#endif\n"
2882 "#ifdef USEREFLECTCUBE\n"
2883 "uniform float4x4 ModelToReflectCube,\n"
2884 "uniform sampler2D Texture_ReflectMask,\n"
2885 "uniform samplerCUBE Texture_ReflectCube,\n"
2886 "#endif\n"
2887 "#ifdef MODE_LIGHTDIRECTION\n"
2888 "uniform half3 LightColor,\n"
2889 "#endif\n"
2890 "#ifdef MODE_LIGHTSOURCE\n"
2891 "uniform half3 LightColor,\n"
2892 "#endif\n"
2893 "\n"
2894 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2895 "uniform sampler2D Texture_Attenuation,\n"
2896 "uniform samplerCUBE Texture_Cube,\n"
2897 "\n"
2898 "#ifdef USESHADOWMAPRECT\n"
2899 "# ifdef USESHADOWSAMPLER\n"
2900 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2901 "# else\n"
2902 "uniform samplerRECT Texture_ShadowMapRect,\n"
2903 "# endif\n"
2904 "#endif\n"
2905 "\n"
2906 "#ifdef USESHADOWMAP2D\n"
2907 "# ifdef USESHADOWSAMPLER\n"
2908 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2909 "# else\n"
2910 "uniform sampler2D Texture_ShadowMap2D,\n"
2911 "# endif\n"
2912 "#endif\n"
2913 "\n"
2914 "#ifdef USESHADOWMAPVSDCT\n"
2915 "uniform samplerCUBE Texture_CubeProjection,\n"
2916 "#endif\n"
2917 "\n"
2918 "#ifdef USESHADOWMAPCUBE\n"
2919 "# ifdef USESHADOWSAMPLER\n"
2920 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2921 "# else\n"
2922 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2923 "# endif\n"
2924 "#endif\n"
2925 "\n"
2926 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2927 "uniform float2 ShadowMap_TextureScale,\n"
2928 "uniform float4 ShadowMap_Parameters,\n"
2929 "#endif\n"
2930 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2931 "\n"
2932 "out float4 gl_FragColor : COLOR\n"
2933 ")\n"
2934 "{\n"
2935 "       float2 TexCoord = TexCoordBoth.xy;\n"
2936 "#ifdef USEVERTEXTEXTUREBLEND\n"
2937 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2938 "#endif\n"
2939 "#ifdef USEOFFSETMAPPING\n"
2940 "       // apply offsetmapping\n"
2941 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2942 "#define TexCoord TexCoordOffset\n"
2943 "#endif\n"
2944 "\n"
2945 "       // combine the diffuse textures (base, pants, shirt)\n"
2946 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2947 "#ifdef USEALPHAKILL\n"
2948 "       if (color.a < 0.5)\n"
2949 "               discard;\n"
2950 "#endif\n"
2951 "       color.a *= Alpha;\n"
2952 "#ifdef USECOLORMAPPING\n"
2953 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2954 "#endif\n"
2955 "#ifdef USEVERTEXTEXTUREBLEND\n"
2956 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2957 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2958 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2959 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2960 "       color.a = 1.0;\n"
2961 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the surface normal\n"
2965 "#ifdef USEVERTEXTEXTUREBLEND\n"
2966 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2967 "#else\n"
2968 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2969 "#endif\n"
2970 "\n"
2971 "       // get the material colors\n"
2972 "       half3 diffusetex = color.rgb;\n"
2973 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2974 "# ifdef USEVERTEXTEXTUREBLEND\n"
2975 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2976 "# else\n"
2977 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2978 "# endif\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USEREFLECTCUBE\n"
2982 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2983 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2984 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2985 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2986 "#endif\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "\n"
2991 "#ifdef MODE_LIGHTSOURCE\n"
2992 "       // light source\n"
2993 "#ifdef USEDIFFUSE\n"
2994 "       half3 lightnormal = half3(normalize(LightVector));\n"
2995 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2996 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2997 "#ifdef USESPECULAR\n"
2998 "#ifdef USEEXACTSPECULARMATH\n"
2999 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3000 "#else\n"
3001 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3002 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3003 "#endif\n"
3004 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3005 "#endif\n"
3006 "#else\n"
3007 "       color.rgb = diffusetex * Color_Ambient;\n"
3008 "#endif\n"
3009 "       color.rgb *= LightColor;\n"
3010 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3011 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3012 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3013 "# if defined(USESHADOWMAP2D)\n"
3014 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3015 "# endif\n"
3016 "# if defined(USESHADOWMAPRECT)\n"
3017 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3018 "# endif\n"
3019 "# if defined(USESHADOWMAPCUBE)\n"
3020 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3021 "# endif\n"
3022 "\n"
3023 "#ifdef USESHADOWMAPVSDCT\n"
3024 ", Texture_CubeProjection\n"
3025 "#endif\n"
3026 "       );\n"
3027 "\n"
3028 "#endif\n"
3029 "# ifdef USECUBEFILTER\n"
3030 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3031 "# endif\n"
3032 "#endif // MODE_LIGHTSOURCE\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "\n"
3037 "#ifdef MODE_LIGHTDIRECTION\n"
3038 "#define SHADING\n"
3039 "#ifdef USEDIFFUSE\n"
3040 "       half3 lightnormal = half3(normalize(LightVector));\n"
3041 "#endif\n"
3042 "#define lightcolor LightColor\n"
3043 "#endif // MODE_LIGHTDIRECTION\n"
3044 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3045 "#define SHADING\n"
3046 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3047 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3048 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3049 "       // convert modelspace light vector to tangentspace\n"
3050 "       half3 lightnormal;\n"
3051 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3052 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3053 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3054 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3055 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3056 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3057 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3058 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3059 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3060 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3061 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3062 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3063 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3064 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3065 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3066 "#define SHADING\n"
3067 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3068 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3069 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3070 "#endif\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "\n"
3075 "#ifdef MODE_LIGHTMAP\n"
3076 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3077 "#endif // MODE_LIGHTMAP\n"
3078 "#ifdef MODE_VERTEXCOLOR\n"
3079 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3080 "#endif // MODE_VERTEXCOLOR\n"
3081 "#ifdef MODE_FLATCOLOR\n"
3082 "       color.rgb = diffusetex * Color_Ambient;\n"
3083 "#endif // MODE_FLATCOLOR\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "\n"
3088 "#ifdef SHADING\n"
3089 "# ifdef USEDIFFUSE\n"
3090 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3091 "#  ifdef USESPECULAR\n"
3092 "#   ifdef USEEXACTSPECULARMATH\n"
3093 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3094 "#   else\n"
3095 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3096 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3097 "#   endif\n"
3098 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3099 "#  else\n"
3100 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3101 "#  endif\n"
3102 "# else\n"
3103 "       color.rgb = diffusetex * Color_Ambient;\n"
3104 "# endif\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USEDEFERREDLIGHTMAP\n"
3108 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3109 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3110 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3111 "#endif\n"
3112 "\n"
3113 "#ifdef USEGLOW\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3116 "#else\n"
3117 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3118 "#endif\n"
3119 "#endif\n"
3120 "\n"
3121 "#ifdef USEFOG\n"
3122 "#ifdef MODE_LIGHTSOURCE\n"
3123 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3124 "#else\n"
3125 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3126 "#endif\n"
3127 "#endif\n"
3128 "\n"
3129 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3130 "#ifdef USEREFLECTION\n"
3131 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3132 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3133 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3134 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3135 "       // FIXME temporary hack to detect the case that the reflection\n"
3136 "       // gets blackened at edges due to leaving the area that contains actual\n"
3137 "       // content.\n"
3138 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3139 "       // 'appening.\n"
3140 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3143 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3144 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3145 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3146 "#endif\n"
3147 "\n"
3148 "       gl_FragColor = float4(color);\n"
3149 "}\n"
3150 "#endif // FRAGMENT_SHADER\n"
3151 "\n"
3152 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3153 "#endif // !MODE_DEFERREDGEOMETRY\n"
3154 "#endif // !MODE_WATER\n"
3155 "#endif // !MODE_REFRACTION\n"
3156 "#endif // !MODE_BLOOMBLUR\n"
3157 "#endif // !MODE_GENERIC\n"
3158 "#endif // !MODE_POSTPROCESS\n"
3159 "#endif // !MODE_SHOWDEPTH\n"
3160 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3161 ;
3162
3163 char *glslshaderstring = NULL;
3164 char *cgshaderstring = NULL;
3165
3166 //=======================================================================================================================================================
3167
3168 typedef struct shaderpermutationinfo_s
3169 {
3170         const char *pretext;
3171         const char *name;
3172 }
3173 shaderpermutationinfo_t;
3174
3175 typedef struct shadermodeinfo_s
3176 {
3177         const char *vertexfilename;
3178         const char *geometryfilename;
3179         const char *fragmentfilename;
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shadermodeinfo_t;
3184
3185 typedef enum shaderpermutation_e
3186 {
3187         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3188         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3189         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3190         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3191         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3192         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3193         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3194         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3195         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3196         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3197         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3198         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3199         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3200         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3201         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3202         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3203         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3204         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3205         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3206         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3207         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3208         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3209         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3210         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3211         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3212         SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3213         SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3214         SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3215         SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3216 }
3217 shaderpermutation_t;
3218
3219 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3220 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3221 {
3222         {"#define USEDIFFUSE\n", " diffuse"},
3223         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3224         {"#define USEVIEWTINT\n", " viewtint"},
3225         {"#define USECOLORMAPPING\n", " colormapping"},
3226         {"#define USESATURATION\n", " saturation"},
3227         {"#define USEFOGINSIDE\n", " foginside"},
3228         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3229         {"#define USEGAMMARAMPS\n", " gammaramps"},
3230         {"#define USECUBEFILTER\n", " cubefilter"},
3231         {"#define USEGLOW\n", " glow"},
3232         {"#define USEBLOOM\n", " bloom"},
3233         {"#define USESPECULAR\n", " specular"},
3234         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3235         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3236         {"#define USEREFLECTION\n", " reflection"},
3237         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3238         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3239         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3240         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3241         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3242         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3243         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3244         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3245         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3246         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3247         {"#define USEALPHAKILL\n", " alphakill"},
3248         {"#define USEREFLECTCUBE\n", " reflectcube"},
3249 };
3250
3251 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3252 typedef enum shadermode_e
3253 {
3254         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3255         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3256         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3257         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3258         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3259         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3260         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3261         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3262         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3263         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3264         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3265         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3266         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3267         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3268         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3269         SHADERMODE_COUNT
3270 }
3271 shadermode_t;
3272
3273 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3274 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3275 {
3276         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3277         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3278         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3279         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3280         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3281         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3284         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3291 };
3292
3293 #ifdef SUPPORTCG
3294 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3295 {
3296         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3297         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3298         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3299         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3300         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3301         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3304         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3311 };
3312 #endif
3313
3314 struct r_glsl_permutation_s;
3315 typedef struct r_glsl_permutation_s
3316 {
3317         /// hash lookup data
3318         struct r_glsl_permutation_s *hashnext;
3319         unsigned int mode;
3320         unsigned int permutation;
3321
3322         /// indicates if we have tried compiling this permutation already
3323         qboolean compiled;
3324         /// 0 if compilation failed
3325         int program;
3326         /// locations of detected uniforms in program object, or -1 if not found
3327         int loc_Texture_First;
3328         int loc_Texture_Second;
3329         int loc_Texture_GammaRamps;
3330         int loc_Texture_Normal;
3331         int loc_Texture_Color;
3332         int loc_Texture_Gloss;
3333         int loc_Texture_Glow;
3334         int loc_Texture_SecondaryNormal;
3335         int loc_Texture_SecondaryColor;
3336         int loc_Texture_SecondaryGloss;
3337         int loc_Texture_SecondaryGlow;
3338         int loc_Texture_Pants;
3339         int loc_Texture_Shirt;
3340         int loc_Texture_FogMask;
3341         int loc_Texture_Lightmap;
3342         int loc_Texture_Deluxemap;
3343         int loc_Texture_Attenuation;
3344         int loc_Texture_Cube;
3345         int loc_Texture_Refraction;
3346         int loc_Texture_Reflection;
3347         int loc_Texture_ShadowMapRect;
3348         int loc_Texture_ShadowMapCube;
3349         int loc_Texture_ShadowMap2D;
3350         int loc_Texture_CubeProjection;
3351         int loc_Texture_ScreenDepth;
3352         int loc_Texture_ScreenNormalMap;
3353         int loc_Texture_ScreenDiffuse;
3354         int loc_Texture_ScreenSpecular;
3355         int loc_Texture_ReflectMask;
3356         int loc_Texture_ReflectCube;
3357         int loc_Alpha;
3358         int loc_BloomBlur_Parameters;
3359         int loc_ClientTime;
3360         int loc_Color_Ambient;
3361         int loc_Color_Diffuse;
3362         int loc_Color_Specular;
3363         int loc_Color_Glow;
3364         int loc_Color_Pants;
3365         int loc_Color_Shirt;
3366         int loc_DeferredColor_Ambient;
3367         int loc_DeferredColor_Diffuse;
3368         int loc_DeferredColor_Specular;
3369         int loc_DeferredMod_Diffuse;
3370         int loc_DeferredMod_Specular;
3371         int loc_DistortScaleRefractReflect;
3372         int loc_EyePosition;
3373         int loc_FogColor;
3374         int loc_FogHeightFade;
3375         int loc_FogPlane;
3376         int loc_FogPlaneViewDist;
3377         int loc_FogRangeRecip;
3378         int loc_LightColor;
3379         int loc_LightDir;
3380         int loc_LightPosition;
3381         int loc_OffsetMapping_Scale;
3382         int loc_PixelSize;
3383         int loc_ReflectColor;
3384         int loc_ReflectFactor;
3385         int loc_ReflectOffset;
3386         int loc_RefractColor;
3387         int loc_Saturation;
3388         int loc_ScreenCenterRefractReflect;
3389         int loc_ScreenScaleRefractReflect;
3390         int loc_ScreenToDepth;
3391         int loc_ShadowMap_Parameters;
3392         int loc_ShadowMap_TextureScale;
3393         int loc_SpecularPower;
3394         int loc_UserVec1;
3395         int loc_UserVec2;
3396         int loc_UserVec3;
3397         int loc_UserVec4;
3398         int loc_ViewTintColor;
3399         int loc_ViewToLight;
3400         int loc_ModelToLight;
3401         int loc_TexMatrix;
3402         int loc_BackgroundTexMatrix;
3403         int loc_ModelViewProjectionMatrix;
3404         int loc_ModelViewMatrix;
3405         int loc_PixelToScreenTexCoord;
3406         int loc_ModelToReflectCube;
3407 }
3408 r_glsl_permutation_t;
3409
3410 #define SHADERPERMUTATION_HASHSIZE 256
3411
3412 /// information about each possible shader permutation
3413 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3414 /// currently selected permutation
3415 r_glsl_permutation_t *r_glsl_permutation;
3416 /// storage for permutations linked in the hash table
3417 memexpandablearray_t r_glsl_permutationarray;
3418
3419 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3420 {
3421         //unsigned int hashdepth = 0;
3422         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3423         r_glsl_permutation_t *p;
3424         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3425         {
3426                 if (p->mode == mode && p->permutation == permutation)
3427                 {
3428                         //if (hashdepth > 10)
3429                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3430                         return p;
3431                 }
3432                 //hashdepth++;
3433         }
3434         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3435         p->mode = mode;
3436         p->permutation = permutation;
3437         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3438         r_glsl_permutationhash[mode][hashindex] = p;
3439         //if (hashdepth > 10)
3440         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3441         return p;
3442 }
3443
3444 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3445 {
3446         char *shaderstring;
3447         if (!filename || !filename[0])
3448                 return NULL;
3449         if (!strcmp(filename, "glsl/default.glsl"))
3450         {
3451                 if (!glslshaderstring)
3452                 {
3453                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3454                         if (glslshaderstring)
3455                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3456                         else
3457                                 glslshaderstring = (char *)builtinshaderstring;
3458                 }
3459                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3460                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3461                 return shaderstring;
3462         }
3463         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3464         if (shaderstring)
3465         {
3466                 if (printfromdisknotice)
3467                         Con_DPrintf("from disk %s... ", filename);
3468                 return shaderstring;
3469         }
3470         return shaderstring;
3471 }
3472
3473 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3474 {
3475         int i;
3476         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3477         int vertstrings_count = 0;
3478         int geomstrings_count = 0;
3479         int fragstrings_count = 0;
3480         char *vertexstring, *geometrystring, *fragmentstring;
3481         const char *vertstrings_list[32+3];
3482         const char *geomstrings_list[32+3];
3483         const char *fragstrings_list[32+3];
3484         char permutationname[256];
3485
3486         if (p->compiled)
3487                 return;
3488         p->compiled = true;
3489         p->program = 0;
3490
3491         permutationname[0] = 0;
3492         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3493         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3494         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3495
3496         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3497
3498         // the first pretext is which type of shader to compile as
3499         // (later these will all be bound together as a program object)
3500         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3501         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3502         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3503
3504         // the second pretext is the mode (for example a light source)
3505         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3506         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3507         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3508         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3509
3510         // now add all the permutation pretexts
3511         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3512         {
3513                 if (permutation & (1<<i))
3514                 {
3515                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3516                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3517                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3518                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3519                 }
3520                 else
3521                 {
3522                         // keep line numbers correct
3523                         vertstrings_list[vertstrings_count++] = "\n";
3524                         geomstrings_list[geomstrings_count++] = "\n";
3525                         fragstrings_list[fragstrings_count++] = "\n";
3526                 }
3527         }
3528
3529         // now append the shader text itself
3530         vertstrings_list[vertstrings_count++] = vertexstring;
3531         geomstrings_list[geomstrings_count++] = geometrystring;
3532         fragstrings_list[fragstrings_count++] = fragmentstring;
3533
3534         // if any sources were NULL, clear the respective list
3535         if (!vertexstring)
3536                 vertstrings_count = 0;
3537         if (!geometrystring)
3538                 geomstrings_count = 0;
3539         if (!fragmentstring)
3540                 fragstrings_count = 0;
3541
3542         // compile the shader program
3543         if (vertstrings_count + geomstrings_count + fragstrings_count)
3544                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3545         if (p->program)
3546         {
3547                 CHECKGLERROR
3548                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3549                 // look up all the uniform variable names we care about, so we don't
3550                 // have to look them up every time we set them
3551
3552                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3553                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3554                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3555                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3556                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3557                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3558                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3559                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3560                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3561                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3562                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3563                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3564                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3565                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3566                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3567                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3568                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3569                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3570                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3571                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3572                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3573                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3574                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3575                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3576                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3577                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3578                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3579                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3580                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3581                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3582                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3583                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3584                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3585                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3586                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3587                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3588                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3589                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3590                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3591                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3592                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3593                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3594                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3595                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3596                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3597                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3598                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3599                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3600                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3601                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3602                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3603                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3604                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3605                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3606                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3607                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3608                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3609                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3610                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3611                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3612                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3613                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3614                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3615                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3616                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3617                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3618                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3619                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3620                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3621                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3622                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3623                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3624                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3625                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3626                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3627                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3628                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3629                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3630                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3631                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3632                 // initialize the samplers to refer to the texture units we use
3633                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3634                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3635                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3636                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3637                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3638                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3639                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3640                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3641                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3642                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3643                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3644                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3645                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3646                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3647                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3648                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3649                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3650                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3651                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3652                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3653                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
3654                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3655                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
3656                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3657                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3658                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3659                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3660                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3661                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3662                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3663                 CHECKGLERROR
3664                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3665         }
3666         else
3667                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3668
3669         // free the strings
3670         if (vertexstring)
3671                 Mem_Free(vertexstring);
3672         if (geometrystring)
3673                 Mem_Free(geometrystring);
3674         if (fragmentstring)
3675                 Mem_Free(fragmentstring);
3676 }
3677
3678 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3679 {
3680         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3681         if (r_glsl_permutation != perm)
3682         {
3683                 r_glsl_permutation = perm;
3684                 if (!r_glsl_permutation->program)
3685                 {
3686                         if (!r_glsl_permutation->compiled)
3687                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3688                         if (!r_glsl_permutation->program)
3689                         {
3690                                 // remove features until we find a valid permutation
3691                                 int i;
3692                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3693                                 {
3694                                         // reduce i more quickly whenever it would not remove any bits
3695                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3696                                         if (!(permutation & j))
3697                                                 continue;
3698                                         permutation -= j;
3699                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3700                                         if (!r_glsl_permutation->compiled)
3701                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                                         if (r_glsl_permutation->program)
3703                                                 break;
3704                                 }
3705                                 if (i >= SHADERPERMUTATION_COUNT)
3706                                 {
3707                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3708                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3709                                         qglUseProgramObjectARB(0);CHECKGLERROR
3710                                         return; // no bit left to clear, entire mode is broken
3711                                 }
3712                         }
3713                 }
3714                 CHECKGLERROR
3715                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3716         }
3717         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3718         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3719 }
3720
3721 #ifdef SUPPORTCG
3722 #include <Cg/cgGL.h>
3723 struct r_cg_permutation_s;
3724 typedef struct r_cg_permutation_s
3725 {
3726         /// hash lookup data
3727         struct r_cg_permutation_s *hashnext;
3728         unsigned int mode;
3729         unsigned int permutation;
3730
3731         /// indicates if we have tried compiling this permutation already
3732         qboolean compiled;
3733         /// 0 if compilation failed
3734         CGprogram vprogram;
3735         CGprogram fprogram;
3736         /// locations of detected parameters in programs, or NULL if not found
3737         CGparameter vp_EyePosition;
3738         CGparameter vp_FogPlane;
3739         CGparameter vp_LightDir;
3740         CGparameter vp_LightPosition;
3741         CGparameter vp_ModelToLight;
3742         CGparameter vp_TexMatrix;
3743         CGparameter vp_BackgroundTexMatrix;
3744         CGparameter vp_ModelViewProjectionMatrix;
3745         CGparameter vp_ModelViewMatrix;
3746
3747         CGparameter fp_Texture_First;
3748         CGparameter fp_Texture_Second;
3749         CGparameter fp_Texture_GammaRamps;
3750         CGparameter fp_Texture_Normal;
3751         CGparameter fp_Texture_Color;
3752         CGparameter fp_Texture_Gloss;
3753         CGparameter fp_Texture_Glow;
3754         CGparameter fp_Texture_SecondaryNormal;
3755         CGparameter fp_Texture_SecondaryColor;
3756         CGparameter fp_Texture_SecondaryGloss;
3757         CGparameter fp_Texture_SecondaryGlow;
3758         CGparameter fp_Texture_Pants;
3759         CGparameter fp_Texture_Shirt;
3760         CGparameter fp_Texture_FogMask;
3761         CGparameter fp_Texture_Lightmap;
3762         CGparameter fp_Texture_Deluxemap;
3763         CGparameter fp_Texture_Attenuation;
3764         CGparameter fp_Texture_Cube;
3765         CGparameter fp_Texture_Refraction;
3766         CGparameter fp_Texture_Reflection;
3767         CGparameter fp_Texture_ShadowMapRect;
3768         CGparameter fp_Texture_ShadowMapCube;
3769         CGparameter fp_Texture_ShadowMap2D;
3770         CGparameter fp_Texture_CubeProjection;
3771         CGparameter fp_Texture_ScreenDepth;
3772         CGparameter fp_Texture_ScreenNormalMap;
3773         CGparameter fp_Texture_ScreenDiffuse;
3774         CGparameter fp_Texture_ScreenSpecular;
3775         CGparameter fp_Texture_ReflectMask;
3776         CGparameter fp_Texture_ReflectCube;
3777         CGparameter fp_Alpha;
3778         CGparameter fp_BloomBlur_Parameters;
3779         CGparameter fp_ClientTime;
3780         CGparameter fp_Color_Ambient;
3781         CGparameter fp_Color_Diffuse;
3782         CGparameter fp_Color_Specular;
3783         CGparameter fp_Color_Glow;
3784         CGparameter fp_Color_Pants;
3785         CGparameter fp_Color_Shirt;
3786         CGparameter fp_DeferredColor_Ambient;
3787         CGparameter fp_DeferredColor_Diffuse;
3788         CGparameter fp_DeferredColor_Specular;
3789         CGparameter fp_DeferredMod_Diffuse;
3790         CGparameter fp_DeferredMod_Specular;
3791         CGparameter fp_DistortScaleRefractReflect;
3792         CGparameter fp_EyePosition;
3793         CGparameter fp_FogColor;
3794         CGparameter fp_FogHeightFade;
3795         CGparameter fp_FogPlane;
3796         CGparameter fp_FogPlaneViewDist;
3797         CGparameter fp_FogRangeRecip;
3798         CGparameter fp_LightColor;
3799         CGparameter fp_LightDir;
3800         CGparameter fp_LightPosition;
3801         CGparameter fp_OffsetMapping_Scale;
3802         CGparameter fp_PixelSize;
3803         CGparameter fp_ReflectColor;
3804         CGparameter fp_ReflectFactor;
3805         CGparameter fp_ReflectOffset;
3806         CGparameter fp_RefractColor;
3807         CGparameter fp_Saturation;
3808         CGparameter fp_ScreenCenterRefractReflect;
3809         CGparameter fp_ScreenScaleRefractReflect;
3810         CGparameter fp_ScreenToDepth;
3811         CGparameter fp_ShadowMap_Parameters;
3812         CGparameter fp_ShadowMap_TextureScale;
3813         CGparameter fp_SpecularPower;
3814         CGparameter fp_UserVec1;
3815         CGparameter fp_UserVec2;
3816         CGparameter fp_UserVec3;
3817         CGparameter fp_UserVec4;
3818         CGparameter fp_ViewTintColor;
3819         CGparameter fp_ViewToLight;
3820         CGparameter fp_PixelToScreenTexCoord;
3821         CGparameter fp_ModelToReflectCube;
3822 }
3823 r_cg_permutation_t;
3824
3825 /// information about each possible shader permutation
3826 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3827 /// currently selected permutation
3828 r_cg_permutation_t *r_cg_permutation;
3829 /// storage for permutations linked in the hash table
3830 memexpandablearray_t r_cg_permutationarray;
3831
3832 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3833
3834 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3835 {
3836         //unsigned int hashdepth = 0;
3837         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3838         r_cg_permutation_t *p;
3839         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3840         {
3841                 if (p->mode == mode && p->permutation == permutation)
3842                 {
3843                         //if (hashdepth > 10)
3844                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3845                         return p;
3846                 }
3847                 //hashdepth++;
3848         }
3849         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3850         p->mode = mode;
3851         p->permutation = permutation;
3852         p->hashnext = r_cg_permutationhash[mode][hashindex];
3853         r_cg_permutationhash[mode][hashindex] = p;
3854         //if (hashdepth > 10)
3855         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3856         return p;
3857 }
3858
3859 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3860 {
3861         char *shaderstring;
3862         if (!filename || !filename[0])
3863                 return NULL;
3864         if (!strcmp(filename, "cg/default.cg"))
3865         {
3866                 if (!cgshaderstring)
3867                 {
3868                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3869                         if (cgshaderstring)
3870                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3871                         else
3872                                 cgshaderstring = (char *)builtincgshaderstring;
3873                 }
3874                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3875                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3876                 return shaderstring;
3877         }
3878         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879         if (shaderstring)
3880         {
3881                 if (printfromdisknotice)
3882                         Con_DPrintf("from disk %s... ", filename);
3883                 return shaderstring;
3884         }
3885         return shaderstring;
3886 }
3887
3888 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3889 {
3890         // TODO: load or create .fp and .vp shader files
3891 }
3892
3893 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3894 {
3895         int i;
3896         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3897         int vertstrings_count = 0, vertstring_length = 0;
3898         int geomstrings_count = 0, geomstring_length = 0;
3899         int fragstrings_count = 0, fragstring_length = 0;
3900         char *t;
3901         char *vertexstring, *geometrystring, *fragmentstring;
3902         char *vertstring, *geomstring, *fragstring;
3903         const char *vertstrings_list[32+3];
3904         const char *geomstrings_list[32+3];
3905         const char *fragstrings_list[32+3];
3906         char permutationname[256];
3907         char cachename[256];
3908         CGprofile vertexProfile;
3909         CGprofile fragmentProfile;
3910
3911         if (p->compiled)
3912                 return;
3913         p->compiled = true;
3914         p->vprogram = NULL;
3915         p->fprogram = NULL;
3916
3917         permutationname[0] = 0;
3918         cachename[0] = 0;
3919         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3920         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3921         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3922
3923         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3924         strlcat(cachename, "cg/", sizeof(cachename));
3925
3926         // the first pretext is which type of shader to compile as
3927         // (later these will all be bound together as a program object)
3928         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3929         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3930         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3931
3932         // the second pretext is the mode (for example a light source)
3933         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3934         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3935         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3936         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3937         strlcat(cachename, modeinfo->name, sizeof(cachename));
3938
3939         // now add all the permutation pretexts
3940         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3941         {
3942                 if (permutation & (1<<i))
3943                 {
3944                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3945                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3946                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3947                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3948                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3949                 }
3950                 else
3951                 {
3952                         // keep line numbers correct
3953                         vertstrings_list[vertstrings_count++] = "\n";
3954                         geomstrings_list[geomstrings_count++] = "\n";
3955                         fragstrings_list[fragstrings_count++] = "\n";
3956                 }
3957         }
3958
3959         // replace spaces in the cachename with _ characters
3960         for (i = 0;cachename[i];i++)
3961                 if (cachename[i] == ' ')
3962                         cachename[i] = '_';
3963
3964         // now append the shader text itself
3965         vertstrings_list[vertstrings_count++] = vertexstring;
3966         geomstrings_list[geomstrings_count++] = geometrystring;
3967         fragstrings_list[fragstrings_count++] = fragmentstring;
3968
3969         // if any sources were NULL, clear the respective list
3970         if (!vertexstring)
3971                 vertstrings_count = 0;
3972         if (!geometrystring)
3973                 geomstrings_count = 0;
3974         if (!fragmentstring)
3975                 fragstrings_count = 0;
3976
3977         vertstring_length = 0;
3978         for (i = 0;i < vertstrings_count;i++)
3979                 vertstring_length += strlen(vertstrings_list[i]);
3980         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3981         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3982                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3983
3984         geomstring_length = 0;
3985         for (i = 0;i < geomstrings_count;i++)
3986                 geomstring_length += strlen(geomstrings_list[i]);
3987         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3988         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3989                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
3990
3991         fragstring_length = 0;
3992         for (i = 0;i < fragstrings_count;i++)
3993                 fragstring_length += strlen(fragstrings_list[i]);
3994         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
3995         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
3996                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
3997
3998         CHECKGLERROR
3999         CHECKCGERROR
4000         //vertexProfile = CG_PROFILE_ARBVP1;
4001         //fragmentProfile = CG_PROFILE_ARBFP1;
4002         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4003         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4004         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4005         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4006         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4007         CHECKGLERROR
4008
4009         // try to load the cached shader, or generate one
4010         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4011
4012         // if caching failed, do a dynamic compile for now
4013         CHECKCGERROR
4014         if (vertstring[0] && !p->vprogram)
4015                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4016         CHECKCGERROR
4017         if (fragstring[0] && !p->fprogram)
4018                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4019         CHECKCGERROR
4020
4021         // look up all the uniform variable names we care about, so we don't
4022         // have to look them up every time we set them
4023         if (p->vprogram)
4024         {
4025                 CHECKCGERROR
4026                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4027                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4028                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4029                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4030                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4031                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4032                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4033                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4034                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4035                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4036                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4037                 CHECKCGERROR
4038         }
4039         if (p->fprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4044                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4045                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4046                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4047                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4048                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4049                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4050                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4051                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4052                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4053                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4054                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4055                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4056                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4057                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4058                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4059                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4060                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4061                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4062                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4063                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4064                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4065                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4066                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4067                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4068                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4069                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4070                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4071                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4072                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4073                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4074                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4075                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4076                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4077                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4078                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4079                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4080                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4081                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4082                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4083                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4084                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4085                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4086                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4087                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4088                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4089                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4090                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4091                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4092                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4093                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4094                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4095                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4096                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4097                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4098                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4099                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4100                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4101                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4102                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4103                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4104                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4105                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4106                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4107                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4108                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4109                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4110                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4111                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4112                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4113                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4114                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4115                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4116                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4117                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4118                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4119                 CHECKCGERROR
4120         }
4121
4122         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4123                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4124         else
4125                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4126
4127         // free the strings
4128         if (vertstring)
4129                 Mem_Free(vertstring);
4130         if (geomstring)
4131                 Mem_Free(geomstring);
4132         if (fragstring)
4133                 Mem_Free(fragstring);
4134         if (vertexstring)
4135                 Mem_Free(vertexstring);
4136         if (geometrystring)
4137                 Mem_Free(geometrystring);
4138         if (fragmentstring)
4139                 Mem_Free(fragmentstring);
4140 }
4141
4142 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4143 {
4144         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4145         CHECKGLERROR
4146         CHECKCGERROR
4147         if (r_cg_permutation != perm)
4148         {
4149                 r_cg_permutation = perm;
4150                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4151                 {
4152                         if (!r_cg_permutation->compiled)
4153                                 R_CG_CompilePermutation(perm, mode, permutation);
4154                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4155                         {
4156                                 // remove features until we find a valid permutation
4157                                 int i;
4158                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4159                                 {
4160                                         // reduce i more quickly whenever it would not remove any bits
4161                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4162                                         if (!(permutation & j))
4163                                                 continue;
4164                                         permutation -= j;
4165                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4166                                         if (!r_cg_permutation->compiled)
4167                                                 R_CG_CompilePermutation(perm, mode, permutation);
4168                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4169                                                 break;
4170                                 }
4171                                 if (i >= SHADERPERMUTATION_COUNT)
4172                                 {
4173                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4174                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4175                                         return; // no bit left to clear, entire mode is broken
4176                                 }
4177                         }
4178                 }
4179                 CHECKGLERROR
4180                 CHECKCGERROR
4181                 if (r_cg_permutation->vprogram)
4182                 {
4183                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4184                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4185                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4186                 }
4187                 else
4188                 {
4189                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4190                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4191                 }
4192                 if (r_cg_permutation->fprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4202                 }
4203         }
4204         CHECKCGERROR
4205         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4206         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4207 }
4208
4209 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4210 {
4211         cgGLSetTextureParameter(param, R_GetTexture(tex));
4212         cgGLEnableTextureParameter(param);
4213 }
4214 #endif
4215
4216 void R_GLSL_Restart_f(void)
4217 {
4218         unsigned int i, limit;
4219         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4220                 Mem_Free(glslshaderstring);
4221         glslshaderstring = NULL;
4222         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4223                 Mem_Free(cgshaderstring);
4224         cgshaderstring = NULL;
4225         switch(vid.renderpath)
4226         {
4227         case RENDERPATH_GL20:
4228                 {
4229                         r_glsl_permutation_t *p;
4230                         r_glsl_permutation = NULL;
4231                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4232                         for (i = 0;i < limit;i++)
4233                         {
4234                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4235                                 {
4236                                         GL_Backend_FreeProgram(p->program);
4237                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4238                                 }
4239                         }
4240                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4241                 }
4242                 break;
4243         case RENDERPATH_CGGL:
4244 #ifdef SUPPORTCG
4245                 {
4246                         r_cg_permutation_t *p;
4247                         r_cg_permutation = NULL;
4248                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4249                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4250                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4251                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4252                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4253                         for (i = 0;i < limit;i++)
4254                         {
4255                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4256                                 {
4257                                         if (p->vprogram)
4258                                                 cgDestroyProgram(p->vprogram);
4259                                         if (p->fprogram)
4260                                                 cgDestroyProgram(p->fprogram);
4261                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4262                                 }
4263                         }
4264                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4265                 }
4266                 break;
4267 #endif
4268         case RENDERPATH_GL13:
4269         case RENDERPATH_GL11:
4270                 break;
4271         }
4272 }
4273
4274 void R_GLSL_DumpShader_f(void)
4275 {
4276         int i;
4277         qfile_t *file;
4278
4279         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4280         if (file)
4281         {
4282                 FS_Print(file, "/* The engine may define the following macros:\n");
4283                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4284                 for (i = 0;i < SHADERMODE_COUNT;i++)
4285                         FS_Print(file, glslshadermodeinfo[i].pretext);
4286                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4287                         FS_Print(file, shaderpermutationinfo[i].pretext);
4288                 FS_Print(file, "*/\n");
4289                 FS_Print(file, builtinshaderstring);
4290                 FS_Close(file);
4291                 Con_Printf("glsl/default.glsl written\n");
4292         }
4293         else
4294                 Con_Printf("failed to write to glsl/default.glsl\n");
4295
4296 #ifdef SUPPORTCG
4297         file = FS_OpenRealFile("cg/default.cg", "w", false);
4298         if (file)
4299         {
4300                 FS_Print(file, "/* The engine may define the following macros:\n");
4301                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4302                 for (i = 0;i < SHADERMODE_COUNT;i++)
4303                         FS_Print(file, cgshadermodeinfo[i].pretext);
4304                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305                         FS_Print(file, shaderpermutationinfo[i].pretext);
4306                 FS_Print(file, "*/\n");
4307                 FS_Print(file, builtincgshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("cg/default.cg written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to cg/default.cg\n");
4313 #endif
4314 }
4315
4316 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4317 {
4318         if (!second)
4319                 texturemode = GL_MODULATE;
4320         switch (vid.renderpath)
4321         {
4322         case RENDERPATH_GL20:
4323                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4324                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4325                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4326                 break;
4327         case RENDERPATH_CGGL:
4328 #ifdef SUPPORTCG
4329                 CHECKCGERROR
4330                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4331                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4332                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4333 #endif
4334                 break;
4335         case RENDERPATH_GL13:
4336                 R_Mesh_TexBind(0, first );
4337                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4338                 R_Mesh_TexBind(1, second);
4339                 if (second)
4340                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4341                 break;
4342         case RENDERPATH_GL11:
4343                 R_Mesh_TexBind(0, first );
4344                 break;
4345         }
4346 }
4347
4348 void R_SetupShader_DepthOrShadow(void)
4349 {
4350         switch (vid.renderpath)
4351         {
4352         case RENDERPATH_GL20:
4353                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4354                 break;
4355         case RENDERPATH_CGGL:
4356 #ifdef SUPPORTCG
4357                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4358 #endif
4359                 break;
4360         case RENDERPATH_GL13:
4361                 R_Mesh_TexBind(0, 0);
4362                 R_Mesh_TexBind(1, 0);
4363                 break;
4364         case RENDERPATH_GL11:
4365                 R_Mesh_TexBind(0, 0);
4366                 break;
4367         }
4368 }
4369
4370 void R_SetupShader_ShowDepth(void)
4371 {
4372         switch (vid.renderpath)
4373         {
4374         case RENDERPATH_GL20:
4375                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4376                 break;
4377         case RENDERPATH_CGGL:
4378 #ifdef SUPPORTCG
4379                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4380 #endif
4381                 break;
4382         case RENDERPATH_GL13:
4383                 break;
4384         case RENDERPATH_GL11:
4385                 break;
4386         }
4387 }
4388
4389 extern qboolean r_shadow_usingdeferredprepass;
4390 extern cvar_t r_shadow_deferred_8bitrange;
4391 extern rtexture_t *r_shadow_attenuationgradienttexture;
4392 extern rtexture_t *r_shadow_attenuation2dtexture;
4393 extern rtexture_t *r_shadow_attenuation3dtexture;
4394 extern qboolean r_shadow_usingshadowmaprect;
4395 extern qboolean r_shadow_usingshadowmapcube;
4396 extern qboolean r_shadow_usingshadowmap2d;
4397 extern float r_shadow_shadowmap_texturescale[2];
4398 extern float r_shadow_shadowmap_parameters[4];
4399 extern qboolean r_shadow_shadowmapvsdct;
4400 extern qboolean r_shadow_shadowmapsampler;
4401 extern int r_shadow_shadowmappcf;
4402 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4403 extern rtexture_t *r_shadow_shadowmap2dtexture;
4404 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4405 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4406 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4407 extern int r_shadow_prepass_width;
4408 extern int r_shadow_prepass_height;
4409 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4410 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4411 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4412 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4413 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4414 {
4415         // select a permutation of the lighting shader appropriate to this
4416         // combination of texture, entity, light source, and fogging, only use the
4417         // minimum features necessary to avoid wasting rendering time in the
4418         // fragment shader on features that are not being used
4419         unsigned int permutation = 0;
4420         unsigned int mode = 0;
4421         float m16f[16];
4422         if (rsurfacepass == RSURFPASS_BACKGROUND)
4423         {
4424                 // distorted background
4425                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4426                         mode = SHADERMODE_WATER;
4427                 else
4428                         mode = SHADERMODE_REFRACTION;
4429                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4430                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4431                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4432                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4433                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4434                 R_Mesh_ColorPointer(NULL, 0, 0);
4435                 GL_AlphaTest(false);
4436                 GL_BlendFunc(GL_ONE, GL_ZERO);
4437         }
4438         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4439         {
4440                 if (r_glsl_offsetmapping.integer)
4441                 {
4442                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4443                         if (r_glsl_offsetmapping_reliefmapping.integer)
4444                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4445                 }
4446                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4447                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4448                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4449                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4450                 // normalmap (deferred prepass), may use alpha test on diffuse
4451                 mode = SHADERMODE_DEFERREDGEOMETRY;
4452                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4453                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4454                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4455                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4456                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4457                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4458                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4459                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4460                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4461                 else
4462                         R_Mesh_ColorPointer(NULL, 0, 0);
4463                 GL_AlphaTest(false);
4464                 GL_BlendFunc(GL_ONE, GL_ZERO);
4465         }
4466         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4467         {
4468                 if (r_glsl_offsetmapping.integer)
4469                 {
4470                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4471                         if (r_glsl_offsetmapping_reliefmapping.integer)
4472                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4473                 }
4474                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4475                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4476                 // light source
4477                 mode = SHADERMODE_LIGHTSOURCE;
4478                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4479                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4480                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4481                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4482                 if (diffusescale > 0)
4483                         permutation |= SHADERPERMUTATION_DIFFUSE;
4484                 if (specularscale > 0)
4485                 {
4486                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4487                         if (r_shadow_glossexact.integer)
4488                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4489                 }
4490                 if (r_refdef.fogenabled)
4491                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4492                 if (rsurface.texture->colormapping)
4493                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4494                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4495                 {
4496                         if (r_shadow_usingshadowmaprect)
4497                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4498                         if (r_shadow_usingshadowmap2d)
4499                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4500                         if (r_shadow_usingshadowmapcube)
4501                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4502                         else if(r_shadow_shadowmapvsdct)
4503                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4504
4505                         if (r_shadow_shadowmapsampler)
4506                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4507                         if (r_shadow_shadowmappcf > 1)
4508                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4509                         else if (r_shadow_shadowmappcf)
4510                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4511                 }
4512                 if (rsurface.texture->reflectmasktexture)
4513                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4514                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4515                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4516                 {
4517                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4518                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4519                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4520                 }
4521                 else
4522                 {
4523                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4524                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4525                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4526                 }
4527                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4528                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4529                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4530                 else
4531                         R_Mesh_ColorPointer(NULL, 0, 0);
4532                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4533                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4534         }
4535         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536         {
4537                 if (r_glsl_offsetmapping.integer)
4538                 {
4539                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4540                         if (r_glsl_offsetmapping_reliefmapping.integer)
4541                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4542                 }
4543                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4544                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4545                 // unshaded geometry (fullbright or ambient model lighting)
4546                 mode = SHADERMODE_FLATCOLOR;
4547                 ambientscale = diffusescale = specularscale = 0;
4548                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4549                         permutation |= SHADERPERMUTATION_GLOW;
4550                 if (r_refdef.fogenabled)
4551                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4552                 if (rsurface.texture->colormapping)
4553                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4554                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4555                         permutation |= SHADERPERMUTATION_REFLECTION;
4556                 if (rsurface.texture->reflectmasktexture)
4557                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4558                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4559                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4560                 {
4561                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4562                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4563                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4564                 }
4565                 else
4566                 {
4567                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4568                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4569                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4570                 }
4571                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4572                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4573                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4574                 else
4575                         R_Mesh_ColorPointer(NULL, 0, 0);
4576                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4577                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4578         }
4579         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4580         {
4581                 if (r_glsl_offsetmapping.integer)
4582                 {
4583                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4584                         if (r_glsl_offsetmapping_reliefmapping.integer)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4586                 }
4587                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4588                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4589                 // directional model lighting
4590                 mode = SHADERMODE_LIGHTDIRECTION;
4591                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4592                         permutation |= SHADERPERMUTATION_GLOW;
4593                 permutation |= SHADERPERMUTATION_DIFFUSE;
4594                 if (specularscale > 0)
4595                 {
4596                         permutation |= SHADERPERMUTATION_SPECULAR;
4597                         if (r_shadow_glossexact.integer)
4598                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4599                 }
4600                 if (r_refdef.fogenabled)
4601                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4602                 if (rsurface.texture->colormapping)
4603                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4604                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4605                         permutation |= SHADERPERMUTATION_REFLECTION;
4606                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4607                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4608                 if (rsurface.texture->reflectmasktexture)
4609                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4610                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4611                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4612                 {
4613                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4614                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4615                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4616                 }
4617                 else
4618                 {
4619                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4620                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4621                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4622                 }
4623                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4624                 R_Mesh_ColorPointer(NULL, 0, 0);
4625                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4626                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4627         }
4628         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4629         {
4630                 if (r_glsl_offsetmapping.integer)
4631                 {
4632                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4633                         if (r_glsl_offsetmapping_reliefmapping.integer)
4634                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4635                 }
4636                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4637                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4638                 // ambient model lighting
4639                 mode = SHADERMODE_LIGHTDIRECTION;
4640                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4641                         permutation |= SHADERPERMUTATION_GLOW;
4642                 if (r_refdef.fogenabled)
4643                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4644                 if (rsurface.texture->colormapping)
4645                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4646                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4647                         permutation |= SHADERPERMUTATION_REFLECTION;
4648                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4649                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4650                 if (rsurface.texture->reflectmasktexture)
4651                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4652                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4653                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4654                 {
4655                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4656                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4657                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4658                 }
4659                 else
4660                 {
4661                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4662                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4663                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4664                 }
4665                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4666                 R_Mesh_ColorPointer(NULL, 0, 0);
4667                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4668                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4669         }
4670         else
4671         {
4672                 if (r_glsl_offsetmapping.integer)
4673                 {
4674                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4675                         if (r_glsl_offsetmapping_reliefmapping.integer)
4676                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4677                 }
4678                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4679                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4680                 // lightmapped wall
4681                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4682                         permutation |= SHADERPERMUTATION_GLOW;
4683                 if (r_refdef.fogenabled)
4684                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4685                 if (rsurface.texture->colormapping)
4686                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4688                         permutation |= SHADERPERMUTATION_REFLECTION;
4689                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4690                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4691                 if (rsurface.texture->reflectmasktexture)
4692                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4694                 {
4695                         // deluxemapping (light direction texture)
4696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4698                         else
4699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                         if (specularscale > 0)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4704                                 if (r_shadow_glossexact.integer)
4705                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4706                         }
4707                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4708                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4709                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4710                         else
4711                                 R_Mesh_ColorPointer(NULL, 0, 0);
4712                 }
4713                 else if (r_glsl_deluxemapping.integer >= 2)
4714                 {
4715                         // fake deluxemapping (uniform light direction in tangentspace)
4716                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4717                         permutation |= SHADERPERMUTATION_DIFFUSE;
4718                         if (specularscale > 0)
4719                         {
4720                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4721                                 if (r_shadow_glossexact.integer)
4722                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4723                         }
4724                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4725                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4726                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4727                         else
4728                                 R_Mesh_ColorPointer(NULL, 0, 0);
4729                 }
4730                 else if (rsurface.uselightmaptexture)
4731                 {
4732                         // ordinary lightmapping (q1bsp, q3bsp)
4733                         mode = SHADERMODE_LIGHTMAP;
4734                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4735                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4736                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4737                         else
4738                                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 }
4740                 else
4741                 {
4742                         // ordinary vertex coloring (q3bsp)
4743                         mode = SHADERMODE_VERTEXCOLOR;
4744                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4745                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4746                 }
4747                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4748                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4749                 {
4750                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4751                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4752                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4753                 }
4754                 else
4755                 {
4756                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4757                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4758                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4759                 }
4760                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4761                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4762         }
4763         switch(vid.renderpath)
4764         {
4765         case RENDERPATH_GL20:
4766                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4767                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4768                 if (mode == SHADERMODE_LIGHTSOURCE)
4769                 {
4770                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4771                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4772                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4773                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4774                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4775                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4776         
4777                         // additive passes are only darkened by fog, not tinted
4778                         if (r_glsl_permutation->loc_FogColor >= 0)
4779                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4780                         if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
4781                         if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
4782                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4783                 }
4784                 else
4785                 {
4786                         if (mode == SHADERMODE_FLATCOLOR)
4787                         {
4788                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4789                         }
4790                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4791                         {
4792                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4793                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4794                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4795                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4796                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4797                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4798                                 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
4799                         }
4800                         else
4801                         {
4802                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4803                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4804                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4805                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4806                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4807                         }
4808                         // additive passes are only darkened by fog, not tinted
4809                         if (r_glsl_permutation->loc_FogColor >= 0)
4810                         {
4811                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4812                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4813                                 else
4814                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4815                         }
4816                         if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
4817                         if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
4818                         if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
4819                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4820                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4821                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4822                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4823                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4824                 }
4825                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4826                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4827                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4828                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4829                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4830                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4831                 {
4832                         if (rsurface.texture->pantstexture)
4833                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4834                         else
4835                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4836                 }
4837                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4838                 {
4839                         if (rsurface.texture->shirttexture)
4840                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4841                         else
4842                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4843                 }
4844                 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
4845                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4846                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4847                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4848                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4849                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
4850                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4851
4852         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4853         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4854         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4855                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4856                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4857                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4858                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4859                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4860                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4861                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4862                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4863                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4864                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4865                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4866                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4867                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4868                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4869                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4870                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4871                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4872                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4873                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4874                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4875                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4876                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4877                 if (rsurface.rtlight)
4878                 {
4879                         if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4880                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT     , r_shadow_shadowmaprectangletexture                  );
4881                         if (r_shadow_usingshadowmapcube)
4882                                 if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4883                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D       , r_shadow_shadowmap2dtexture                         );
4884                         if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4885                 }
4886                 CHECKGLERROR
4887                 break;
4888         case RENDERPATH_CGGL:
4889 #ifdef SUPPORTCG
4890                 R_SetupShader_SetPermutationCG(mode, permutation);
4891                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4892                 if (mode == SHADERMODE_LIGHTSOURCE)
4893                 {
4894                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4895                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4896                 }
4897                 else
4898                 {
4899                         if (mode == SHADERMODE_LIGHTDIRECTION)
4900                         {
4901                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4902                         }
4903                 }
4904                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4905                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4906                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4907                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4908                 CHECKGLERROR
4909
4910                 if (mode == SHADERMODE_LIGHTSOURCE)
4911                 {
4912                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4913                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4914                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
4915                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
4916                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
4917
4918                         // additive passes are only darkened by fog, not tinted
4919                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
4920                         if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
4921                         if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
4922                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4923                 }
4924                 else
4925                 {
4926                         if (mode == SHADERMODE_FLATCOLOR)
4927                         {
4928                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
4929                         }
4930                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4931                         {
4932                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
4933                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
4934                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4935                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4936                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4937                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
4938                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
4939                         }
4940                         else
4941                         {
4942                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
4943                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
4944                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
4945                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4946                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
4947                         }
4948                         // additive passes are only darkened by fog, not tinted
4949                         if (r_cg_permutation->fp_FogColor)
4950                         {
4951                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4952                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
4953                                 else
4954                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4955                                 CHECKCGERROR
4956                         }
4957                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
4958                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
4959                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
4960                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
4961                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
4962                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
4963                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
4964                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
4965                 }
4966                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
4967                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
4968                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4969                 if (r_cg_permutation->fp_Color_Pants)
4970                 {
4971                         if (rsurface.texture->pantstexture)
4972                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4973                         else
4974                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
4975                         CHECKCGERROR
4976                 }
4977                 if (r_cg_permutation->fp_Color_Shirt)
4978                 {
4979                         if (rsurface.texture->shirttexture)
4980                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4981                         else
4982                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
4983                         CHECKCGERROR
4984                 }
4985                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
4986                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
4987                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
4988                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
4989                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
4990                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
4991                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
4992
4993         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
4994         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
4995         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
4996                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
4997                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
4998                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
4999                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5000                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5001                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5002                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5003                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5004                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5005                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5006                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5007                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5008                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5009                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5010                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5011                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5012                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5013                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5014                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5015                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5016                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5017                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5018                 if (rsurface.rtlight)
5019                 {
5020                         if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5021                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5022                         if (r_shadow_usingshadowmapcube)
5023                                 if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5024                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5025                         if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5026                 }
5027
5028                 CHECKGLERROR
5029 #endif
5030                 break;
5031         case RENDERPATH_GL13:
5032         case RENDERPATH_GL11:
5033                 break;
5034         }
5035 }
5036
5037 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5038 {
5039         // select a permutation of the lighting shader appropriate to this
5040         // combination of texture, entity, light source, and fogging, only use the
5041         // minimum features necessary to avoid wasting rendering time in the
5042         // fragment shader on features that are not being used
5043         unsigned int permutation = 0;
5044         unsigned int mode = 0;
5045         const float *lightcolorbase = rtlight->currentcolor;
5046         float ambientscale = rtlight->ambientscale;
5047         float diffusescale = rtlight->diffusescale;
5048         float specularscale = rtlight->specularscale;
5049         // this is the location of the light in view space
5050         vec3_t viewlightorigin;
5051         // this transforms from view space (camera) to light space (cubemap)
5052         matrix4x4_t viewtolight;
5053         matrix4x4_t lighttoview;
5054         float viewtolight16f[16];
5055         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5056         // light source
5057         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5058         if (rtlight->currentcubemap != r_texture_whitecube)
5059                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5060         if (diffusescale > 0)
5061                 permutation |= SHADERPERMUTATION_DIFFUSE;
5062         if (specularscale > 0)
5063         {
5064                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5065                 if (r_shadow_glossexact.integer)
5066                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5067         }
5068         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5069         {
5070                 if (r_shadow_usingshadowmaprect)
5071                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5072                 if (r_shadow_usingshadowmap2d)
5073                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5074                 if (r_shadow_usingshadowmapcube)
5075                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5076                 else if(r_shadow_shadowmapvsdct)
5077                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5078
5079                 if (r_shadow_shadowmapsampler)
5080                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5081                 if (r_shadow_shadowmappcf > 1)
5082                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5083                 else if (r_shadow_shadowmappcf)
5084                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5085         }
5086         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5087         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5088         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5089         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5090         switch(vid.renderpath)
5091         {
5092         case RENDERPATH_GL20:
5093                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5094                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5095                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5096                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5097                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5098                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5099                 if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5100                 if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5101                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5102                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5103                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5104
5105                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5106                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5107                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5108                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5109                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5110                 if (r_shadow_usingshadowmapcube)
5111                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5112                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5113                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5114                 break;
5115         case RENDERPATH_CGGL:
5116 #ifdef SUPPORTCG
5117                 R_SetupShader_SetPermutationCG(mode, permutation);
5118                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5120                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5121                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5122                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5123                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5124                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5125                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5126                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5127                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5128
5129                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5130                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5131                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5132                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5133                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5134                 if (r_shadow_usingshadowmapcube)
5135                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5136                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5137                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5138 #endif
5139                 break;
5140         case RENDERPATH_GL13:
5141         case RENDERPATH_GL11:
5142                 break;
5143         }
5144 }
5145
5146 #define SKINFRAME_HASH 1024
5147
5148 typedef struct
5149 {
5150         int loadsequence; // incremented each level change
5151         memexpandablearray_t array;
5152         skinframe_t *hash[SKINFRAME_HASH];
5153 }
5154 r_skinframe_t;
5155 r_skinframe_t r_skinframe;
5156
5157 void R_SkinFrame_PrepareForPurge(void)
5158 {
5159         r_skinframe.loadsequence++;
5160         // wrap it without hitting zero
5161         if (r_skinframe.loadsequence >= 200)
5162                 r_skinframe.loadsequence = 1;
5163 }
5164
5165 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5166 {
5167         if (!skinframe)
5168                 return;
5169         // mark the skinframe as used for the purging code
5170         skinframe->loadsequence = r_skinframe.loadsequence;
5171 }
5172
5173 void R_SkinFrame_Purge(void)
5174 {
5175         int i;
5176         skinframe_t *s;
5177         for (i = 0;i < SKINFRAME_HASH;i++)
5178         {
5179                 for (s = r_skinframe.hash[i];s;s = s->next)
5180                 {
5181                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5182                         {
5183                                 if (s->merged == s->base)
5184                                         s->merged = NULL;
5185                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5186                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5187                                 R_PurgeTexture(s->merged);s->merged = NULL;
5188                                 R_PurgeTexture(s->base  );s->base   = NULL;
5189                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5190                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5191                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5192                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5193                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5194                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5195                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5196                                 s->loadsequence = 0;
5197                         }
5198                 }
5199         }
5200 }
5201
5202 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5203         skinframe_t *item;
5204         char basename[MAX_QPATH];
5205
5206         Image_StripImageExtension(name, basename, sizeof(basename));
5207
5208         if( last == NULL ) {
5209                 int hashindex;
5210                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5211                 item = r_skinframe.hash[hashindex];
5212         } else {
5213                 item = last->next;
5214         }
5215
5216         // linearly search through the hash bucket
5217         for( ; item ; item = item->next ) {
5218                 if( !strcmp( item->basename, basename ) ) {
5219                         return item;
5220                 }
5221         }
5222         return NULL;
5223 }
5224
5225 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5226 {
5227         skinframe_t *item;
5228         int hashindex;
5229         char basename[MAX_QPATH];
5230
5231         Image_StripImageExtension(name, basename, sizeof(basename));
5232
5233         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5234         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5235                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5236                         break;
5237
5238         if (!item) {
5239                 rtexture_t *dyntexture;
5240                 // check whether its a dynamic texture
5241                 dyntexture = CL_GetDynTexture( basename );
5242                 if (!add && !dyntexture)
5243                         return NULL;
5244                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5245                 memset(item, 0, sizeof(*item));
5246                 strlcpy(item->basename, basename, sizeof(item->basename));
5247                 item->base = dyntexture; // either NULL or dyntexture handle
5248                 item->textureflags = textureflags;
5249                 item->comparewidth = comparewidth;
5250                 item->compareheight = compareheight;
5251                 item->comparecrc = comparecrc;
5252                 item->next = r_skinframe.hash[hashindex];
5253                 r_skinframe.hash[hashindex] = item;
5254         }
5255         else if( item->base == NULL )
5256         {
5257                 rtexture_t *dyntexture;
5258                 // check whether its a dynamic texture
5259                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
5260                 dyntexture = CL_GetDynTexture( basename );
5261                 item->base = dyntexture; // either NULL or dyntexture handle
5262         }
5263
5264         R_SkinFrame_MarkUsed(item);
5265         return item;
5266 }
5267
5268 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5269         { \
5270                 unsigned long long avgcolor[5], wsum; \
5271                 int pix, comp, w; \
5272                 avgcolor[0] = 0; \
5273                 avgcolor[1] = 0; \
5274                 avgcolor[2] = 0; \
5275                 avgcolor[3] = 0; \
5276                 avgcolor[4] = 0; \
5277                 wsum = 0; \
5278                 for(pix = 0; pix < cnt; ++pix) \
5279                 { \
5280                         w = 0; \
5281                         for(comp = 0; comp < 3; ++comp) \
5282                                 w += getpixel; \
5283                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5284                         { \
5285                                 ++wsum; \
5286                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5287                                 w = getpixel; \
5288                                 for(comp = 0; comp < 3; ++comp) \
5289                                         avgcolor[comp] += getpixel * w; \
5290                                 avgcolor[3] += w; \
5291                         } \
5292                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5293                         avgcolor[4] += getpixel; \
5294                 } \
5295                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5296                         avgcolor[3] = 1; \
5297                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5298                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5299                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5300                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5301         }
5302
5303 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5304 {
5305         int j;
5306         unsigned char *pixels;
5307         unsigned char *bumppixels;
5308         unsigned char *basepixels = NULL;
5309         int basepixels_width = 0;
5310         int basepixels_height = 0;
5311         skinframe_t *skinframe;
5312         rtexture_t *ddsbase = NULL;
5313         qboolean ddshasalpha = false;
5314         float ddsavgcolor[4];
5315         char basename[MAX_QPATH];
5316
5317         if (cls.state == ca_dedicated)
5318                 return NULL;
5319
5320         // return an existing skinframe if already loaded
5321         // if loading of the first image fails, don't make a new skinframe as it
5322         // would cause all future lookups of this to be missing
5323         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5324         if (skinframe && skinframe->base)
5325                 return skinframe;
5326
5327         Image_StripImageExtension(name, basename, sizeof(basename));
5328
5329         // check for DDS texture file first
5330         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5331         {
5332                 basepixels = loadimagepixelsbgra(name, complain, true);
5333                 if (basepixels == NULL)
5334                         return NULL;
5335         }
5336
5337         if (developer_loading.integer)
5338                 Con_Printf("loading skin \"%s\"\n", name);
5339
5340         // we've got some pixels to store, so really allocate this new texture now
5341         if (!skinframe)
5342                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5343         skinframe->stain = NULL;
5344         skinframe->merged = NULL;
5345         skinframe->base = NULL;
5346         skinframe->pants = NULL;
5347         skinframe->shirt = NULL;
5348         skinframe->nmap = NULL;
5349         skinframe->gloss = NULL;
5350         skinframe->glow = NULL;
5351         skinframe->fog = NULL;
5352         skinframe->reflect = NULL;
5353         skinframe->hasalpha = false;
5354
5355         if (ddsbase)
5356         {
5357                 skinframe->base = ddsbase;
5358                 skinframe->hasalpha = ddshasalpha;
5359                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5360                 if (r_loadfog && skinframe->hasalpha)
5361                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5362                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5363         }
5364         else
5365         {
5366                 basepixels_width = image_width;
5367                 basepixels_height = image_height;
5368                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5369                 if (textureflags & TEXF_ALPHA)
5370                 {
5371                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5372                         {
5373                                 if (basepixels[j] < 255)
5374                                 {
5375                                         skinframe->hasalpha = true;
5376                                         break;
5377                                 }
5378                         }
5379                         if (r_loadfog && skinframe->hasalpha)
5380                         {
5381                                 // has transparent pixels
5382                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5383                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5384                                 {
5385                                         pixels[j+0] = 255;
5386                                         pixels[j+1] = 255;
5387                                         pixels[j+2] = 255;
5388                                         pixels[j+3] = basepixels[j+3];
5389                                 }
5390                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5391                                 Mem_Free(pixels);
5392                         }
5393                 }
5394                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5395                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5396                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5397                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5398                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5399                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5400         }
5401
5402         if (r_loaddds)
5403         {
5404                 if (r_loadnormalmap)
5405                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5406                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5407                 if (r_loadgloss)
5408                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5409                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5410                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5411                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5412         }
5413
5414         // _norm is the name used by tenebrae and has been adopted as standard
5415         if (r_loadnormalmap && skinframe->nmap == NULL)
5416         {
5417                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
5418                 {
5419                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5420                         Mem_Free(pixels);
5421                         pixels = NULL;
5422                 }
5423                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
5424                 {
5425                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5426                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5427                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5428                         Mem_Free(pixels);
5429                         Mem_Free(bumppixels);
5430                 }
5431                 else if (r_shadow_bumpscale_basetexture.value > 0)
5432                 {
5433                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5434                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5435                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5436                         Mem_Free(pixels);
5437                 }
5438                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5439                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5440         }
5441
5442         // _luma is supported only for tenebrae compatibility
5443         // _glow is the preferred name
5444         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))))
5445         {
5446                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5447                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5448                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5449                 Mem_Free(pixels);pixels = NULL;
5450         }
5451
5452         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)))
5453         {
5454                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5455                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5456                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5457                 Mem_Free(pixels);
5458                 pixels = NULL;
5459         }
5460
5461         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)))
5462         {
5463                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5464                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5465                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5466                 Mem_Free(pixels);
5467                 pixels = NULL;
5468         }
5469
5470         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)))
5471         {
5472                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5473                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5474                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5475                 Mem_Free(pixels);
5476                 pixels = NULL;
5477         }
5478
5479         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false)))
5480         {
5481                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5482                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5483                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5484                 Mem_Free(pixels);
5485                 pixels = NULL;
5486         }
5487
5488         if (basepixels)
5489                 Mem_Free(basepixels);
5490
5491         return skinframe;
5492 }
5493
5494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5496 {
5497         int i;
5498         unsigned char *temp1, *temp2;
5499         skinframe_t *skinframe;
5500
5501         if (cls.state == ca_dedicated)
5502                 return NULL;
5503
5504         // if already loaded just return it, otherwise make a new skinframe
5505         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5506         if (skinframe && skinframe->base)
5507                 return skinframe;
5508
5509         skinframe->stain = NULL;
5510         skinframe->merged = NULL;
5511         skinframe->base = NULL;
5512         skinframe->pants = NULL;
5513         skinframe->shirt = NULL;
5514         skinframe->nmap = NULL;
5515         skinframe->gloss = NULL;
5516         skinframe->glow = NULL;
5517         skinframe->fog = NULL;
5518         skinframe->reflect = NULL;
5519         skinframe->hasalpha = false;
5520
5521         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5522         if (!skindata)
5523                 return NULL;
5524
5525         if (developer_loading.integer)
5526                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5527
5528         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5529         {
5530                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5531                 temp2 = temp1 + width * height * 4;
5532                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5533                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5534                 Mem_Free(temp1);
5535         }
5536         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5537         if (textureflags & TEXF_ALPHA)
5538         {
5539                 for (i = 3;i < width * height * 4;i += 4)
5540                 {
5541                         if (skindata[i] < 255)
5542                         {
5543                                 skinframe->hasalpha = true;
5544                                 break;
5545                         }
5546                 }
5547                 if (r_loadfog && skinframe->hasalpha)
5548                 {
5549                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5550                         memcpy(fogpixels, skindata, width * height * 4);
5551                         for (i = 0;i < width * height * 4;i += 4)
5552                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5553                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5554                         Mem_Free(fogpixels);
5555                 }
5556         }
5557
5558         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5559         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5560
5561         return skinframe;
5562 }
5563
5564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5565 {
5566         int i;
5567         int featuresmask;
5568         skinframe_t *skinframe;
5569
5570         if (cls.state == ca_dedicated)
5571                 return NULL;
5572
5573         // if already loaded just return it, otherwise make a new skinframe
5574         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5575         if (skinframe && skinframe->base)
5576                 return skinframe;
5577
5578         skinframe->stain = NULL;
5579         skinframe->merged = NULL;
5580         skinframe->base = NULL;
5581         skinframe->pants = NULL;
5582         skinframe->shirt = NULL;
5583         skinframe->nmap = NULL;
5584         skinframe->gloss = NULL;
5585         skinframe->glow = NULL;
5586         skinframe->fog = NULL;
5587         skinframe->reflect = NULL;
5588         skinframe->hasalpha = false;
5589
5590         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5591         if (!skindata)
5592                 return NULL;
5593
5594         if (developer_loading.integer)
5595                 Con_Printf("loading quake skin \"%s\"\n", name);
5596
5597         // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
5598         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5599         memcpy(skinframe->qpixels, skindata, width*height);
5600         skinframe->qwidth = width;
5601         skinframe->qheight = height;
5602
5603         featuresmask = 0;
5604         for (i = 0;i < width * height;i++)
5605                 featuresmask |= palette_featureflags[skindata[i]];
5606
5607         skinframe->hasalpha = false;
5608         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5609         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5610         skinframe->qgeneratemerged = true;
5611         skinframe->qgeneratebase = skinframe->qhascolormapping;
5612         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5613
5614         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5615         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5616
5617         return skinframe;
5618 }
5619
5620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5621 {
5622         int width;
5623         int height;
5624         unsigned char *skindata;
5625
5626         if (!skinframe->qpixels)
5627                 return;
5628
5629         if (!skinframe->qhascolormapping)
5630                 colormapped = false;
5631
5632         if (colormapped)
5633         {
5634                 if (!skinframe->qgeneratebase)
5635                         return;
5636         }
5637         else
5638         {
5639                 if (!skinframe->qgeneratemerged)
5640                         return;
5641         }
5642
5643         width = skinframe->qwidth;
5644         height = skinframe->qheight;
5645         skindata = skinframe->qpixels;
5646
5647         if (skinframe->qgeneratenmap)
5648         {
5649                 unsigned char *temp1, *temp2;
5650                 skinframe->qgeneratenmap = false;
5651                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5652                 temp2 = temp1 + width * height * 4;
5653                 // use either a custom palette or the quake palette
5654                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5655                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5656                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5657                 Mem_Free(temp1);
5658         }
5659
5660         if (skinframe->qgenerateglow)
5661         {
5662                 skinframe->qgenerateglow = false;
5663                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5664         }
5665
5666         if (colormapped)
5667         {
5668                 skinframe->qgeneratebase = false;
5669                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5670                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5671                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5672         }
5673         else
5674         {
5675                 skinframe->qgeneratemerged = false;
5676                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5677         }
5678
5679         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5680         {
5681                 Mem_Free(skinframe->qpixels);
5682                 skinframe->qpixels = NULL;
5683         }
5684 }
5685
5686 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
5687 {
5688         int i;
5689         skinframe_t *skinframe;
5690
5691         if (cls.state == ca_dedicated)
5692                 return NULL;
5693
5694         // if already loaded just return it, otherwise make a new skinframe
5695         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5696         if (skinframe && skinframe->base)
5697                 return skinframe;
5698
5699         skinframe->stain = NULL;
5700         skinframe->merged = NULL;
5701         skinframe->base = NULL;
5702         skinframe->pants = NULL;
5703         skinframe->shirt = NULL;
5704         skinframe->nmap = NULL;
5705         skinframe->gloss = NULL;
5706         skinframe->glow = NULL;
5707         skinframe->fog = NULL;
5708         skinframe->reflect = NULL;
5709         skinframe->hasalpha = false;
5710
5711         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5712         if (!skindata)
5713                 return NULL;
5714
5715         if (developer_loading.integer)
5716                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5717
5718         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5719         if (textureflags & TEXF_ALPHA)
5720         {
5721                 for (i = 0;i < width * height;i++)
5722                 {
5723                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5724                         {
5725                                 skinframe->hasalpha = true;
5726                                 break;
5727                         }
5728                 }
5729                 if (r_loadfog && skinframe->hasalpha)
5730                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5731         }
5732
5733         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5734         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5735
5736         return skinframe;
5737 }
5738
5739 skinframe_t *R_SkinFrame_LoadMissing(void)
5740 {
5741         skinframe_t *skinframe;
5742
5743         if (cls.state == ca_dedicated)
5744                 return NULL;
5745
5746         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5747         skinframe->stain = NULL;
5748         skinframe->merged = NULL;
5749         skinframe->base = NULL;
5750         skinframe->pants = NULL;
5751         skinframe->shirt = NULL;
5752         skinframe->nmap = NULL;
5753         skinframe->gloss = NULL;
5754         skinframe->glow = NULL;
5755         skinframe->fog = NULL;
5756         skinframe->reflect = NULL;
5757         skinframe->hasalpha = false;
5758
5759         skinframe->avgcolor[0] = rand() / RAND_MAX;
5760         skinframe->avgcolor[1] = rand() / RAND_MAX;
5761         skinframe->avgcolor[2] = rand() / RAND_MAX;
5762         skinframe->avgcolor[3] = 1;
5763
5764         return skinframe;
5765 }
5766
5767 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5768 typedef struct suffixinfo_s
5769 {
5770         char *suffix;
5771         qboolean flipx, flipy, flipdiagonal;
5772 }
5773 suffixinfo_t;
5774 static suffixinfo_t suffix[3][6] =
5775 {
5776         {
5777                 {"px",   false, false, false},
5778                 {"nx",   false, false, false},
5779                 {"py",   false, false, false},
5780                 {"ny",   false, false, false},
5781                 {"pz",   false, false, false},
5782                 {"nz",   false, false, false}
5783         },
5784         {
5785                 {"posx", false, false, false},
5786                 {"negx", false, false, false},
5787                 {"posy", false, false, false},
5788                 {"negy", false, false, false},
5789                 {"posz", false, false, false},
5790                 {"negz", false, false, false}
5791         },
5792         {
5793                 {"rt",    true, false,  true},
5794                 {"lf",   false,  true,  true},
5795                 {"ft",    true,  true, false},
5796                 {"bk",   false, false, false},
5797                 {"up",    true, false,  true},
5798                 {"dn",    true, false,  true}
5799         }
5800 };
5801
5802 static int componentorder[4] = {0, 1, 2, 3};
5803
5804 rtexture_t *R_LoadCubemap(const char *basename)
5805 {
5806         int i, j, cubemapsize;
5807         unsigned char *cubemappixels, *image_buffer;
5808         rtexture_t *cubemaptexture;
5809         char name[256];
5810         // must start 0 so the first loadimagepixels has no requested width/height
5811         cubemapsize = 0;
5812         cubemappixels = NULL;
5813         cubemaptexture = NULL;
5814         // keep trying different suffix groups (posx, px, rt) until one loads
5815         for (j = 0;j < 3 && !cubemappixels;j++)
5816         {
5817                 // load the 6 images in the suffix group
5818                 for (i = 0;i < 6;i++)
5819                 {
5820                         // generate an image name based on the base and and suffix
5821                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5822                         // load it
5823                         if ((image_buffer = loadimagepixelsbgra(name, false, false)))
5824                         {
5825                                 // an image loaded, make sure width and height are equal
5826                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5827                                 {
5828                                         // if this is the first image to load successfully, allocate the cubemap memory
5829                                         if (!cubemappixels && image_width >= 1)
5830                                         {
5831                                                 cubemapsize = image_width;
5832                                                 // note this clears to black, so unavailable sides are black
5833                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5834                                         }
5835                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5836                                         if (cubemappixels)
5837                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
5838                                 }
5839                                 else
5840                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5841                                 // free the image
5842                                 Mem_Free(image_buffer);
5843                         }
5844                 }
5845         }
5846         // if a cubemap loaded, upload it
5847         if (cubemappixels)
5848         {
5849                 if (developer_loading.integer)
5850                         Con_Printf("loading cubemap \"%s\"\n", basename);
5851
5852                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5853                 Mem_Free(cubemappixels);
5854         }
5855         else
5856         {
5857                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5858                 if (developer_loading.integer)
5859                 {
5860                         Con_Printf("(tried tried images ");
5861                         for (j = 0;j < 3;j++)
5862                                 for (i = 0;i < 6;i++)
5863                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5864                         Con_Print(" and was unable to find any of them).\n");
5865                 }
5866         }
5867         return cubemaptexture;
5868 }
5869
5870 rtexture_t *R_GetCubemap(const char *basename)
5871 {
5872         int i;
5873         for (i = 0;i < r_texture_numcubemaps;i++)
5874                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5875                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5876         if (i >= MAX_CUBEMAPS)
5877                 return r_texture_whitecube;
5878         r_texture_numcubemaps++;
5879         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5880         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5881         return r_texture_cubemaps[i].texture;
5882 }
5883
5884 void R_FreeCubemaps(void)
5885 {
5886         int i;
5887         for (i = 0;i < r_texture_numcubemaps;i++)
5888         {
5889                 if (developer_loading.integer)
5890                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5891                 if (r_texture_cubemaps[i].texture)
5892                         R_FreeTexture(r_texture_cubemaps[i].texture);
5893         }
5894         r_texture_numcubemaps = 0;
5895 }
5896
5897 void R_Main_FreeViewCache(void)
5898 {
5899         if (r_refdef.viewcache.entityvisible)
5900                 Mem_Free(r_refdef.viewcache.entityvisible);
5901         if (r_refdef.viewcache.world_pvsbits)
5902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5903         if (r_refdef.viewcache.world_leafvisible)
5904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5905         if (r_refdef.viewcache.world_surfacevisible)
5906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5908 }
5909
5910 void R_Main_ResizeViewCache(void)
5911 {
5912         int numentities = r_refdef.scene.numentities;
5913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
5917         if (r_refdef.viewcache.maxentities < numentities)
5918         {
5919                 r_refdef.viewcache.maxentities = numentities;
5920                 if (r_refdef.viewcache.entityvisible)
5921                         Mem_Free(r_refdef.viewcache.entityvisible);
5922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
5923         }
5924         if (r_refdef.viewcache.world_numclusters != numclusters)
5925         {
5926                 r_refdef.viewcache.world_numclusters = numclusters;
5927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
5928                 if (r_refdef.viewcache.world_pvsbits)
5929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
5930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
5931         }
5932         if (r_refdef.viewcache.world_numleafs != numleafs)
5933         {
5934                 r_refdef.viewcache.world_numleafs = numleafs;
5935                 if (r_refdef.viewcache.world_leafvisible)
5936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
5937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
5938         }
5939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
5940         {
5941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
5942                 if (r_refdef.viewcache.world_surfacevisible)
5943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
5944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
5945         }
5946 }
5947
5948 extern rtexture_t *loadingscreentexture;
5949 void gl_main_start(void)
5950 {
5951         loadingscreentexture = NULL;
5952         r_texture_blanknormalmap = NULL;
5953         r_texture_white = NULL;
5954         r_texture_grey128 = NULL;
5955         r_texture_black = NULL;
5956         r_texture_whitecube = NULL;
5957         r_texture_normalizationcube = NULL;
5958         r_texture_fogattenuation = NULL;
5959         r_texture_gammaramps = NULL;
5960         r_texture_numcubemaps = 0;
5961
5962         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
5963         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
5964
5965         switch(vid.renderpath)
5966         {
5967         case RENDERPATH_GL20:
5968         case RENDERPATH_CGGL:
5969                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5970                 Cvar_SetValueQuick(&gl_combine, 1);
5971                 Cvar_SetValueQuick(&r_glsl, 1);
5972                 r_loadnormalmap = true;
5973                 r_loadgloss = true;
5974                 r_loadfog = false;
5975                 break;
5976         case RENDERPATH_GL13:
5977                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5978                 Cvar_SetValueQuick(&gl_combine, 1);
5979                 Cvar_SetValueQuick(&r_glsl, 0);
5980                 r_loadnormalmap = false;
5981                 r_loadgloss = false;
5982                 r_loadfog = true;
5983                 break;
5984         case RENDERPATH_GL11:
5985                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
5986                 Cvar_SetValueQuick(&gl_combine, 0);
5987                 Cvar_SetValueQuick(&r_glsl, 0);
5988                 r_loadnormalmap = false;
5989                 r_loadgloss = false;
5990                 r_loadfog = true;
5991                 break;
5992         }
5993
5994         R_AnimCache_Free();
5995         R_FrameData_Reset();
5996
5997         r_numqueries = 0;
5998         r_maxqueries = 0;
5999         memset(r_queries, 0, sizeof(r_queries));
6000
6001         r_qwskincache = NULL;
6002         r_qwskincache_size = 0;
6003
6004         // set up r_skinframe loading system for textures
6005         memset(&r_skinframe, 0, sizeof(r_skinframe));
6006         r_skinframe.loadsequence = 1;
6007         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6008
6009         r_main_texturepool = R_AllocTexturePool();
6010         R_BuildBlankTextures();
6011         R_BuildNoTexture();
6012         if (vid.support.arb_texture_cube_map)
6013         {
6014                 R_BuildWhiteCube();
6015                 R_BuildNormalizationCube();
6016         }
6017         r_texture_fogattenuation = NULL;
6018         r_texture_gammaramps = NULL;
6019         //r_texture_fogintensity = NULL;
6020         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6021         memset(&r_waterstate, 0, sizeof(r_waterstate));
6022         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6023         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6024         glslshaderstring = NULL;
6025 #ifdef SUPPORTCG
6026         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6027         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6028         cgshaderstring = NULL;
6029 #endif
6030         memset(&r_svbsp, 0, sizeof (r_svbsp));
6031
6032         r_refdef.fogmasktable_density = 0;
6033 }
6034
6035 void gl_main_shutdown(void)
6036 {
6037         R_AnimCache_Free();
6038         R_FrameData_Reset();
6039
6040         R_Main_FreeViewCache();
6041
6042         if (r_maxqueries)
6043                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6044
6045         r_numqueries = 0;
6046         r_maxqueries = 0;
6047         memset(r_queries, 0, sizeof(r_queries));
6048
6049         r_qwskincache = NULL;
6050         r_qwskincache_size = 0;
6051
6052         // clear out the r_skinframe state
6053         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6054         memset(&r_skinframe, 0, sizeof(r_skinframe));
6055
6056         if (r_svbsp.nodes)
6057                 Mem_Free(r_svbsp.nodes);
6058         memset(&r_svbsp, 0, sizeof (r_svbsp));
6059         R_FreeTexturePool(&r_main_texturepool);
6060         loadingscreentexture = NULL;
6061         r_texture_blanknormalmap = NULL;
6062         r_texture_white = NULL;
6063         r_texture_grey128 = NULL;
6064         r_texture_black = NULL;
6065         r_texture_whitecube = NULL;
6066         r_texture_normalizationcube = NULL;
6067         r_texture_fogattenuation = NULL;
6068         r_texture_gammaramps = NULL;
6069         r_texture_numcubemaps = 0;
6070         //r_texture_fogintensity = NULL;
6071         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6072         memset(&r_waterstate, 0, sizeof(r_waterstate));
6073         R_GLSL_Restart_f();
6074 }
6075
6076 extern void CL_ParseEntityLump(char *entitystring);
6077 void gl_main_newmap(void)
6078 {
6079         // FIXME: move this code to client
6080         int l;
6081         char *entities, entname[MAX_QPATH];
6082         if (r_qwskincache)
6083                 Mem_Free(r_qwskincache);
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086         if (cl.worldmodel)
6087         {
6088                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6089                 l = (int)strlen(entname) - 4;
6090                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6091                 {
6092                         memcpy(entname + l, ".ent", 5);
6093                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6094                         {
6095                                 CL_ParseEntityLump(entities);
6096                                 Mem_Free(entities);
6097                                 return;
6098                         }
6099                 }
6100                 if (cl.worldmodel->brush.entities)
6101                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6102         }
6103         R_Main_FreeViewCache();
6104
6105         R_FrameData_Reset();
6106 }
6107
6108 void GL_Main_Init(void)
6109 {
6110         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6111
6112         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6113         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6114         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6115         if (gamemode == GAME_NEHAHRA)
6116         {
6117                 Cvar_RegisterVariable (&gl_fogenable);
6118                 Cvar_RegisterVariable (&gl_fogdensity);
6119                 Cvar_RegisterVariable (&gl_fogred);
6120                 Cvar_RegisterVariable (&gl_foggreen);
6121                 Cvar_RegisterVariable (&gl_fogblue);
6122                 Cvar_RegisterVariable (&gl_fogstart);
6123                 Cvar_RegisterVariable (&gl_fogend);
6124                 Cvar_RegisterVariable (&gl_skyclip);
6125         }
6126         Cvar_RegisterVariable(&r_motionblur);
6127         Cvar_RegisterVariable(&r_motionblur_maxblur);
6128         Cvar_RegisterVariable(&r_motionblur_bmin);
6129         Cvar_RegisterVariable(&r_motionblur_vmin);
6130         Cvar_RegisterVariable(&r_motionblur_vmax);
6131         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6132         Cvar_RegisterVariable(&r_motionblur_randomize);
6133         Cvar_RegisterVariable(&r_damageblur);
6134         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6135         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6136         Cvar_RegisterVariable(&r_equalize_entities_by);
6137         Cvar_RegisterVariable(&r_equalize_entities_to);
6138         Cvar_RegisterVariable(&r_depthfirst);
6139         Cvar_RegisterVariable(&r_useinfinitefarclip);
6140         Cvar_RegisterVariable(&r_farclip_base);
6141         Cvar_RegisterVariable(&r_farclip_world);
6142         Cvar_RegisterVariable(&r_nearclip);
6143         Cvar_RegisterVariable(&r_showbboxes);
6144         Cvar_RegisterVariable(&r_showsurfaces);
6145         Cvar_RegisterVariable(&r_showtris);
6146         Cvar_RegisterVariable(&r_shownormals);
6147         Cvar_RegisterVariable(&r_showlighting);
6148         Cvar_RegisterVariable(&r_showshadowvolumes);
6149         Cvar_RegisterVariable(&r_showcollisionbrushes);
6150         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6151         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6152         Cvar_RegisterVariable(&r_showdisabledepthtest);
6153         Cvar_RegisterVariable(&r_drawportals);
6154         Cvar_RegisterVariable(&r_drawentities);
6155         Cvar_RegisterVariable(&r_cullentities_trace);
6156         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6157         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6158         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6159         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6160         Cvar_RegisterVariable(&r_drawviewmodel);
6161         Cvar_RegisterVariable(&r_speeds);
6162         Cvar_RegisterVariable(&r_fullbrights);
6163         Cvar_RegisterVariable(&r_wateralpha);
6164         Cvar_RegisterVariable(&r_dynamic);
6165         Cvar_RegisterVariable(&r_fullbright);
6166         Cvar_RegisterVariable(&r_shadows);
6167         Cvar_RegisterVariable(&r_shadows_darken);
6168         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6169         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6170         Cvar_RegisterVariable(&r_shadows_throwdistance);
6171         Cvar_RegisterVariable(&r_shadows_throwdirection);
6172         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6173         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6174         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6175         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6176         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6177         Cvar_RegisterVariable(&r_fog_exp2);
6178         Cvar_RegisterVariable(&r_drawfog);
6179         Cvar_RegisterVariable(&r_transparentdepthmasking);
6180         Cvar_RegisterVariable(&r_texture_dds_load);
6181         Cvar_RegisterVariable(&r_texture_dds_save);
6182         Cvar_RegisterVariable(&r_textureunits);
6183         Cvar_RegisterVariable(&gl_combine);
6184         Cvar_RegisterVariable(&r_glsl);
6185         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6186         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6187         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6188         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6189         Cvar_RegisterVariable(&r_glsl_postprocess);
6190         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6191         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6192         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6193         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6194         Cvar_RegisterVariable(&r_water);
6195         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6196         Cvar_RegisterVariable(&r_water_clippingplanebias);
6197         Cvar_RegisterVariable(&r_water_refractdistort);
6198         Cvar_RegisterVariable(&r_water_reflectdistort);
6199         Cvar_RegisterVariable(&r_lerpsprites);
6200         Cvar_RegisterVariable(&r_lerpmodels);
6201         Cvar_RegisterVariable(&r_lerplightstyles);
6202         Cvar_RegisterVariable(&r_waterscroll);
6203         Cvar_RegisterVariable(&r_bloom);
6204         Cvar_RegisterVariable(&r_bloom_colorscale);
6205         Cvar_RegisterVariable(&r_bloom_brighten);
6206         Cvar_RegisterVariable(&r_bloom_blur);
6207         Cvar_RegisterVariable(&r_bloom_resolution);
6208         Cvar_RegisterVariable(&r_bloom_colorexponent);
6209         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6210         Cvar_RegisterVariable(&r_hdr);
6211         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6212         Cvar_RegisterVariable(&r_hdr_glowintensity);
6213         Cvar_RegisterVariable(&r_hdr_range);
6214         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6215         Cvar_RegisterVariable(&developer_texturelogging);
6216         Cvar_RegisterVariable(&gl_lightmaps);
6217         Cvar_RegisterVariable(&r_test);
6218         Cvar_RegisterVariable(&r_batchmode);
6219         Cvar_RegisterVariable(&r_glsl_saturation);
6220         Cvar_RegisterVariable(&r_framedatasize);
6221         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6222                 Cvar_SetValue("r_fullbrights", 0);
6223         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6224
6225         Cvar_RegisterVariable(&r_track_sprites);
6226         Cvar_RegisterVariable(&r_track_sprites_flags);
6227         Cvar_RegisterVariable(&r_track_sprites_scalew);
6228         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6229         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6230         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6231 }
6232
6233 extern void R_Textures_Init(void);
6234 extern void GL_Draw_Init(void);
6235 extern void GL_Main_Init(void);
6236 extern void R_Shadow_Init(void);
6237 extern void R_Sky_Init(void);
6238 extern void GL_Surf_Init(void);
6239 extern void R_Particles_Init(void);
6240 extern void R_Explosion_Init(void);
6241 extern void gl_backend_init(void);
6242 extern void Sbar_Init(void);
6243 extern void R_LightningBeams_Init(void);
6244 extern void Mod_RenderInit(void);
6245 extern void Font_Init(void);
6246
6247 void Render_Init(void)
6248 {
6249         gl_backend_init();
6250         R_Textures_Init();
6251         GL_Main_Init();
6252         Font_Init();
6253         GL_Draw_Init();
6254         R_Shadow_Init();
6255         R_Sky_Init();
6256         GL_Surf_Init();
6257         Sbar_Init();
6258         R_Particles_Init();
6259         R_Explosion_Init();
6260         R_LightningBeams_Init();
6261         Mod_RenderInit();
6262 }
6263
6264 /*
6265 ===============
6266 GL_Init
6267 ===============
6268 */
6269 extern char *ENGINE_EXTENSIONS;
6270 void GL_Init (void)
6271 {
6272         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6273         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6274         gl_version = (const char *)qglGetString(GL_VERSION);
6275         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6276
6277         if (!gl_extensions)
6278                 gl_extensions = "";
6279         if (!gl_platformextensions)
6280                 gl_platformextensions = "";
6281
6282         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6283         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6284         Con_Printf("GL_VERSION: %s\n", gl_version);
6285         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6286         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6287
6288         VID_CheckExtensions();
6289
6290         // LordHavoc: report supported extensions
6291         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6292
6293         // clear to black (loading plaque will be seen over this)
6294         CHECKGLERROR
6295         qglClearColor(0,0,0,1);CHECKGLERROR
6296         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6297 }
6298
6299 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6300 {
6301         int i;
6302         mplane_t *p;
6303         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6304         {
6305                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6306                 if (i == 4)
6307                         continue;
6308                 p = r_refdef.view.frustum + i;
6309                 switch(p->signbits)
6310                 {
6311                 default:
6312                 case 0:
6313                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6314                                 return true;
6315                         break;
6316                 case 1:
6317                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6318                                 return true;
6319                         break;
6320                 case 2:
6321                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6322                                 return true;
6323                         break;
6324                 case 3:
6325                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6326                                 return true;
6327                         break;
6328                 case 4:
6329                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6330                                 return true;
6331                         break;
6332                 case 5:
6333                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6334                                 return true;
6335                         break;
6336                 case 6:
6337                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6338                                 return true;
6339                         break;
6340                 case 7:
6341                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6342                                 return true;
6343                         break;
6344                 }
6345         }
6346         return false;
6347 }
6348
6349 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6350 {
6351         int i;
6352         const mplane_t *p;
6353         for (i = 0;i < numplanes;i++)
6354         {
6355                 p = planes + i;
6356                 switch(p->signbits)
6357                 {
6358                 default:
6359                 case 0:
6360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6361                                 return true;
6362                         break;
6363                 case 1:
6364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6365                                 return true;
6366                         break;
6367                 case 2:
6368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6369                                 return true;
6370                         break;
6371                 case 3:
6372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6373                                 return true;
6374                         break;
6375                 case 4:
6376                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6377                                 return true;
6378                         break;
6379                 case 5:
6380                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6381                                 return true;
6382                         break;
6383                 case 6:
6384                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6385                                 return true;
6386                         break;
6387                 case 7:
6388                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6389                                 return true;
6390                         break;
6391                 }
6392         }
6393         return false;
6394 }
6395
6396 //==================================================================================
6397
6398 // LordHavoc: this stores temporary data used within the same frame
6399
6400 qboolean r_framedata_failed;
6401 static size_t r_framedata_size;
6402 static size_t r_framedata_current;
6403 static void *r_framedata_base;
6404
6405 void R_FrameData_Reset(void)
6406 {
6407         if (r_framedata_base)
6408                 Mem_Free(r_framedata_base);
6409         r_framedata_base = NULL;
6410         r_framedata_size = 0;
6411         r_framedata_current = 0;
6412         r_framedata_failed = false;
6413 }
6414
6415 void R_FrameData_NewFrame(void)
6416 {
6417         size_t wantedsize;
6418         if (r_framedata_failed)
6419                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6420         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6421         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6422         if (r_framedata_size != wantedsize)
6423         {
6424                 r_framedata_size = wantedsize;
6425                 if (r_framedata_base)
6426                         Mem_Free(r_framedata_base);
6427                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6428         }
6429         r_framedata_current = 0;
6430         r_framedata_failed = false;
6431 }
6432
6433 void *R_FrameData_Alloc(size_t size)
6434 {
6435         void *data;
6436
6437         // align to 16 byte boundary
6438         size = (size + 15) & ~15;
6439         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6440         r_framedata_current += size;
6441
6442         // check overflow
6443         if (r_framedata_current > r_framedata_size)
6444                 r_framedata_failed = true;
6445
6446         // return NULL on everything after a failure
6447         if (r_framedata_failed)
6448                 return NULL;
6449
6450         return data;
6451 }
6452
6453 void *R_FrameData_Store(size_t size, void *data)
6454 {
6455         void *d = R_FrameData_Alloc(size);
6456         if (d)
6457                 memcpy(d, data, size);
6458         return d;
6459 }
6460
6461 //==================================================================================
6462
6463 // LordHavoc: animcache originally written by Echon, rewritten since then
6464
6465 /**
6466  * Animation cache prevents re-generating mesh data for an animated model
6467  * multiple times in one frame for lighting, shadowing, reflections, etc.
6468  */
6469
6470 void R_AnimCache_Free(void)
6471 {
6472 }
6473
6474 void R_AnimCache_ClearCache(void)
6475 {
6476         int i;
6477         entity_render_t *ent;
6478
6479         for (i = 0;i < r_refdef.scene.numentities;i++)
6480         {
6481                 ent = r_refdef.scene.entities[i];
6482                 ent->animcache_vertex3f = NULL;
6483                 ent->animcache_normal3f = NULL;
6484                 ent->animcache_svector3f = NULL;
6485                 ent->animcache_tvector3f = NULL;
6486         }
6487 }
6488
6489 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6490 {
6491         dp_model_t *model = ent->model;
6492         int numvertices;
6493         // see if it's already cached this frame
6494         if (ent->animcache_vertex3f)
6495         {
6496                 // add normals/tangents if needed
6497                 if (wantnormals || wanttangents)
6498                 {
6499                         if (ent->animcache_normal3f)
6500                                 wantnormals = false;
6501                         if (ent->animcache_svector3f)
6502                                 wanttangents = false;
6503                         if (wantnormals || wanttangents)
6504                         {
6505                                 numvertices = model->surfmesh.num_vertices;
6506                                 if (wantnormals)
6507                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6508                                 if (wanttangents)
6509                                 {
6510                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6511                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6512                                 }
6513                                 if (!r_framedata_failed)
6514                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6515                         }
6516                 }
6517         }
6518         else
6519         {
6520                 // see if this ent is worth caching
6521                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6522                         return false;
6523                 // get some memory for this entity and generate mesh data
6524                 numvertices = model->surfmesh.num_vertices;
6525                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6526                 if (wantnormals)
6527                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6528                 if (wanttangents)
6529                 {
6530                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6531                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6532                 }
6533                 if (!r_framedata_failed)
6534                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6535         }
6536         return !r_framedata_failed;
6537 }
6538
6539 void R_AnimCache_CacheVisibleEntities(void)
6540 {
6541         int i;
6542         qboolean wantnormals = !r_showsurfaces.integer;
6543         qboolean wanttangents = !r_showsurfaces.integer;
6544
6545         switch(vid.renderpath)
6546         {
6547         case RENDERPATH_GL20:
6548         case RENDERPATH_CGGL:
6549                 break;
6550         case RENDERPATH_GL13:
6551         case RENDERPATH_GL11:
6552                 wanttangents = false;
6553                 break;
6554         }
6555
6556         // TODO: thread this
6557         // NOTE: R_PrepareRTLights() also caches entities
6558
6559         for (i = 0;i < r_refdef.scene.numentities;i++)
6560                 if (r_refdef.viewcache.entityvisible[i])
6561                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6562
6563         if (r_shadows.integer)
6564                 for (i = 0;i < r_refdef.scene.numentities;i++)
6565                         if (!r_refdef.viewcache.entityvisible[i])
6566                                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], false, false);
6567 }
6568
6569 //==================================================================================
6570
6571 static void R_View_UpdateEntityLighting (void)
6572 {
6573         int i;
6574         entity_render_t *ent;
6575         vec3_t tempdiffusenormal, avg;
6576         vec_t f, fa, fd, fdd;
6577
6578         for (i = 0;i < r_refdef.scene.numentities;i++)
6579         {
6580                 ent = r_refdef.scene.entities[i];
6581
6582                 // skip unseen models
6583                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6584                         continue;
6585
6586                 // skip bsp models
6587                 if (ent->model && ent->model->brush.num_leafs)
6588                 {
6589                         // TODO: use modellight for r_ambient settings on world?
6590                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6591                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6592                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6593                         continue;
6594                 }
6595
6596                 // fetch the lighting from the worldmodel data
6597                 VectorClear(ent->modellight_ambient);
6598                 VectorClear(ent->modellight_diffuse);
6599                 VectorClear(tempdiffusenormal);
6600                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6601                 {
6602                         vec3_t org;
6603                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6604                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6605                         if(ent->flags & RENDER_EQUALIZE)
6606                         {
6607                                 // first fix up ambient lighting...
6608                                 if(r_equalize_entities_minambient.value > 0)
6609                                 {
6610                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6611                                         if(fd > 0)
6612                                         {
6613                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6614                                                 if(fa < r_equalize_entities_minambient.value * fd)
6615                                                 {
6616                                                         // solve:
6617                                                         //   fa'/fd' = minambient
6618                                                         //   fa'+0.25*fd' = fa+0.25*fd
6619                                                         //   ...
6620                                                         //   fa' = fd' * minambient
6621                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6622                                                         //   ...
6623                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6624                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6625                                                         //   ...
6626                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6627                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6628                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6629                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6630                                                 }
6631                                         }
6632                                 }
6633
6634                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6635                                 {
6636                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6637                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6638                                         if(f > 0)
6639                                         {
6640                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6641                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6642                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6643                                         }
6644                                 }
6645                         }
6646                 }
6647                 else // highly rare
6648                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6649
6650                 // move the light direction into modelspace coordinates for lighting code
6651                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6652                 if(VectorLength2(ent->modellight_lightdir) == 0)
6653                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6654                 VectorNormalize(ent->modellight_lightdir);
6655         }
6656 }
6657
6658 #define MAX_LINEOFSIGHTTRACES 64
6659
6660 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6661 {
6662         int i;
6663         vec3_t boxmins, boxmaxs;
6664         vec3_t start;
6665         vec3_t end;
6666         dp_model_t *model = r_refdef.scene.worldmodel;
6667
6668         if (!model || !model->brush.TraceLineOfSight)
6669                 return true;
6670
6671         // expand the box a little
6672         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6673         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6674         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6675         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6676         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6677         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6678
6679         // try center
6680         VectorCopy(eye, start);
6681         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6682         if (model->brush.TraceLineOfSight(model, start, end))
6683                 return true;
6684
6685         // try various random positions
6686         for (i = 0;i < numsamples;i++)
6687         {
6688                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6689                 if (model->brush.TraceLineOfSight(model, start, end))
6690                         return true;
6691         }
6692
6693         return false;
6694 }
6695
6696
6697 static void R_View_UpdateEntityVisible (void)
6698 {
6699         int i;
6700         int renderimask;
6701         int samples;
6702         entity_render_t *ent;
6703
6704         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6705         if (!r_drawviewmodel.integer)
6706                 renderimask |= RENDER_VIEWMODEL;
6707         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6708         {
6709                 // worldmodel can check visibility
6710                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6711                 for (i = 0;i < r_refdef.scene.numentities;i++)
6712                 {
6713                         ent = r_refdef.scene.entities[i];
6714                         if (!(ent->flags & renderimask))
6715                         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)))
6716                         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))
6717                                 r_refdef.viewcache.entityvisible[i] = true;
6718                 }
6719                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6720                 {
6721                         for (i = 0;i < r_refdef.scene.numentities;i++)
6722                         {
6723                                 ent = r_refdef.scene.entities[i];
6724                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6725                                 {
6726                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6727                                         if (samples < 0)
6728                                                 continue; // temp entities do pvs only
6729                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6730                                                 ent->last_trace_visibility = realtime;
6731                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6732                                                 r_refdef.viewcache.entityvisible[i] = 0;
6733                                 }
6734                         }
6735                 }
6736         }
6737         else
6738         {
6739                 // no worldmodel or it can't check visibility
6740                 for (i = 0;i < r_refdef.scene.numentities;i++)
6741                 {
6742                         ent = r_refdef.scene.entities[i];
6743                         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));
6744                 }
6745         }
6746 }
6747
6748 /// only used if skyrendermasked, and normally returns false
6749 int R_DrawBrushModelsSky (void)
6750 {
6751         int i, sky;
6752         entity_render_t *ent;
6753
6754         sky = false;
6755         for (i = 0;i < r_refdef.scene.numentities;i++)
6756         {
6757                 if (!r_refdef.viewcache.entityvisible[i])
6758                         continue;
6759                 ent = r_refdef.scene.entities[i];
6760                 if (!ent->model || !ent->model->DrawSky)
6761                         continue;
6762                 ent->model->DrawSky(ent);
6763                 sky = true;
6764         }
6765         return sky;
6766 }
6767
6768 static void R_DrawNoModel(entity_render_t *ent);
6769 static void R_DrawModels(void)
6770 {
6771         int i;
6772         entity_render_t *ent;
6773
6774         for (i = 0;i < r_refdef.scene.numentities;i++)
6775         {
6776                 if (!r_refdef.viewcache.entityvisible[i])
6777                         continue;
6778                 ent = r_refdef.scene.entities[i];
6779                 r_refdef.stats.entities++;
6780                 if (ent->model && ent->model->Draw != NULL)
6781                         ent->model->Draw(ent);
6782                 else
6783                         R_DrawNoModel(ent);
6784         }
6785 }
6786
6787 static void R_DrawModelsDepth(void)
6788 {
6789         int i;
6790         entity_render_t *ent;
6791
6792         for (i = 0;i < r_refdef.scene.numentities;i++)
6793         {
6794                 if (!r_refdef.viewcache.entityvisible[i])
6795                         continue;
6796                 ent = r_refdef.scene.entities[i];
6797                 if (ent->model && ent->model->DrawDepth != NULL)
6798                         ent->model->DrawDepth(ent);
6799         }
6800 }
6801
6802 static void R_DrawModelsDebug(void)
6803 {
6804         int i;
6805         entity_render_t *ent;
6806
6807         for (i = 0;i < r_refdef.scene.numentities;i++)
6808         {
6809                 if (!r_refdef.viewcache.entityvisible[i])
6810                         continue;
6811                 ent = r_refdef.scene.entities[i];
6812                 if (ent->model && ent->model->DrawDebug != NULL)
6813                         ent->model->DrawDebug(ent);
6814         }
6815 }
6816
6817 static void R_DrawModelsAddWaterPlanes(void)
6818 {
6819         int i;
6820         entity_render_t *ent;
6821
6822         for (i = 0;i < r_refdef.scene.numentities;i++)
6823         {
6824                 if (!r_refdef.viewcache.entityvisible[i])
6825                         continue;
6826                 ent = r_refdef.scene.entities[i];
6827                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6828                         ent->model->DrawAddWaterPlanes(ent);
6829         }
6830 }
6831
6832 static void R_View_SetFrustum(void)
6833 {
6834         int i;
6835         double slopex, slopey;
6836         vec3_t forward, left, up, origin;
6837
6838         // we can't trust r_refdef.view.forward and friends in reflected scenes
6839         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6840
6841 #if 0
6842         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6843         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6844         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6845         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6846         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6847         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6848         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6849         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6850         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6851         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6852         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6853         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6854 #endif
6855
6856 #if 0
6857         zNear = r_refdef.nearclip;
6858         nudge = 1.0 - 1.0 / (1<<23);
6859         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6860         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6861         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6862         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6863         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6864         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6865         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6866         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6867 #endif
6868
6869
6870
6871 #if 0
6872         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6873         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6874         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6875         r_refdef.view.frustum[0].dist = m[15] - m[12];
6876
6877         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6878         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6879         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6880         r_refdef.view.frustum[1].dist = m[15] + m[12];
6881
6882         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6883         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6884         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6885         r_refdef.view.frustum[2].dist = m[15] - m[13];
6886
6887         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6888         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6889         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6890         r_refdef.view.frustum[3].dist = m[15] + m[13];
6891
6892         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6893         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6894         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6895         r_refdef.view.frustum[4].dist = m[15] - m[14];
6896
6897         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6898         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6899         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6900         r_refdef.view.frustum[5].dist = m[15] + m[14];
6901 #endif
6902
6903         if (r_refdef.view.useperspective)
6904         {
6905                 slopex = 1.0 / r_refdef.view.frustum_x;
6906                 slopey = 1.0 / r_refdef.view.frustum_y;
6907                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
6908                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
6909                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
6910                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
6911                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6912
6913                 // Leaving those out was a mistake, those were in the old code, and they
6914                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
6915                 // I couldn't reproduce it after adding those normalizations. --blub
6916                 VectorNormalize(r_refdef.view.frustum[0].normal);
6917                 VectorNormalize(r_refdef.view.frustum[1].normal);
6918                 VectorNormalize(r_refdef.view.frustum[2].normal);
6919                 VectorNormalize(r_refdef.view.frustum[3].normal);
6920
6921                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
6922                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
6923                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
6924                 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]);
6925                 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]);
6926
6927                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
6928                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
6929                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
6930                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
6931                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6932         }
6933         else
6934         {
6935                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
6936                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
6937                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
6938                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
6939                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
6940                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
6941                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
6942                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
6943                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
6944                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
6945         }
6946         r_refdef.view.numfrustumplanes = 5;
6947
6948         if (r_refdef.view.useclipplane)
6949         {
6950                 r_refdef.view.numfrustumplanes = 6;
6951                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
6952         }
6953
6954         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6955                 PlaneClassify(r_refdef.view.frustum + i);
6956
6957         // LordHavoc: note to all quake engine coders, Quake had a special case
6958         // for 90 degrees which assumed a square view (wrong), so I removed it,
6959         // Quake2 has it disabled as well.
6960
6961         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
6962         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
6963         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
6964         //PlaneClassify(&frustum[0]);
6965
6966         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
6967         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
6968         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
6969         //PlaneClassify(&frustum[1]);
6970
6971         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
6972         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
6973         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
6974         //PlaneClassify(&frustum[2]);
6975
6976         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
6977         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
6978         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
6979         //PlaneClassify(&frustum[3]);
6980
6981         // nearclip plane
6982         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
6983         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
6984         //PlaneClassify(&frustum[4]);
6985 }
6986
6987 void R_View_Update(void)
6988 {
6989         R_Main_ResizeViewCache();
6990         R_View_SetFrustum();
6991         R_View_WorldVisibility(r_refdef.view.useclipplane);
6992         R_View_UpdateEntityVisible();
6993         R_View_UpdateEntityLighting();
6994 }
6995
6996 void R_SetupView(qboolean allowwaterclippingplane)
6997 {
6998         const float *customclipplane = NULL;
6999         float plane[4];
7000         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7001         {
7002                 // LordHavoc: couldn't figure out how to make this approach the
7003                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7004                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7005                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7006                         dist = r_refdef.view.clipplane.dist;
7007                 plane[0] = r_refdef.view.clipplane.normal[0];
7008                 plane[1] = r_refdef.view.clipplane.normal[1];
7009                 plane[2] = r_refdef.view.clipplane.normal[2];
7010                 plane[3] = dist;
7011                 customclipplane = plane;
7012         }
7013
7014         if (!r_refdef.view.useperspective)
7015                 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);
7016         else if (vid.stencil && r_useinfinitefarclip.integer)
7017                 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);
7018         else
7019                 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);
7020         R_SetViewport(&r_refdef.view.viewport);
7021 }
7022
7023 void R_EntityMatrix(const matrix4x4_t *matrix)
7024 {
7025         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7026         {
7027                 gl_modelmatrixchanged = false;
7028                 gl_modelmatrix = *matrix;
7029                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7030                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7031                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7032                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7033                 CHECKGLERROR
7034                 switch(vid.renderpath)
7035                 {
7036                 case RENDERPATH_GL20:
7037                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7038                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7039                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7040                         break;
7041                 case RENDERPATH_CGGL:
7042 #ifdef SUPPORTCG
7043                         CHECKCGERROR
7044                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7045                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7046                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7047 #endif
7048                         break;
7049                 case RENDERPATH_GL13:
7050                 case RENDERPATH_GL11:
7051                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7052                         break;
7053                 }
7054         }
7055 }
7056
7057 void R_ResetViewRendering2D(void)
7058 {
7059         r_viewport_t viewport;
7060         DrawQ_Finish();
7061
7062         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7063         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);
7064         R_SetViewport(&viewport);
7065         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7066         GL_Color(1, 1, 1, 1);
7067         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7068         GL_BlendFunc(GL_ONE, GL_ZERO);
7069         GL_AlphaTest(false);
7070         GL_ScissorTest(false);
7071         GL_DepthMask(false);
7072         GL_DepthRange(0, 1);
7073         GL_DepthTest(false);
7074         R_EntityMatrix(&identitymatrix);
7075         R_Mesh_ResetTextureState();
7076         GL_PolygonOffset(0, 0);
7077         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7078         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7079         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7080         qglStencilMask(~0);CHECKGLERROR
7081         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7082         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7083         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7084 }
7085
7086 void R_ResetViewRendering3D(void)
7087 {
7088         DrawQ_Finish();
7089
7090         R_SetupView(true);
7091         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7092         GL_Color(1, 1, 1, 1);
7093         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7094         GL_BlendFunc(GL_ONE, GL_ZERO);
7095         GL_AlphaTest(false);
7096         GL_ScissorTest(true);
7097         GL_DepthMask(true);
7098         GL_DepthRange(0, 1);
7099         GL_DepthTest(true);
7100         R_EntityMatrix(&identitymatrix);
7101         R_Mesh_ResetTextureState();
7102         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7103         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7104         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7105         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7106         qglStencilMask(~0);CHECKGLERROR
7107         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7108         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7109         GL_CullFace(r_refdef.view.cullface_back);
7110 }
7111
7112 void R_RenderScene(void);
7113 void R_RenderWaterPlanes(void);
7114
7115 static void R_Water_StartFrame(void)
7116 {
7117         int i;
7118         int waterwidth, waterheight, texturewidth, textureheight;
7119         r_waterstate_waterplane_t *p;
7120
7121         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7122                 return;
7123
7124         switch(vid.renderpath)
7125         {
7126         case RENDERPATH_GL20:
7127         case RENDERPATH_CGGL:
7128                 break;
7129         case RENDERPATH_GL13:
7130         case RENDERPATH_GL11:
7131                 return;
7132         }
7133
7134         // set waterwidth and waterheight to the water resolution that will be
7135         // used (often less than the screen resolution for faster rendering)
7136         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7137         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7138
7139         // calculate desired texture sizes
7140         // can't use water if the card does not support the texture size
7141         if (!r_water.integer || r_showsurfaces.integer)
7142                 texturewidth = textureheight = waterwidth = waterheight = 0;
7143         else if (vid.support.arb_texture_non_power_of_two)
7144         {
7145                 texturewidth = waterwidth;
7146                 textureheight = waterheight;
7147         }
7148         else
7149         {
7150                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7151                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7152         }
7153
7154         // allocate textures as needed
7155         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7156         {
7157                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7158                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7159                 {
7160                         if (p->texture_refraction)
7161                                 R_FreeTexture(p->texture_refraction);
7162                         p->texture_refraction = NULL;
7163                         if (p->texture_reflection)
7164                                 R_FreeTexture(p->texture_reflection);
7165                         p->texture_reflection = NULL;
7166                 }
7167                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7168                 r_waterstate.texturewidth = texturewidth;
7169                 r_waterstate.textureheight = textureheight;
7170         }
7171
7172         if (r_waterstate.texturewidth)
7173         {
7174                 r_waterstate.enabled = true;
7175
7176                 // when doing a reduced render (HDR) we want to use a smaller area
7177                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7178                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7179
7180                 // set up variables that will be used in shader setup
7181                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7182                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7183                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7184                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7185         }
7186
7187         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7188         r_waterstate.numwaterplanes = 0;
7189 }
7190
7191 void R_Water_AddWaterPlane(msurface_t *surface)
7192 {
7193         int triangleindex, planeindex;
7194         const int *e;
7195         vec3_t vert[3];
7196         vec3_t normal;
7197         vec3_t center;
7198         mplane_t plane;
7199         r_waterstate_waterplane_t *p;
7200         texture_t *t = R_GetCurrentTexture(surface->texture);
7201         // just use the first triangle with a valid normal for any decisions
7202         VectorClear(normal);
7203         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7204         {
7205                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7206                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7207                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7208                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7209                 if (VectorLength2(normal) >= 0.001)
7210                         break;
7211         }
7212
7213         VectorCopy(normal, plane.normal);
7214         VectorNormalize(plane.normal);
7215         plane.dist = DotProduct(vert[0], plane.normal);
7216         PlaneClassify(&plane);
7217         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7218         {
7219                 // skip backfaces (except if nocullface is set)
7220                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7221                         return;
7222                 VectorNegate(plane.normal, plane.normal);
7223                 plane.dist *= -1;
7224                 PlaneClassify(&plane);
7225         }
7226
7227
7228         // find a matching plane if there is one
7229         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7230                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7231                         break;
7232         if (planeindex >= r_waterstate.maxwaterplanes)
7233                 return; // nothing we can do, out of planes
7234
7235         // if this triangle does not fit any known plane rendered this frame, add one
7236         if (planeindex >= r_waterstate.numwaterplanes)
7237         {
7238                 // store the new plane
7239                 r_waterstate.numwaterplanes++;
7240                 p->plane = plane;
7241                 // clear materialflags and pvs
7242                 p->materialflags = 0;
7243                 p->pvsvalid = false;
7244         }
7245         // merge this surface's materialflags into the waterplane
7246         p->materialflags |= t->currentmaterialflags;
7247         // merge this surface's PVS into the waterplane
7248         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7249         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7250          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7251         {
7252                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7253                 p->pvsvalid = true;
7254         }
7255 }
7256
7257 static void R_Water_ProcessPlanes(void)
7258 {
7259         r_refdef_view_t originalview;
7260         r_refdef_view_t myview;
7261         int planeindex;
7262         r_waterstate_waterplane_t *p;
7263
7264         originalview = r_refdef.view;
7265
7266         // make sure enough textures are allocated
7267         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7268         {
7269                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7270                 {
7271                         if (!p->texture_refraction)
7272                                 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);
7273                         if (!p->texture_refraction)
7274                                 goto error;
7275                 }
7276
7277                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7278                 {
7279                         if (!p->texture_reflection)
7280                                 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);
7281                         if (!p->texture_reflection)
7282                                 goto error;
7283                 }
7284         }
7285
7286         // render views
7287         r_refdef.view = originalview;
7288         r_refdef.view.showdebug = false;
7289         r_refdef.view.width = r_waterstate.waterwidth;
7290         r_refdef.view.height = r_waterstate.waterheight;
7291         r_refdef.view.useclipplane = true;
7292         myview = r_refdef.view;
7293         r_waterstate.renderingscene = true;
7294         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7295         {
7296                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7297                 {
7298                         r_refdef.view = myview;
7299                         // render reflected scene and copy into texture
7300                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7301                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7302                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7303                         r_refdef.view.clipplane = p->plane;
7304                         // reverse the cullface settings for this render
7305                         r_refdef.view.cullface_front = GL_FRONT;
7306                         r_refdef.view.cullface_back = GL_BACK;
7307                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7308                         {
7309                                 r_refdef.view.usecustompvs = true;
7310                                 if (p->pvsvalid)
7311                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7312                                 else
7313                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7314                         }
7315
7316                         R_ResetViewRendering3D();
7317                         R_ClearScreen(r_refdef.fogenabled);
7318                         R_View_Update();
7319                         R_RenderScene();
7320
7321                         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);
7322                 }
7323
7324                 // render the normal view scene and copy into texture
7325                 // (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)
7326                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7327                 {
7328                         r_refdef.view = myview;
7329                         r_refdef.view.clipplane = p->plane;
7330                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7331                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7332                         PlaneClassify(&r_refdef.view.clipplane);
7333
7334                         R_ResetViewRendering3D();
7335                         R_ClearScreen(r_refdef.fogenabled);
7336                         R_View_Update();
7337                         R_RenderScene();
7338
7339                         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);
7340                 }
7341
7342         }
7343         r_waterstate.renderingscene = false;
7344         r_refdef.view = originalview;
7345         R_ResetViewRendering3D();
7346         R_ClearScreen(r_refdef.fogenabled);
7347         R_View_Update();
7348         return;
7349 error:
7350         r_refdef.view = originalview;
7351         r_waterstate.renderingscene = false;
7352         Cvar_SetValueQuick(&r_water, 0);
7353         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7354         return;
7355 }
7356
7357 void R_Bloom_StartFrame(void)
7358 {
7359         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7360
7361         switch(vid.renderpath)
7362         {
7363         case RENDERPATH_GL20:
7364         case RENDERPATH_CGGL:
7365                 break;
7366         case RENDERPATH_GL13:
7367         case RENDERPATH_GL11:
7368                 return;
7369         }
7370
7371         // set bloomwidth and bloomheight to the bloom resolution that will be
7372         // used (often less than the screen resolution for faster rendering)
7373         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7374         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7375         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7376         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7377         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7378
7379         // calculate desired texture sizes
7380         if (vid.support.arb_texture_non_power_of_two)
7381         {
7382                 screentexturewidth = r_refdef.view.width;
7383                 screentextureheight = r_refdef.view.height;
7384                 bloomtexturewidth = r_bloomstate.bloomwidth;
7385                 bloomtextureheight = r_bloomstate.bloomheight;
7386         }
7387         else
7388         {
7389                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7390                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7391                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7392                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7393         }
7394
7395         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))
7396         {
7397                 Cvar_SetValueQuick(&r_hdr, 0);
7398                 Cvar_SetValueQuick(&r_bloom, 0);
7399                 Cvar_SetValueQuick(&r_motionblur, 0);
7400                 Cvar_SetValueQuick(&r_damageblur, 0);
7401         }
7402
7403         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)))
7404                 screentexturewidth = screentextureheight = 0;
7405         if (!r_hdr.integer && !r_bloom.integer)
7406                 bloomtexturewidth = bloomtextureheight = 0;
7407
7408         // allocate textures as needed
7409         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7410         {
7411                 if (r_bloomstate.texture_screen)
7412                         R_FreeTexture(r_bloomstate.texture_screen);
7413                 r_bloomstate.texture_screen = NULL;
7414                 r_bloomstate.screentexturewidth = screentexturewidth;
7415                 r_bloomstate.screentextureheight = screentextureheight;
7416                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7417                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7418         }
7419         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7420         {
7421                 if (r_bloomstate.texture_bloom)
7422                         R_FreeTexture(r_bloomstate.texture_bloom);
7423                 r_bloomstate.texture_bloom = NULL;
7424                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7425                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7426                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7427                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7428         }
7429
7430         // when doing a reduced render (HDR) we want to use a smaller area
7431         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7432         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7433         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7434         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7435         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7436
7437         // set up a texcoord array for the full resolution screen image
7438         // (we have to keep this around to copy back during final render)
7439         r_bloomstate.screentexcoord2f[0] = 0;
7440         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7441         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7442         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7443         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7444         r_bloomstate.screentexcoord2f[5] = 0;
7445         r_bloomstate.screentexcoord2f[6] = 0;
7446         r_bloomstate.screentexcoord2f[7] = 0;
7447
7448         // set up a texcoord array for the reduced resolution bloom image
7449         // (which will be additive blended over the screen image)
7450         r_bloomstate.bloomtexcoord2f[0] = 0;
7451         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7452         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7453         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7454         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7455         r_bloomstate.bloomtexcoord2f[5] = 0;
7456         r_bloomstate.bloomtexcoord2f[6] = 0;
7457         r_bloomstate.bloomtexcoord2f[7] = 0;
7458
7459         if (r_hdr.integer || r_bloom.integer)
7460         {
7461                 r_bloomstate.enabled = true;
7462                 r_bloomstate.hdr = r_hdr.integer != 0;
7463         }
7464
7465         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);
7466 }
7467
7468 void R_Bloom_CopyBloomTexture(float colorscale)
7469 {
7470         r_refdef.stats.bloom++;
7471
7472         // scale down screen texture to the bloom texture size
7473         CHECKGLERROR
7474         R_SetViewport(&r_bloomstate.viewport);
7475         GL_BlendFunc(GL_ONE, GL_ZERO);
7476         GL_Color(colorscale, colorscale, colorscale, 1);
7477         // TODO: optimize with multitexture or GLSL
7478         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7479         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7480         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7481         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7482
7483         // we now have a bloom image in the framebuffer
7484         // copy it into the bloom image texture for later processing
7485         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);
7486         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7487 }
7488
7489 void R_Bloom_CopyHDRTexture(void)
7490 {
7491         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);
7492         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7493 }
7494
7495 void R_Bloom_MakeTexture(void)
7496 {
7497         int x, range, dir;
7498         float xoffset, yoffset, r, brighten;
7499
7500         r_refdef.stats.bloom++;
7501
7502         R_ResetViewRendering2D();
7503         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7504         R_Mesh_ColorPointer(NULL, 0, 0);
7505
7506         // we have a bloom image in the framebuffer
7507         CHECKGLERROR
7508         R_SetViewport(&r_bloomstate.viewport);
7509
7510         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7511         {
7512                 x *= 2;
7513                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7514                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7515                 GL_Color(r, r, r, 1);
7516                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7517                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7518                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7519                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7520
7521                 // copy the vertically blurred bloom view to a texture
7522                 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);
7523                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7524         }
7525
7526         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7527         brighten = r_bloom_brighten.value;
7528         if (r_hdr.integer)
7529                 brighten *= r_hdr_range.value;
7530         brighten = sqrt(brighten);
7531         if(range >= 1)
7532                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7533         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7534         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7535
7536         for (dir = 0;dir < 2;dir++)
7537         {
7538                 // blend on at multiple vertical offsets to achieve a vertical blur
7539                 // TODO: do offset blends using GLSL
7540                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7541                 GL_BlendFunc(GL_ONE, GL_ZERO);
7542                 for (x = -range;x <= range;x++)
7543                 {
7544                         if (!dir){xoffset = 0;yoffset = x;}
7545                         else {xoffset = x;yoffset = 0;}
7546                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7547                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7548                         // compute a texcoord array with the specified x and y offset
7549                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7550                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7551                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7552                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7553                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7554                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7555                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7556                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7557                         // this r value looks like a 'dot' particle, fading sharply to
7558                         // black at the edges
7559                         // (probably not realistic but looks good enough)
7560                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7561                         //r = brighten/(range*2+1);
7562                         r = brighten / (range * 2 + 1);
7563                         if(range >= 1)
7564                                 r *= (1 - x*x/(float)(range*range));
7565                         GL_Color(r, r, r, 1);
7566                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7567                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7568                         GL_BlendFunc(GL_ONE, GL_ONE);
7569                 }
7570
7571                 // copy the vertically blurred bloom view to a texture
7572                 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);
7573                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7574         }
7575
7576         // apply subtract last
7577         // (just like it would be in a GLSL shader)
7578         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7579         {
7580                 GL_BlendFunc(GL_ONE, GL_ZERO);
7581                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7582                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7583                 GL_Color(1, 1, 1, 1);
7584                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7585                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7586
7587                 GL_BlendFunc(GL_ONE, GL_ONE);
7588                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7589                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7590                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7591                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7592                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7593                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7594                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7595
7596                 // copy the darkened bloom view to a texture
7597                 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);
7598                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7599         }
7600 }
7601
7602 void R_HDR_RenderBloomTexture(void)
7603 {
7604         int oldwidth, oldheight;
7605         float oldcolorscale;
7606
7607         oldcolorscale = r_refdef.view.colorscale;
7608         oldwidth = r_refdef.view.width;
7609         oldheight = r_refdef.view.height;
7610         r_refdef.view.width = r_bloomstate.bloomwidth;
7611         r_refdef.view.height = r_bloomstate.bloomheight;
7612
7613         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7614         // TODO: add exposure compensation features
7615         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7616
7617         r_refdef.view.showdebug = false;
7618         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7619
7620         R_ResetViewRendering3D();
7621
7622         R_ClearScreen(r_refdef.fogenabled);
7623         if (r_timereport_active)
7624                 R_TimeReport("HDRclear");
7625
7626         R_View_Update();
7627         if (r_timereport_active)
7628                 R_TimeReport("visibility");
7629
7630         // only do secondary renders with HDR if r_hdr is 2 or higher
7631         r_waterstate.numwaterplanes = 0;
7632         if (r_waterstate.enabled && r_hdr.integer >= 2)
7633                 R_RenderWaterPlanes();
7634
7635         r_refdef.view.showdebug = true;
7636         R_RenderScene();
7637         r_waterstate.numwaterplanes = 0;
7638
7639         R_ResetViewRendering2D();
7640
7641         R_Bloom_CopyHDRTexture();
7642         R_Bloom_MakeTexture();
7643
7644         // restore the view settings
7645         r_refdef.view.width = oldwidth;
7646         r_refdef.view.height = oldheight;
7647         r_refdef.view.colorscale = oldcolorscale;
7648
7649         R_ResetViewRendering3D();
7650
7651         R_ClearScreen(r_refdef.fogenabled);
7652         if (r_timereport_active)
7653                 R_TimeReport("viewclear");
7654 }
7655
7656 static void R_BlendView(void)
7657 {
7658         unsigned int permutation;
7659         float uservecs[4][4];
7660
7661         switch (vid.renderpath)
7662         {
7663         case RENDERPATH_GL20:
7664         case RENDERPATH_CGGL:
7665                 permutation =
7666                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7667                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7668                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7669                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7670                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7671
7672                 if (r_bloomstate.texture_screen)
7673                 {
7674                         // make sure the buffer is available
7675                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7676
7677                         R_ResetViewRendering2D();
7678                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7679                         R_Mesh_ColorPointer(NULL, 0, 0);
7680
7681                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7682                         {
7683                                 // declare variables
7684                                 float speed;
7685                                 static float avgspeed;
7686
7687                                 speed = VectorLength(cl.movement_velocity);
7688
7689                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7690                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7691
7692                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7693                                 speed = bound(0, speed, 1);
7694                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7695
7696                                 // calculate values into a standard alpha
7697                                 cl.motionbluralpha = 1 - exp(-
7698                                                 (
7699                                                  (r_motionblur.value * speed / 80)
7700                                                  +
7701                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7702                                                 )
7703                                                 /
7704                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7705                                            );
7706
7707                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7708                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7709                                 // apply the blur
7710                                 if (cl.motionbluralpha > 0)
7711                                 {
7712                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7713                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7714                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7715                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7716                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7717                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7718                                 }
7719                         }
7720
7721                         // copy view into the screen texture
7722                         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);
7723                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7724                 }
7725                 else if (!r_bloomstate.texture_bloom)
7726                 {
7727                         // we may still have to do view tint...
7728                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7729                         {
7730                                 // apply a color tint to the whole view
7731                                 R_ResetViewRendering2D();
7732                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7733                                 R_Mesh_ColorPointer(NULL, 0, 0);
7734                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7735                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7736                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7737                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7738                         }
7739                         break; // no screen processing, no bloom, skip it
7740                 }
7741
7742                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7743                 {
7744                         // render simple bloom effect
7745                         // copy the screen and shrink it and darken it for the bloom process
7746                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7747                         // make the bloom texture
7748                         R_Bloom_MakeTexture();
7749                 }
7750
7751 #if _MSC_VER >= 1400
7752 #define sscanf sscanf_s
7753 #endif
7754                 memset(uservecs, 0, sizeof(uservecs));
7755                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7756                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7757                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7758                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7759
7760                 R_ResetViewRendering2D();
7761                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7762                 R_Mesh_ColorPointer(NULL, 0, 0);
7763                 GL_Color(1, 1, 1, 1);
7764                 GL_BlendFunc(GL_ONE, GL_ZERO);
7765                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7766                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7767
7768                 switch(vid.renderpath)
7769                 {
7770                 case RENDERPATH_GL20:
7771                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7772                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7773                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7774                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7775                         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]);
7776                         if (r_glsl_permutation->loc_ClientTime         >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime        , cl.time);
7777                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7778                         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]);
7779                         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]);
7780                         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]);
7781                         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]);
7782                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7783                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7784                         break;
7785                 case RENDERPATH_CGGL:
7786 #ifdef SUPPORTCG
7787                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7788                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7789                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7790                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7791                         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
7792                         if (r_cg_permutation->fp_ClientTime        ) cgGLSetParameter1f(     r_cg_permutation->fp_ClientTime        , cl.time);CHECKCGERROR
7793                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7794                         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
7795                         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
7796                         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
7797                         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
7798                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7799                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7800 #endif
7801                         break;
7802                 default:
7803                         break;
7804                 }
7805                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7806                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7807                 break;
7808         case RENDERPATH_GL13:
7809         case RENDERPATH_GL11:
7810                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7811                 {
7812                         // apply a color tint to the whole view
7813                         R_ResetViewRendering2D();
7814                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7815                         R_Mesh_ColorPointer(NULL, 0, 0);
7816                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7817                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7818                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7819                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7820                 }
7821                 break;
7822         }
7823 }
7824
7825 matrix4x4_t r_waterscrollmatrix;
7826
7827 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7828 {
7829         if (r_refdef.fog_density)
7830         {
7831                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7832                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7833                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7834
7835                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7836                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7837                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7838                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7839
7840                 {
7841                         vec3_t fogvec;
7842                         VectorCopy(r_refdef.fogcolor, fogvec);
7843                         //   color.rgb *= ContrastBoost * SceneBrightness;
7844                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7845                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7846                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7847                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7848                 }
7849         }
7850 }
7851
7852 void R_UpdateVariables(void)
7853 {
7854         R_Textures_Frame();
7855
7856         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7857
7858         r_refdef.farclip = r_farclip_base.value;
7859         if (r_refdef.scene.worldmodel)
7860                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7861         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7862
7863         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7864                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7865         r_refdef.polygonfactor = 0;
7866         r_refdef.polygonoffset = 0;
7867         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7868         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7869
7870         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7871         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7872         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7873         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7874         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7875         if (r_showsurfaces.integer)
7876         {
7877                 r_refdef.scene.rtworld = false;
7878                 r_refdef.scene.rtworldshadows = false;
7879                 r_refdef.scene.rtdlight = false;
7880                 r_refdef.scene.rtdlightshadows = false;
7881                 r_refdef.lightmapintensity = 0;
7882         }
7883
7884         if (gamemode == GAME_NEHAHRA)
7885         {
7886                 if (gl_fogenable.integer)
7887                 {
7888                         r_refdef.oldgl_fogenable = true;
7889                         r_refdef.fog_density = gl_fogdensity.value;
7890                         r_refdef.fog_red = gl_fogred.value;
7891                         r_refdef.fog_green = gl_foggreen.value;
7892                         r_refdef.fog_blue = gl_fogblue.value;
7893                         r_refdef.fog_alpha = 1;
7894                         r_refdef.fog_start = 0;
7895                         r_refdef.fog_end = gl_skyclip.value;
7896                         r_refdef.fog_height = 1<<30;
7897                         r_refdef.fog_fadedepth = 128;
7898                 }
7899                 else if (r_refdef.oldgl_fogenable)
7900                 {
7901                         r_refdef.oldgl_fogenable = false;
7902                         r_refdef.fog_density = 0;
7903                         r_refdef.fog_red = 0;
7904                         r_refdef.fog_green = 0;
7905                         r_refdef.fog_blue = 0;
7906                         r_refdef.fog_alpha = 0;
7907                         r_refdef.fog_start = 0;
7908                         r_refdef.fog_end = 0;
7909                         r_refdef.fog_height = 1<<30;
7910                         r_refdef.fog_fadedepth = 128;
7911                 }
7912         }
7913
7914         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7915         r_refdef.fog_start = max(0, r_refdef.fog_start);
7916         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7917
7918         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
7919
7920         if (r_refdef.fog_density && r_drawfog.integer)
7921         {
7922                 r_refdef.fogenabled = true;
7923                 // this is the point where the fog reaches 0.9986 alpha, which we
7924                 // consider a good enough cutoff point for the texture
7925                 // (0.9986 * 256 == 255.6)
7926                 if (r_fog_exp2.integer)
7927                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7928                 else
7929                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7930                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7931                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7932                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7933                 // fog color was already set
7934                 // update the fog texture
7935                 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)
7936                         R_BuildFogTexture();
7937         }
7938         else
7939                 r_refdef.fogenabled = false;
7940
7941         switch(vid.renderpath)
7942         {
7943         case RENDERPATH_GL20:
7944         case RENDERPATH_CGGL:
7945                 if(v_glslgamma.integer && !vid_gammatables_trivial)
7946                 {
7947                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7948                         {
7949                                 // build GLSL gamma texture
7950 #define RAMPWIDTH 256
7951                                 unsigned short ramp[RAMPWIDTH * 3];
7952                                 unsigned char rampbgr[RAMPWIDTH][4];
7953                                 int i;
7954
7955                                 r_texture_gammaramps_serial = vid_gammatables_serial;
7956
7957                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7958                                 for(i = 0; i < RAMPWIDTH; ++i)
7959                                 {
7960                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7961                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7962                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7963                                         rampbgr[i][3] = 0;
7964                                 }
7965                                 if (r_texture_gammaramps)
7966                                 {
7967                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
7968                                 }
7969                                 else
7970                                 {
7971                                         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);
7972                                 }
7973                         }
7974                 }
7975                 else
7976                 {
7977                         // remove GLSL gamma texture
7978                 }
7979                 break;
7980         case RENDERPATH_GL13:
7981         case RENDERPATH_GL11:
7982                 break;
7983         }
7984 }
7985
7986 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7987 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7988 /*
7989 ================
7990 R_SelectScene
7991 ================
7992 */
7993 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7994         if( scenetype != r_currentscenetype ) {
7995                 // store the old scenetype
7996                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7997                 r_currentscenetype = scenetype;
7998                 // move in the new scene
7999                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8000         }
8001 }
8002
8003 /*
8004 ================
8005 R_GetScenePointer
8006 ================
8007 */
8008 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8009 {
8010         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8011         if( scenetype == r_currentscenetype ) {
8012                 return &r_refdef.scene;
8013         } else {
8014                 return &r_scenes_store[ scenetype ];
8015         }
8016 }
8017
8018 /*
8019 ================
8020 R_RenderView
8021 ================
8022 */
8023 void R_RenderView(void)
8024 {
8025         if (r_timereport_active)
8026                 R_TimeReport("start");
8027         r_textureframe++; // used only by R_GetCurrentTexture
8028         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8029
8030         if (!r_drawentities.integer)
8031                 r_refdef.scene.numentities = 0;
8032
8033         R_AnimCache_ClearCache();
8034         R_FrameData_NewFrame();
8035
8036         if (r_refdef.view.isoverlay)
8037         {
8038                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8039                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8040                 R_TimeReport("depthclear");
8041
8042                 r_refdef.view.showdebug = false;
8043
8044                 r_waterstate.enabled = false;
8045                 r_waterstate.numwaterplanes = 0;
8046
8047                 R_RenderScene();
8048
8049                 CHECKGLERROR
8050                 return;
8051         }
8052
8053         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8054                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8055
8056         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8057
8058         // break apart the view matrix into vectors for various purposes
8059         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8060         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8061         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8062         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8063         // make an inverted copy of the view matrix for tracking sprites
8064         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8065
8066         R_Shadow_UpdateWorldLightSelection();
8067
8068         R_Bloom_StartFrame();
8069         R_Water_StartFrame();
8070
8071         CHECKGLERROR
8072         if (r_timereport_active)
8073                 R_TimeReport("viewsetup");
8074
8075         R_ResetViewRendering3D();
8076
8077         if (r_refdef.view.clear || r_refdef.fogenabled)
8078         {
8079                 R_ClearScreen(r_refdef.fogenabled);
8080                 if (r_timereport_active)
8081                         R_TimeReport("viewclear");
8082         }
8083         r_refdef.view.clear = true;
8084
8085         // this produces a bloom texture to be used in R_BlendView() later
8086         if (r_hdr.integer && r_bloomstate.bloomwidth)
8087         {
8088                 R_HDR_RenderBloomTexture();
8089                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8090                 r_textureframe++; // used only by R_GetCurrentTexture
8091         }
8092
8093         r_refdef.view.showdebug = true;
8094
8095         R_View_Update();
8096         if (r_timereport_active)
8097                 R_TimeReport("visibility");
8098
8099         r_waterstate.numwaterplanes = 0;
8100         if (r_waterstate.enabled)
8101                 R_RenderWaterPlanes();
8102
8103         R_RenderScene();
8104         r_waterstate.numwaterplanes = 0;
8105
8106         R_BlendView();
8107         if (r_timereport_active)
8108                 R_TimeReport("blendview");
8109
8110         GL_Scissor(0, 0, vid.width, vid.height);
8111         GL_ScissorTest(false);
8112         CHECKGLERROR
8113 }
8114
8115 void R_RenderWaterPlanes(void)
8116 {
8117         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8118         {
8119                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8120                 if (r_timereport_active)
8121                         R_TimeReport("waterworld");
8122         }
8123
8124         // don't let sound skip if going slow
8125         if (r_refdef.scene.extraupdate)
8126                 S_ExtraUpdate ();
8127
8128         R_DrawModelsAddWaterPlanes();
8129         if (r_timereport_active)
8130                 R_TimeReport("watermodels");
8131
8132         if (r_waterstate.numwaterplanes)
8133         {
8134                 R_Water_ProcessPlanes();
8135                 if (r_timereport_active)
8136                         R_TimeReport("waterscenes");
8137         }
8138 }
8139
8140 extern void R_DrawLightningBeams (void);
8141 extern void VM_CL_AddPolygonsToMeshQueue (void);
8142 extern void R_DrawPortals (void);
8143 extern cvar_t cl_locs_show;
8144 static void R_DrawLocs(void);
8145 static void R_DrawEntityBBoxes(void);
8146 static void R_DrawModelDecals(void);
8147 extern cvar_t cl_decals_newsystem;
8148 extern qboolean r_shadow_usingdeferredprepass;
8149 void R_RenderScene(void)
8150 {
8151         r_refdef.stats.renders++;
8152
8153         R_UpdateFogColor();
8154
8155         // don't let sound skip if going slow
8156         if (r_refdef.scene.extraupdate)
8157                 S_ExtraUpdate ();
8158
8159         R_MeshQueue_BeginScene();
8160
8161         R_SkyStartFrame();
8162
8163         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);
8164
8165         if (cl.csqc_vidvars.drawworld)
8166         {
8167                 // don't let sound skip if going slow
8168                 if (r_refdef.scene.extraupdate)
8169                         S_ExtraUpdate ();
8170
8171                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8172                 {
8173                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8174                         if (r_timereport_active)
8175                                 R_TimeReport("worldsky");
8176                 }
8177
8178                 if (R_DrawBrushModelsSky() && r_timereport_active)
8179                         R_TimeReport("bmodelsky");
8180
8181                 if (skyrendermasked && skyrenderlater)
8182                 {
8183                         // we have to force off the water clipping plane while rendering sky
8184                         qboolean save = r_refdef.view.showdebug;
8185                         R_SetupView(false);
8186                         r_refdef.view.showdebug = false;
8187                         R_Sky();
8188                         r_refdef.view.showdebug = save;
8189                         R_SetupView(true);
8190                         if (r_timereport_active)
8191                                 R_TimeReport("sky");
8192                 }
8193         }
8194
8195         R_AnimCache_CacheVisibleEntities();
8196         if (r_timereport_active)
8197                 R_TimeReport("animation");
8198
8199         R_Shadow_PrepareLights();
8200         if (r_timereport_active)
8201                 R_TimeReport("preparelights");
8202
8203         if (r_shadow_usingdeferredprepass)
8204                 R_Shadow_DrawPrepass();
8205
8206         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8207         {
8208                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8209                 if (r_timereport_active)
8210                         R_TimeReport("worlddepth");
8211         }
8212         if (r_depthfirst.integer >= 2)
8213         {
8214                 R_DrawModelsDepth();
8215                 if (r_timereport_active)
8216                         R_TimeReport("modeldepth");
8217         }
8218
8219         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8220         {
8221                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8222                 if (r_timereport_active)
8223                         R_TimeReport("world");
8224         }
8225
8226         // don't let sound skip if going slow
8227         if (r_refdef.scene.extraupdate)
8228                 S_ExtraUpdate ();
8229
8230         R_DrawModels();
8231         if (r_timereport_active)
8232                 R_TimeReport("models");
8233
8234         // don't let sound skip if going slow
8235         if (r_refdef.scene.extraupdate)
8236                 S_ExtraUpdate ();
8237
8238         if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8239         {
8240                 R_DrawModelShadows();
8241                 R_ResetViewRendering3D();
8242                 // don't let sound skip if going slow
8243                 if (r_refdef.scene.extraupdate)
8244                         S_ExtraUpdate ();
8245         }
8246
8247         if (!r_shadow_usingdeferredprepass)
8248         {
8249                 R_Shadow_DrawLights();
8250                 if (r_timereport_active)
8251                         R_TimeReport("rtlights");
8252         }
8253
8254         // don't let sound skip if going slow
8255         if (r_refdef.scene.extraupdate)
8256                 S_ExtraUpdate ();
8257
8258         if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8259         {
8260                 R_DrawModelShadows();
8261                 R_ResetViewRendering3D();
8262                 // don't let sound skip if going slow
8263                 if (r_refdef.scene.extraupdate)
8264                         S_ExtraUpdate ();
8265         }
8266
8267         if (cl.csqc_vidvars.drawworld)
8268         {
8269                 if (cl_decals_newsystem.integer)
8270                 {
8271                         R_DrawModelDecals();
8272                         if (r_timereport_active)
8273                                 R_TimeReport("modeldecals");
8274                 }
8275                 else
8276                 {
8277                         R_DrawDecals();
8278                         if (r_timereport_active)
8279                                 R_TimeReport("decals");
8280                 }
8281
8282                 R_DrawParticles();
8283                 if (r_timereport_active)
8284                         R_TimeReport("particles");
8285
8286                 R_DrawExplosions();
8287                 if (r_timereport_active)
8288                         R_TimeReport("explosions");
8289
8290                 R_DrawLightningBeams();
8291                 if (r_timereport_active)
8292                         R_TimeReport("lightning");
8293         }
8294
8295         VM_CL_AddPolygonsToMeshQueue();
8296
8297         if (r_refdef.view.showdebug)
8298         {
8299                 if (cl_locs_show.integer)
8300                 {
8301                         R_DrawLocs();
8302                         if (r_timereport_active)
8303                                 R_TimeReport("showlocs");
8304                 }
8305
8306                 if (r_drawportals.integer)
8307                 {
8308                         R_DrawPortals();
8309                         if (r_timereport_active)
8310                                 R_TimeReport("portals");
8311                 }
8312
8313                 if (r_showbboxes.value > 0)
8314                 {
8315                         R_DrawEntityBBoxes();
8316                         if (r_timereport_active)
8317                                 R_TimeReport("bboxes");
8318                 }
8319         }
8320
8321         R_MeshQueue_RenderTransparent();
8322         if (r_timereport_active)
8323                 R_TimeReport("drawtrans");
8324
8325         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))
8326         {
8327                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8328                 if (r_timereport_active)
8329                         R_TimeReport("worlddebug");
8330                 R_DrawModelsDebug();
8331                 if (r_timereport_active)
8332                         R_TimeReport("modeldebug");
8333         }
8334
8335         if (cl.csqc_vidvars.drawworld)
8336         {
8337                 R_Shadow_DrawCoronas();
8338                 if (r_timereport_active)
8339                         R_TimeReport("coronas");
8340         }
8341
8342         // don't let sound skip if going slow
8343         if (r_refdef.scene.extraupdate)
8344                 S_ExtraUpdate ();
8345
8346         R_ResetViewRendering2D();
8347 }
8348
8349 static const unsigned short bboxelements[36] =
8350 {
8351         5, 1, 3, 5, 3, 7,
8352         6, 2, 0, 6, 0, 4,
8353         7, 3, 2, 7, 2, 6,
8354         4, 0, 1, 4, 1, 5,
8355         4, 5, 7, 4, 7, 6,
8356         1, 0, 2, 1, 2, 3,
8357 };
8358
8359 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8360 {
8361         int i;
8362         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8363
8364         RSurf_ActiveWorldEntity();
8365
8366         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8367         GL_DepthMask(false);
8368         GL_DepthRange(0, 1);
8369         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8370         R_Mesh_ResetTextureState();
8371
8372         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8373         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8374         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8375         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8376         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8377         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8378         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8379         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8380         R_FillColors(color4f, 8, cr, cg, cb, ca);
8381         if (r_refdef.fogenabled)
8382         {
8383                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8384                 {
8385                         f1 = RSurf_FogVertex(v);
8386                         f2 = 1 - f1;
8387                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8388                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8389                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8390                 }
8391         }
8392         R_Mesh_VertexPointer(vertex3f, 0, 0);
8393         R_Mesh_ColorPointer(color4f, 0, 0);
8394         R_Mesh_ResetTextureState();
8395         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8396         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8397 }
8398
8399 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8400 {
8401         int i;
8402         float color[4];
8403         prvm_edict_t *edict;
8404         prvm_prog_t *prog_save = prog;
8405
8406         // this function draws bounding boxes of server entities
8407         if (!sv.active)
8408                 return;
8409
8410         GL_CullFace(GL_NONE);
8411         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8412
8413         prog = 0;
8414         SV_VM_Begin();
8415         for (i = 0;i < numsurfaces;i++)
8416         {
8417                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8418                 switch ((int)edict->fields.server->solid)
8419                 {
8420                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8421                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8422                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8423                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8424                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8425                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8426                 }
8427                 color[3] *= r_showbboxes.value;
8428                 color[3] = bound(0, color[3], 1);
8429                 GL_DepthTest(!r_showdisabledepthtest.integer);
8430                 GL_CullFace(r_refdef.view.cullface_front);
8431                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8432         }
8433         SV_VM_End();
8434         prog = prog_save;
8435 }
8436
8437 static void R_DrawEntityBBoxes(void)
8438 {
8439         int i;
8440         prvm_edict_t *edict;
8441         vec3_t center;
8442         prvm_prog_t *prog_save = prog;
8443
8444         // this function draws bounding boxes of server entities
8445         if (!sv.active)
8446                 return;
8447
8448         prog = 0;
8449         SV_VM_Begin();
8450         for (i = 0;i < prog->num_edicts;i++)
8451         {
8452                 edict = PRVM_EDICT_NUM(i);
8453                 if (edict->priv.server->free)
8454                         continue;
8455                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8456                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8457                         continue;
8458                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8459                         continue;
8460                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8461                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8462         }
8463         SV_VM_End();
8464         prog = prog_save;
8465 }
8466
8467 static const int nomodelelement3i[24] =
8468 {
8469         5, 2, 0,
8470         5, 1, 2,
8471         5, 0, 3,
8472         5, 3, 1,
8473         0, 2, 4,
8474         2, 1, 4,
8475         3, 0, 4,
8476         1, 3, 4
8477 };
8478
8479 static const unsigned short nomodelelement3s[24] =
8480 {
8481         5, 2, 0,
8482         5, 1, 2,
8483         5, 0, 3,
8484         5, 3, 1,
8485         0, 2, 4,
8486         2, 1, 4,
8487         3, 0, 4,
8488         1, 3, 4
8489 };
8490
8491 static const float nomodelvertex3f[6*3] =
8492 {
8493         -16,   0,   0,
8494          16,   0,   0,
8495           0, -16,   0,
8496           0,  16,   0,
8497           0,   0, -16,
8498           0,   0,  16
8499 };
8500
8501 static const float nomodelcolor4f[6*4] =
8502 {
8503         0.0f, 0.0f, 0.5f, 1.0f,
8504         0.0f, 0.0f, 0.5f, 1.0f,
8505         0.0f, 0.5f, 0.0f, 1.0f,
8506         0.0f, 0.5f, 0.0f, 1.0f,
8507         0.5f, 0.0f, 0.0f, 1.0f,
8508         0.5f, 0.0f, 0.0f, 1.0f
8509 };
8510
8511 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8512 {
8513         int i;
8514         float f1, f2, *c;
8515         float color4f[6*4];
8516
8517         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);
8518
8519         // this is only called once per entity so numsurfaces is always 1, and
8520         // surfacelist is always {0}, so this code does not handle batches
8521
8522         if (rsurface.ent_flags & RENDER_ADDITIVE)
8523         {
8524                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8525                 GL_DepthMask(false);
8526         }
8527         else if (rsurface.colormod[3] < 1)
8528         {
8529                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8530                 GL_DepthMask(false);
8531         }
8532         else
8533         {
8534                 GL_BlendFunc(GL_ONE, GL_ZERO);
8535                 GL_DepthMask(true);
8536         }
8537         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8538         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8539         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8540         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8541         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8542         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8543         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8544         R_Mesh_ColorPointer(color4f, 0, 0);
8545         for (i = 0, c = color4f;i < 6;i++, c += 4)
8546         {
8547                 c[0] *= rsurface.colormod[0];
8548                 c[1] *= rsurface.colormod[1];
8549                 c[2] *= rsurface.colormod[2];
8550                 c[3] *= rsurface.colormod[3];
8551         }
8552         if (r_refdef.fogenabled)
8553         {
8554                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8555                 {
8556                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8557                         f2 = 1 - f1;
8558                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8559                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8560                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8561                 }
8562         }
8563         R_Mesh_ResetTextureState();
8564         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8565 }
8566
8567 void R_DrawNoModel(entity_render_t *ent)
8568 {
8569         vec3_t org;
8570         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8571         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8572                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8573         else
8574                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8575 }
8576
8577 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8578 {
8579         vec3_t right1, right2, diff, normal;
8580
8581         VectorSubtract (org2, org1, normal);
8582
8583         // calculate 'right' vector for start
8584         VectorSubtract (r_refdef.view.origin, org1, diff);
8585         CrossProduct (normal, diff, right1);
8586         VectorNormalize (right1);
8587
8588         // calculate 'right' vector for end
8589         VectorSubtract (r_refdef.view.origin, org2, diff);
8590         CrossProduct (normal, diff, right2);
8591         VectorNormalize (right2);
8592
8593         vert[ 0] = org1[0] + width * right1[0];
8594         vert[ 1] = org1[1] + width * right1[1];
8595         vert[ 2] = org1[2] + width * right1[2];
8596         vert[ 3] = org1[0] - width * right1[0];
8597         vert[ 4] = org1[1] - width * right1[1];
8598         vert[ 5] = org1[2] - width * right1[2];
8599         vert[ 6] = org2[0] - width * right2[0];
8600         vert[ 7] = org2[1] - width * right2[1];
8601         vert[ 8] = org2[2] - width * right2[2];
8602         vert[ 9] = org2[0] + width * right2[0];
8603         vert[10] = org2[1] + width * right2[1];
8604         vert[11] = org2[2] + width * right2[2];
8605 }
8606
8607 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)
8608 {
8609         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8610         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8611         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8612         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8613         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8614         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8615         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8616         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8617         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8618         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8619         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8620         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8621 }
8622
8623 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8624 {
8625         int i;
8626         float *vertex3f;
8627         float v[3];
8628         VectorSet(v, x, y, z);
8629         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8630                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8631                         break;
8632         if (i == mesh->numvertices)
8633         {
8634                 if (mesh->numvertices < mesh->maxvertices)
8635                 {
8636                         VectorCopy(v, vertex3f);
8637                         mesh->numvertices++;
8638                 }
8639                 return mesh->numvertices;
8640         }
8641         else
8642                 return i;
8643 }
8644
8645 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8646 {
8647         int i;
8648         int *e, element[3];
8649         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8650         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8651         e = mesh->element3i + mesh->numtriangles * 3;
8652         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8653         {
8654                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8655                 if (mesh->numtriangles < mesh->maxtriangles)
8656                 {
8657                         *e++ = element[0];
8658                         *e++ = element[1];
8659                         *e++ = element[2];
8660                         mesh->numtriangles++;
8661                 }
8662                 element[1] = element[2];
8663         }
8664 }
8665
8666 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8667 {
8668         int i;
8669         int *e, element[3];
8670         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8671         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8672         e = mesh->element3i + mesh->numtriangles * 3;
8673         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8674         {
8675                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8676                 if (mesh->numtriangles < mesh->maxtriangles)
8677                 {
8678                         *e++ = element[0];
8679                         *e++ = element[1];
8680                         *e++ = element[2];
8681                         mesh->numtriangles++;
8682                 }
8683                 element[1] = element[2];
8684         }
8685 }
8686
8687 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8688 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8689 {
8690         int planenum, planenum2;
8691         int w;
8692         int tempnumpoints;
8693         mplane_t *plane, *plane2;
8694         double maxdist;
8695         double temppoints[2][256*3];
8696         // figure out how large a bounding box we need to properly compute this brush
8697         maxdist = 0;
8698         for (w = 0;w < numplanes;w++)
8699                 maxdist = max(maxdist, fabs(planes[w].dist));
8700         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8701         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8702         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8703         {
8704                 w = 0;
8705                 tempnumpoints = 4;
8706                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8707                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8708                 {
8709                         if (planenum2 == planenum)
8710                                 continue;
8711                         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);
8712                         w = !w;
8713                 }
8714                 if (tempnumpoints < 3)
8715                         continue;
8716                 // generate elements forming a triangle fan for this polygon
8717                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8718         }
8719 }
8720
8721 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)
8722 {
8723         texturelayer_t *layer;
8724         layer = t->currentlayers + t->currentnumlayers++;
8725         layer->type = type;
8726         layer->depthmask = depthmask;
8727         layer->blendfunc1 = blendfunc1;
8728         layer->blendfunc2 = blendfunc2;
8729         layer->texture = texture;
8730         layer->texmatrix = *matrix;
8731         layer->color[0] = r;
8732         layer->color[1] = g;
8733         layer->color[2] = b;
8734         layer->color[3] = a;
8735 }
8736
8737 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8738 {
8739         double index, f;
8740         index = parms[2] + r_refdef.scene.time * parms[3];
8741         index -= floor(index);
8742         switch (func)
8743         {
8744         default:
8745         case Q3WAVEFUNC_NONE:
8746         case Q3WAVEFUNC_NOISE:
8747         case Q3WAVEFUNC_COUNT:
8748                 f = 0;
8749                 break;
8750         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8751         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8752         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8753         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8754         case Q3WAVEFUNC_TRIANGLE:
8755                 index *= 4;
8756                 f = index - floor(index);
8757                 if (index < 1)
8758                         f = f;
8759                 else if (index < 2)
8760                         f = 1 - f;
8761                 else if (index < 3)
8762                         f = -f;
8763                 else
8764                         f = -(1 - f);
8765                 break;
8766         }
8767         return (float)(parms[0] + parms[1] * f);
8768 }
8769
8770 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8771 {
8772         int w, h, idx;
8773         float f;
8774         float tcmat[12];
8775         matrix4x4_t matrix, temp;
8776         switch(tcmod->tcmod)
8777         {
8778                 case Q3TCMOD_COUNT:
8779                 case Q3TCMOD_NONE:
8780                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8781                                 matrix = r_waterscrollmatrix;
8782                         else
8783                                 matrix = identitymatrix;
8784                         break;
8785                 case Q3TCMOD_ENTITYTRANSLATE:
8786                         // this is used in Q3 to allow the gamecode to control texcoord
8787                         // scrolling on the entity, which is not supported in darkplaces yet.
8788                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8789                         break;
8790                 case Q3TCMOD_ROTATE:
8791                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8792                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8793                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8794                         break;
8795                 case Q3TCMOD_SCALE:
8796                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8797                         break;
8798                 case Q3TCMOD_SCROLL:
8799                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8800                         break;
8801                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8802                         w = (int) tcmod->parms[0];
8803                         h = (int) tcmod->parms[1];
8804                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8805                         f = f - floor(f);
8806                         idx = (int) floor(f * w * h);
8807                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8808                         break;
8809                 case Q3TCMOD_STRETCH:
8810                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8811                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8812                         break;
8813                 case Q3TCMOD_TRANSFORM:
8814                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8815                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8816                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8817                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8818                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8819                         break;
8820                 case Q3TCMOD_TURBULENT:
8821                         // this is handled in the RSurf_PrepareVertices function
8822                         matrix = identitymatrix;
8823                         break;
8824         }
8825         temp = *texmatrix;
8826         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8827 }
8828
8829 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8830 {
8831         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8832         char name[MAX_QPATH];
8833         skinframe_t *skinframe;
8834         unsigned char pixels[296*194];
8835         strlcpy(cache->name, skinname, sizeof(cache->name));
8836         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8837         if (developer_loading.integer)
8838                 Con_Printf("loading %s\n", name);
8839         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8840         if (!skinframe || !skinframe->base)
8841         {
8842                 unsigned char *f;
8843                 fs_offset_t filesize;
8844                 skinframe = NULL;
8845                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8846                 if (f)
8847                 {
8848                         if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
8849                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8850                         Mem_Free(f);
8851                 }
8852         }
8853         cache->skinframe = skinframe;
8854 }
8855
8856 texture_t *R_GetCurrentTexture(texture_t *t)
8857 {
8858         int i;
8859         const entity_render_t *ent = rsurface.entity;
8860         dp_model_t *model = ent->model;
8861         q3shaderinfo_layer_tcmod_t *tcmod;
8862
8863         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8864                 return t->currentframe;
8865         t->update_lastrenderframe = r_textureframe;
8866         t->update_lastrenderentity = (void *)ent;
8867
8868         // switch to an alternate material if this is a q1bsp animated material
8869         {
8870                 texture_t *texture = t;
8871                 int s = rsurface.ent_skinnum;
8872                 if ((unsigned int)s >= (unsigned int)model->numskins)
8873                         s = 0;
8874                 if (model->skinscenes)
8875                 {
8876                         if (model->skinscenes[s].framecount > 1)
8877                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8878                         else
8879                                 s = model->skinscenes[s].firstframe;
8880                 }
8881                 if (s > 0)
8882                         t = t + s * model->num_surfaces;
8883                 if (t->animated)
8884                 {
8885                         // use an alternate animation if the entity's frame is not 0,
8886                         // and only if the texture has an alternate animation
8887                         if (rsurface.ent_alttextures && t->anim_total[1])
8888                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8889                         else
8890                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8891                 }
8892                 texture->currentframe = t;
8893         }
8894
8895         // update currentskinframe to be a qw skin or animation frame
8896         if (rsurface.ent_qwskin >= 0)
8897         {
8898                 i = rsurface.ent_qwskin;
8899                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8900                 {
8901                         r_qwskincache_size = cl.maxclients;
8902                         if (r_qwskincache)
8903                                 Mem_Free(r_qwskincache);
8904                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8905                 }
8906                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8907                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8908                 t->currentskinframe = r_qwskincache[i].skinframe;
8909                 if (t->currentskinframe == NULL)
8910                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8911         }
8912         else if (t->numskinframes >= 2)
8913                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
8914         if (t->backgroundnumskinframes >= 2)
8915                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
8916
8917         t->currentmaterialflags = t->basematerialflags;
8918         t->currentalpha = rsurface.colormod[3];
8919         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
8920                 t->currentalpha *= r_wateralpha.value;
8921         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
8922                 t->currentalpha *= t->r_water_wateralpha;
8923         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
8924                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
8925         if (!(rsurface.ent_flags & RENDER_LIGHT))
8926                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8927         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8928         {
8929                 // pick a model lighting mode
8930                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8931                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8932                 else
8933                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8934         }
8935         if (rsurface.ent_flags & RENDER_ADDITIVE)
8936                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8937         else if (t->currentalpha < 1)
8938                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8939         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8940                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8941         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8942                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8943         if (t->backgroundnumskinframes)
8944                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8945         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8946         {
8947                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
8948                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8949         }
8950         else
8951                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
8952         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8953                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8954
8955         // there is no tcmod
8956         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8957         {
8958                 t->currenttexmatrix = r_waterscrollmatrix;
8959                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8960         }
8961         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8962         {
8963                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8964                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8965         }
8966
8967         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8968                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8969         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8970                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8971
8972         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8973         if (t->currentskinframe->qpixels)
8974                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8975         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8976         if (!t->basetexture)
8977                 t->basetexture = r_texture_notexture;
8978         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8979         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8980         t->nmaptexture = t->currentskinframe->nmap;
8981         if (!t->nmaptexture)
8982                 t->nmaptexture = r_texture_blanknormalmap;
8983         t->glosstexture = r_texture_black;
8984         t->glowtexture = t->currentskinframe->glow;
8985         t->fogtexture = t->currentskinframe->fog;
8986         t->reflectmasktexture = t->currentskinframe->reflect;
8987         if (t->backgroundnumskinframes)
8988         {
8989                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8990                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8991                 t->backgroundglosstexture = r_texture_black;
8992                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8993                 if (!t->backgroundnmaptexture)
8994                         t->backgroundnmaptexture = r_texture_blanknormalmap;
8995         }
8996         else
8997         {
8998                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
8999                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9000                 t->backgroundglosstexture = r_texture_black;
9001                 t->backgroundglowtexture = NULL;
9002         }
9003         t->specularpower = r_shadow_glossexponent.value;
9004         // TODO: store reference values for these in the texture?
9005         t->specularscale = 0;
9006         if (r_shadow_gloss.integer > 0)
9007         {
9008                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9009                 {
9010                         if (r_shadow_glossintensity.value > 0)
9011                         {
9012                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9013                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9014                                 t->specularscale = r_shadow_glossintensity.value;
9015                         }
9016                 }
9017                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9018                 {
9019                         t->glosstexture = r_texture_white;
9020                         t->backgroundglosstexture = r_texture_white;
9021                         t->specularscale = r_shadow_gloss2intensity.value;
9022                         t->specularpower = r_shadow_gloss2exponent.value;
9023                 }
9024         }
9025         t->specularscale *= t->specularscalemod;
9026         t->specularpower *= t->specularpowermod;
9027
9028         // lightmaps mode looks bad with dlights using actual texturing, so turn
9029         // off the colormap and glossmap, but leave the normalmap on as it still
9030         // accurately represents the shading involved
9031         if (gl_lightmaps.integer)
9032         {
9033                 t->basetexture = r_texture_grey128;
9034                 t->pantstexture = r_texture_black;
9035                 t->shirttexture = r_texture_black;
9036                 t->nmaptexture = r_texture_blanknormalmap;
9037                 t->glosstexture = r_texture_black;
9038                 t->glowtexture = NULL;
9039                 t->fogtexture = NULL;
9040                 t->reflectmasktexture = NULL;
9041                 t->backgroundbasetexture = NULL;
9042                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9043                 t->backgroundglosstexture = r_texture_black;
9044                 t->backgroundglowtexture = NULL;
9045                 t->specularscale = 0;
9046                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9047         }
9048
9049         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9050         VectorClear(t->dlightcolor);
9051         t->currentnumlayers = 0;
9052         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9053         {
9054                 int blendfunc1, blendfunc2;
9055                 qboolean depthmask;
9056                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9057                 {
9058                         blendfunc1 = GL_SRC_ALPHA;
9059                         blendfunc2 = GL_ONE;
9060                 }
9061                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9062                 {
9063                         blendfunc1 = GL_SRC_ALPHA;
9064                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9065                 }
9066                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9067                 {
9068                         blendfunc1 = t->customblendfunc[0];
9069                         blendfunc2 = t->customblendfunc[1];
9070                 }
9071                 else
9072                 {
9073                         blendfunc1 = GL_ONE;
9074                         blendfunc2 = GL_ZERO;
9075                 }
9076                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9077                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9078                 {
9079                         // fullbright is not affected by r_refdef.lightmapintensity
9080                         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]);
9081                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9082                                 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]);
9083                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9084                                 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]);
9085                 }
9086                 else
9087                 {
9088                         vec3_t ambientcolor;
9089                         float colorscale;
9090                         // set the color tint used for lights affecting this surface
9091                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9092                         colorscale = 2;
9093                         // q3bsp has no lightmap updates, so the lightstylevalue that
9094                         // would normally be baked into the lightmap must be
9095                         // applied to the color
9096                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9097                         if (model->type == mod_brushq3)
9098                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9099                         colorscale *= r_refdef.lightmapintensity;
9100                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9101                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9102                         // basic lit geometry
9103                         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]);
9104                         // add pants/shirt if needed
9105                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9106                                 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]);
9107                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9108                                 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]);
9109                         // now add ambient passes if needed
9110                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9111                         {
9112                                 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]);
9113                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9114                                         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]);
9115                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9116                                         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]);
9117                         }
9118                 }
9119                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9120                         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]);
9121                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9122                 {
9123                         // if this is opaque use alpha blend which will darken the earlier
9124                         // passes cheaply.
9125                         //
9126                         // if this is an alpha blended material, all the earlier passes
9127                         // were darkened by fog already, so we only need to add the fog
9128                         // color ontop through the fog mask texture
9129                         //
9130                         // if this is an additive blended material, all the earlier passes
9131                         // were darkened by fog already, and we should not add fog color
9132                         // (because the background was not darkened, there is no fog color
9133                         // that was lost behind it).
9134                         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]);
9135                 }
9136         }
9137
9138         return t->currentframe;
9139 }
9140
9141 rsurfacestate_t rsurface;
9142
9143 void R_Mesh_ResizeArrays(int newvertices)
9144 {
9145         float *base;
9146         if (rsurface.array_size >= newvertices)
9147                 return;
9148         if (rsurface.array_modelvertex3f)
9149                 Mem_Free(rsurface.array_modelvertex3f);
9150         rsurface.array_size = (newvertices + 1023) & ~1023;
9151         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9152         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9153         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9154         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9155         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9156         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9157         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9158         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9159         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9160         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9161         rsurface.array_color4f           = base + rsurface.array_size * 27;
9162         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9163 }
9164
9165 void RSurf_ActiveWorldEntity(void)
9166 {
9167         dp_model_t *model = r_refdef.scene.worldmodel;
9168         //if (rsurface.entity == r_refdef.scene.worldentity)
9169         //      return;
9170         rsurface.entity = r_refdef.scene.worldentity;
9171         rsurface.skeleton = NULL;
9172         rsurface.ent_skinnum = 0;
9173         rsurface.ent_qwskin = -1;
9174         rsurface.ent_shadertime = 0;
9175         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9176         if (rsurface.array_size < model->surfmesh.num_vertices)
9177                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9178         rsurface.matrix = identitymatrix;
9179         rsurface.inversematrix = identitymatrix;
9180         rsurface.matrixscale = 1;
9181         rsurface.inversematrixscale = 1;
9182         R_EntityMatrix(&identitymatrix);
9183         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9184         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9185         rsurface.fograngerecip = r_refdef.fograngerecip;
9186         rsurface.fogheightfade = r_refdef.fogheightfade;
9187         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9188         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9189         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9190         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9191         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9192         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9193         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9194         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9195         rsurface.colormod[3] = 1;
9196         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);
9197         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9198         rsurface.frameblend[0].lerp = 1;
9199         rsurface.ent_alttextures = false;
9200         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9201         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9202         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9203         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9204         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9205         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9206         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9207         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9208         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9209         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9210         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9211         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9212         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9213         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9214         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9215         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9216         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9217         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9218         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9219         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9220         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9221         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9222         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9223         rsurface.modelelement3i = model->surfmesh.data_element3i;
9224         rsurface.modelelement3s = model->surfmesh.data_element3s;
9225         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9226         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9227         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9228         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9229         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9230         rsurface.modelsurfaces = model->data_surfaces;
9231         rsurface.generatedvertex = false;
9232         rsurface.vertex3f  = rsurface.modelvertex3f;
9233         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9234         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9235         rsurface.svector3f = rsurface.modelsvector3f;
9236         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9237         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9238         rsurface.tvector3f = rsurface.modeltvector3f;
9239         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9240         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9241         rsurface.normal3f  = rsurface.modelnormal3f;
9242         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9243         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9244         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9245 }
9246
9247 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9248 {
9249         dp_model_t *model = ent->model;
9250         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9251         //      return;
9252         rsurface.entity = (entity_render_t *)ent;
9253         rsurface.skeleton = ent->skeleton;
9254         rsurface.ent_skinnum = ent->skinnum;
9255         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;
9256         rsurface.ent_shadertime = ent->shadertime;
9257         rsurface.ent_flags = ent->flags;
9258         if (rsurface.array_size < model->surfmesh.num_vertices)
9259                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9260         rsurface.matrix = ent->matrix;
9261         rsurface.inversematrix = ent->inversematrix;
9262         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9263         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9264         R_EntityMatrix(&rsurface.matrix);
9265         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9266         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9267         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9268         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9269         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9270         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9271         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9272         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9273         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9274         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9275         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9276         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9277         rsurface.colormod[3] = ent->alpha;
9278         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9279         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9280         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9281         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9282         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9283         if (ent->model->brush.submodel && !prepass)
9284         {
9285                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9286                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9287         }
9288         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9289         {
9290                 if (ent->animcache_vertex3f && !r_framedata_failed)
9291                 {
9292                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9293                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9294                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9295                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9296                 }
9297                 else if (wanttangents)
9298                 {
9299                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9300                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9301                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9302                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9303                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9304                 }
9305                 else if (wantnormals)
9306                 {
9307                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9308                         rsurface.modelsvector3f = NULL;
9309                         rsurface.modeltvector3f = NULL;
9310                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9311                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9312                 }
9313                 else
9314                 {
9315                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9316                         rsurface.modelsvector3f = NULL;
9317                         rsurface.modeltvector3f = NULL;
9318                         rsurface.modelnormal3f = NULL;
9319                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9320                 }
9321                 rsurface.modelvertex3f_bufferobject = 0;
9322                 rsurface.modelvertex3f_bufferoffset = 0;
9323                 rsurface.modelsvector3f_bufferobject = 0;
9324                 rsurface.modelsvector3f_bufferoffset = 0;
9325                 rsurface.modeltvector3f_bufferobject = 0;
9326                 rsurface.modeltvector3f_bufferoffset = 0;
9327                 rsurface.modelnormal3f_bufferobject = 0;
9328                 rsurface.modelnormal3f_bufferoffset = 0;
9329                 rsurface.generatedvertex = true;
9330         }
9331         else
9332         {
9333                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9334                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9335                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9336                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9337                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9338                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9339                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9340                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9341                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9342                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9343                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9344                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9345                 rsurface.generatedvertex = false;
9346         }
9347         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9348         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9349         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9350         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9351         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9352         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9353         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9354         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9355         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9356         rsurface.modelelement3i = model->surfmesh.data_element3i;
9357         rsurface.modelelement3s = model->surfmesh.data_element3s;
9358         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9359         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9360         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9361         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9362         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9363         rsurface.modelsurfaces = model->data_surfaces;
9364         rsurface.vertex3f  = rsurface.modelvertex3f;
9365         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9366         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9367         rsurface.svector3f = rsurface.modelsvector3f;
9368         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9369         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9370         rsurface.tvector3f = rsurface.modeltvector3f;
9371         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9372         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9373         rsurface.normal3f  = rsurface.modelnormal3f;
9374         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9375         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9376         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9377 }
9378
9379 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)
9380 {
9381         rsurface.entity = r_refdef.scene.worldentity;
9382         rsurface.skeleton = NULL;
9383         rsurface.ent_skinnum = 0;
9384         rsurface.ent_qwskin = -1;
9385         rsurface.ent_shadertime = shadertime;
9386         rsurface.ent_flags = entflags;
9387         rsurface.modelnum_vertices = numvertices;
9388         rsurface.modelnum_triangles = numtriangles;
9389         if (rsurface.array_size < rsurface.modelnum_vertices)
9390                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9391         rsurface.matrix = *matrix;
9392         rsurface.inversematrix = *inversematrix;
9393         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9394         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9395         R_EntityMatrix(&rsurface.matrix);
9396         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9397         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9398         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9399         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9400         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9401         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9402         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9403         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9404         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9405         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9406         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9407         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9408         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);
9409         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9410         rsurface.frameblend[0].lerp = 1;
9411         rsurface.ent_alttextures = false;
9412         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9413         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9414         if (wanttangents)
9415         {
9416                 rsurface.modelvertex3f = vertex3f;
9417                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9418                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9419                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9420         }
9421         else if (wantnormals)
9422         {
9423                 rsurface.modelvertex3f = vertex3f;
9424                 rsurface.modelsvector3f = NULL;
9425                 rsurface.modeltvector3f = NULL;
9426                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9427         }
9428         else
9429         {
9430                 rsurface.modelvertex3f = vertex3f;
9431                 rsurface.modelsvector3f = NULL;
9432                 rsurface.modeltvector3f = NULL;
9433                 rsurface.modelnormal3f = NULL;
9434         }
9435         rsurface.modelvertex3f_bufferobject = 0;
9436         rsurface.modelvertex3f_bufferoffset = 0;
9437         rsurface.modelsvector3f_bufferobject = 0;
9438         rsurface.modelsvector3f_bufferoffset = 0;
9439         rsurface.modeltvector3f_bufferobject = 0;
9440         rsurface.modeltvector3f_bufferoffset = 0;
9441         rsurface.modelnormal3f_bufferobject = 0;
9442         rsurface.modelnormal3f_bufferoffset = 0;
9443         rsurface.generatedvertex = true;
9444         rsurface.modellightmapcolor4f  = color4f;
9445         rsurface.modellightmapcolor4f_bufferobject = 0;
9446         rsurface.modellightmapcolor4f_bufferoffset = 0;
9447         rsurface.modeltexcoordtexture2f  = texcoord2f;
9448         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9449         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9450         rsurface.modeltexcoordlightmap2f  = NULL;
9451         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9452         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9453         rsurface.modelelement3i = element3i;
9454         rsurface.modelelement3s = element3s;
9455         rsurface.modelelement3i_bufferobject = 0;
9456         rsurface.modelelement3s_bufferobject = 0;
9457         rsurface.modellightmapoffsets = NULL;
9458         rsurface.modelsurfaces = NULL;
9459         rsurface.vertex3f  = rsurface.modelvertex3f;
9460         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9461         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9462         rsurface.svector3f = rsurface.modelsvector3f;
9463         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9464         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9465         rsurface.tvector3f = rsurface.modeltvector3f;
9466         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9467         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9468         rsurface.normal3f  = rsurface.modelnormal3f;
9469         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9470         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9471         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9472
9473         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9474         {
9475                 if ((wantnormals || wanttangents) && !normal3f)
9476                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9477                 if (wanttangents && !svector3f)
9478                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9479         }
9480 }
9481
9482 float RSurf_FogPoint(const float *v)
9483 {
9484         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9485         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9486         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9487         float FogHeightFade = r_refdef.fogheightfade;
9488         float fogfrac;
9489         unsigned int fogmasktableindex;
9490         if (r_refdef.fogplaneviewabove)
9491                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9492         else
9493                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9494         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9495         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9496 }
9497
9498 float RSurf_FogVertex(const float *v)
9499 {
9500         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9501         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9502         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9503         float FogHeightFade = rsurface.fogheightfade;
9504         float fogfrac;
9505         unsigned int fogmasktableindex;
9506         if (r_refdef.fogplaneviewabove)
9507                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9508         else
9509                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9510         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9511         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9512 }
9513
9514 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9515 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9516 {
9517         int deformindex;
9518         int texturesurfaceindex;
9519         int i, j;
9520         float amplitude;
9521         float animpos;
9522         float scale;
9523         const float *v1, *in_tc;
9524         float *out_tc;
9525         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9526         float waveparms[4];
9527         q3shaderinfo_deform_t *deform;
9528         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9529         if (rsurface.generatedvertex)
9530         {
9531                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9532                         generatenormals = true;
9533                 for (i = 0;i < Q3MAXDEFORMS;i++)
9534                 {
9535                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9536                         {
9537                                 generatetangents = true;
9538                                 generatenormals = true;
9539                         }
9540                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9541                                 generatenormals = true;
9542                 }
9543                 if (generatenormals && !rsurface.modelnormal3f)
9544                 {
9545                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9546                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9547                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9548                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9549                 }
9550                 if (generatetangents && !rsurface.modelsvector3f)
9551                 {
9552                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9553                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9554                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9555                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9556                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9557                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9558                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9559                 }
9560         }
9561         rsurface.vertex3f  = rsurface.modelvertex3f;
9562         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9563         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9564         rsurface.svector3f = rsurface.modelsvector3f;
9565         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9566         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9567         rsurface.tvector3f = rsurface.modeltvector3f;
9568         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9569         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9570         rsurface.normal3f  = rsurface.modelnormal3f;
9571         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9572         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9573         // if vertices are deformed (sprite flares and things in maps, possibly
9574         // water waves, bulges and other deformations), generate them into
9575         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9576         // (may be static model data or generated data for an animated model, or
9577         //  the previous deform pass)
9578         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9579         {
9580                 switch (deform->deform)
9581                 {
9582                 default:
9583                 case Q3DEFORM_PROJECTIONSHADOW:
9584                 case Q3DEFORM_TEXT0:
9585                 case Q3DEFORM_TEXT1:
9586                 case Q3DEFORM_TEXT2:
9587                 case Q3DEFORM_TEXT3:
9588                 case Q3DEFORM_TEXT4:
9589                 case Q3DEFORM_TEXT5:
9590                 case Q3DEFORM_TEXT6:
9591                 case Q3DEFORM_TEXT7:
9592                 case Q3DEFORM_NONE:
9593                         break;
9594                 case Q3DEFORM_AUTOSPRITE:
9595                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9596                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9597                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9598                         VectorNormalize(newforward);
9599                         VectorNormalize(newright);
9600                         VectorNormalize(newup);
9601                         // make deformed versions of only the model vertices used by the specified surfaces
9602                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9603                         {
9604                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9605                                 // a single autosprite surface can contain multiple sprites...
9606                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9607                                 {
9608                                         VectorClear(center);
9609                                         for (i = 0;i < 4;i++)
9610                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9611                                         VectorScale(center, 0.25f, center);
9612                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9613                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9614                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9615                                         for (i = 0;i < 4;i++)
9616                                         {
9617                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9618                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9619                                         }
9620                                 }
9621                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9622                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9623                         }
9624                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9625                         rsurface.vertex3f_bufferobject = 0;
9626                         rsurface.vertex3f_bufferoffset = 0;
9627                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9628                         rsurface.svector3f_bufferobject = 0;
9629                         rsurface.svector3f_bufferoffset = 0;
9630                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9631                         rsurface.tvector3f_bufferobject = 0;
9632                         rsurface.tvector3f_bufferoffset = 0;
9633                         rsurface.normal3f = rsurface.array_deformednormal3f;
9634                         rsurface.normal3f_bufferobject = 0;
9635                         rsurface.normal3f_bufferoffset = 0;
9636                         break;
9637                 case Q3DEFORM_AUTOSPRITE2:
9638                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9639                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9640                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9641                         VectorNormalize(newforward);
9642                         VectorNormalize(newright);
9643                         VectorNormalize(newup);
9644                         // make deformed versions of only the model vertices used by the specified surfaces
9645                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9646                         {
9647                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9648                                 const float *v1, *v2;
9649                                 vec3_t start, end;
9650                                 float f, l;
9651                                 struct
9652                                 {
9653                                         float length2;
9654                                         const float *v1;
9655                                         const float *v2;
9656                                 }
9657                                 shortest[2];
9658                                 memset(shortest, 0, sizeof(shortest));
9659                                 // a single autosprite surface can contain multiple sprites...
9660                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9661                                 {
9662                                         VectorClear(center);
9663                                         for (i = 0;i < 4;i++)
9664                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9665                                         VectorScale(center, 0.25f, center);
9666                                         // find the two shortest edges, then use them to define the
9667                                         // axis vectors for rotating around the central axis
9668                                         for (i = 0;i < 6;i++)
9669                                         {
9670                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9671                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9672 #if 0
9673                                                 Debug_PolygonBegin(NULL, 0);
9674                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9675                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9676                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9677                                                 Debug_PolygonEnd();
9678 #endif
9679                                                 l = VectorDistance2(v1, v2);
9680                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9681                                                 if (v1[2] != v2[2])
9682                                                         l += (1.0f / 1024.0f);
9683                                                 if (shortest[0].length2 > l || i == 0)
9684                                                 {
9685                                                         shortest[1] = shortest[0];
9686                                                         shortest[0].length2 = l;
9687                                                         shortest[0].v1 = v1;
9688                                                         shortest[0].v2 = v2;
9689                                                 }
9690                                                 else if (shortest[1].length2 > l || i == 1)
9691                                                 {
9692                                                         shortest[1].length2 = l;
9693                                                         shortest[1].v1 = v1;
9694                                                         shortest[1].v2 = v2;
9695                                                 }
9696                                         }
9697                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9698                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9699 #if 0
9700                                         Debug_PolygonBegin(NULL, 0);
9701                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9702                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9703                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9704                                         Debug_PolygonEnd();
9705 #endif
9706                                         // this calculates the right vector from the shortest edge
9707                                         // and the up vector from the edge midpoints
9708                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9709                                         VectorNormalize(right);
9710                                         VectorSubtract(end, start, up);
9711                                         VectorNormalize(up);
9712                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9713                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9714                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9715                                         VectorNegate(forward, forward);
9716                                         VectorReflect(forward, 0, up, forward);
9717                                         VectorNormalize(forward);
9718                                         CrossProduct(up, forward, newright);
9719                                         VectorNormalize(newright);
9720 #if 0
9721                                         Debug_PolygonBegin(NULL, 0);
9722                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9723                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9724                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9725                                         Debug_PolygonEnd();
9726 #endif
9727 #if 0
9728                                         Debug_PolygonBegin(NULL, 0);
9729                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9730                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9731                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9732                                         Debug_PolygonEnd();
9733 #endif
9734                                         // rotate the quad around the up axis vector, this is made
9735                                         // especially easy by the fact we know the quad is flat,
9736                                         // so we only have to subtract the center position and
9737                                         // measure distance along the right vector, and then
9738                                         // multiply that by the newright vector and add back the
9739                                         // center position
9740                                         // we also need to subtract the old position to undo the
9741                                         // displacement from the center, which we do with a
9742                                         // DotProduct, the subtraction/addition of center is also
9743                                         // optimized into DotProducts here
9744                                         l = DotProduct(right, center);
9745                                         for (i = 0;i < 4;i++)
9746                                         {
9747                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9748                                                 f = DotProduct(right, v1) - l;
9749                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9750                                         }
9751                                 }
9752                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9753                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9754                         }
9755                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9756                         rsurface.vertex3f_bufferobject = 0;
9757                         rsurface.vertex3f_bufferoffset = 0;
9758                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9759                         rsurface.svector3f_bufferobject = 0;
9760                         rsurface.svector3f_bufferoffset = 0;
9761                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9762                         rsurface.tvector3f_bufferobject = 0;
9763                         rsurface.tvector3f_bufferoffset = 0;
9764                         rsurface.normal3f = rsurface.array_deformednormal3f;
9765                         rsurface.normal3f_bufferobject = 0;
9766                         rsurface.normal3f_bufferoffset = 0;
9767                         break;
9768                 case Q3DEFORM_NORMAL:
9769                         // deform the normals to make reflections wavey
9770                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9771                         {
9772                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9773                                 for (j = 0;j < surface->num_vertices;j++)
9774                                 {
9775                                         float vertex[3];
9776                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9777                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9778                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9779                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9780                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9781                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9782                                         VectorNormalize(normal);
9783                                 }
9784                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9785                         }
9786                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9787                         rsurface.svector3f_bufferobject = 0;
9788                         rsurface.svector3f_bufferoffset = 0;
9789                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9790                         rsurface.tvector3f_bufferobject = 0;
9791                         rsurface.tvector3f_bufferoffset = 0;
9792                         rsurface.normal3f = rsurface.array_deformednormal3f;
9793                         rsurface.normal3f_bufferobject = 0;
9794                         rsurface.normal3f_bufferoffset = 0;
9795                         break;
9796                 case Q3DEFORM_WAVE:
9797                         // deform vertex array to make wavey water and flags and such
9798                         waveparms[0] = deform->waveparms[0];
9799                         waveparms[1] = deform->waveparms[1];
9800                         waveparms[2] = deform->waveparms[2];
9801                         waveparms[3] = deform->waveparms[3];
9802                         // this is how a divisor of vertex influence on deformation
9803                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9804                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9805                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9806                         {
9807                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9808                                 for (j = 0;j < surface->num_vertices;j++)
9809                                 {
9810                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9811                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9812                                         // if the wavefunc depends on time, evaluate it per-vertex
9813                                         if (waveparms[3])
9814                                         {
9815                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9816                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9817                                         }
9818                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9819                                 }
9820                         }
9821                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9822                         rsurface.vertex3f_bufferobject = 0;
9823                         rsurface.vertex3f_bufferoffset = 0;
9824                         break;
9825                 case Q3DEFORM_BULGE:
9826                         // deform vertex array to make the surface have moving bulges
9827                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9828                         {
9829                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9830                                 for (j = 0;j < surface->num_vertices;j++)
9831                                 {
9832                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9833                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9834                                 }
9835                         }
9836                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9837                         rsurface.vertex3f_bufferobject = 0;
9838                         rsurface.vertex3f_bufferoffset = 0;
9839                         break;
9840                 case Q3DEFORM_MOVE:
9841                         // deform vertex array
9842                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9843                         VectorScale(deform->parms, scale, waveparms);
9844                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9845                         {
9846                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9847                                 for (j = 0;j < surface->num_vertices;j++)
9848                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9849                         }
9850                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9851                         rsurface.vertex3f_bufferobject = 0;
9852                         rsurface.vertex3f_bufferoffset = 0;
9853                         break;
9854                 }
9855         }
9856         // generate texcoords based on the chosen texcoord source
9857         switch(rsurface.texture->tcgen.tcgen)
9858         {
9859         default:
9860         case Q3TCGEN_TEXTURE:
9861                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9862                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9863                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9864                 break;
9865         case Q3TCGEN_LIGHTMAP:
9866                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9867                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9868                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9869                 break;
9870         case Q3TCGEN_VECTOR:
9871                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9872                 {
9873                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9874                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
9875                         {
9876                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9877                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9878                         }
9879                 }
9880                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9881                 rsurface.texcoordtexture2f_bufferobject  = 0;
9882                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9883                 break;
9884         case Q3TCGEN_ENVIRONMENT:
9885                 // make environment reflections using a spheremap
9886                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9887                 {
9888                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9889                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9890                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9891                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9892                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
9893                         {
9894                                 // identical to Q3A's method, but executed in worldspace so
9895                                 // carried models can be shiny too
9896
9897                                 float viewer[3], d, reflected[3], worldreflected[3];
9898
9899                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
9900                                 // VectorNormalize(viewer);
9901
9902                                 d = DotProduct(normal, viewer);
9903
9904                                 reflected[0] = normal[0]*2*d - viewer[0];
9905                                 reflected[1] = normal[1]*2*d - viewer[1];
9906                                 reflected[2] = normal[2]*2*d - viewer[2];
9907                                 // note: this is proportinal to viewer, so we can normalize later
9908
9909                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9910                                 VectorNormalize(worldreflected);
9911
9912                                 // note: this sphere map only uses world x and z!
9913                                 // so positive and negative y will LOOK THE SAME.
9914                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
9915                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
9916                         }
9917                 }
9918                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9919                 rsurface.texcoordtexture2f_bufferobject  = 0;
9920                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9921                 break;
9922         }
9923         // the only tcmod that needs software vertex processing is turbulent, so
9924         // check for it here and apply the changes if needed
9925         // and we only support that as the first one
9926         // (handling a mixture of turbulent and other tcmods would be problematic
9927         //  without punting it entirely to a software path)
9928         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9929         {
9930                 amplitude = rsurface.texture->tcmods[0].parms[1];
9931                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
9932                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9933                 {
9934                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9935                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
9936                         {
9937                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9938                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9939                         }
9940                 }
9941                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9942                 rsurface.texcoordtexture2f_bufferobject  = 0;
9943                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9944         }
9945         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
9946         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
9947         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9948         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9949 }
9950
9951 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9952 {
9953         int i, j;
9954         const msurface_t *surface = texturesurfacelist[0];
9955         const msurface_t *surface2;
9956         int firstvertex;
9957         int endvertex;
9958         int numvertices;
9959         int numtriangles;
9960         // TODO: lock all array ranges before render, rather than on each surface
9961         if (texturenumsurfaces == 1)
9962                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9963         else if (r_batchmode.integer == 2)
9964         {
9965                 #define MAXBATCHTRIANGLES 4096
9966                 int batchtriangles = 0;
9967                 static int batchelements[MAXBATCHTRIANGLES*3];
9968                 for (i = 0;i < texturenumsurfaces;i = j)
9969                 {
9970                         surface = texturesurfacelist[i];
9971                         j = i + 1;
9972                         if (surface->num_triangles > MAXBATCHTRIANGLES)
9973                         {
9974                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9975                                 continue;
9976                         }
9977                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
9978                         batchtriangles = surface->num_triangles;
9979                         firstvertex = surface->num_firstvertex;
9980                         endvertex = surface->num_firstvertex + surface->num_vertices;
9981                         for (;j < texturenumsurfaces;j++)
9982                         {
9983                                 surface2 = texturesurfacelist[j];
9984                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
9985                                         break;
9986                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
9987                                 batchtriangles += surface2->num_triangles;
9988                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
9989                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
9990                         }
9991                         surface2 = texturesurfacelist[j-1];
9992                         numvertices = endvertex - firstvertex;
9993                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
9994                 }
9995         }
9996         else if (r_batchmode.integer == 1)
9997         {
9998                 for (i = 0;i < texturenumsurfaces;i = j)
9999                 {
10000                         surface = texturesurfacelist[i];
10001                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10002                                 if (texturesurfacelist[j] != surface2)
10003                                         break;
10004                         surface2 = texturesurfacelist[j-1];
10005                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10006                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10007                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10008                 }
10009         }
10010         else
10011         {
10012                 for (i = 0;i < texturenumsurfaces;i++)
10013                 {
10014                         surface = texturesurfacelist[i];
10015                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10016                 }
10017         }
10018 }
10019
10020 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10021 {
10022         switch(vid.renderpath)
10023         {
10024         case RENDERPATH_CGGL:
10025 #ifdef SUPPORTCG
10026                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10027                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10028 #endif
10029                 break;
10030         case RENDERPATH_GL20:
10031                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10032                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10033                 break;
10034         case RENDERPATH_GL13:
10035         case RENDERPATH_GL11:
10036                 R_Mesh_TexBind(0, surface->lightmaptexture);
10037                 break;
10038         }
10039 }
10040
10041 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10042 {
10043         // pick the closest matching water plane and bind textures
10044         int planeindex, vertexindex;
10045         float d, bestd;
10046         vec3_t vert;
10047         const float *v;
10048         r_waterstate_waterplane_t *p, *bestp;
10049         bestd = 0;
10050         bestp = NULL;
10051         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10052         {
10053                 d = 0;
10054                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10055                 {
10056                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10057                         d += fabs(PlaneDiff(vert, &p->plane));
10058                 }
10059                 if (bestd > d || !bestp)
10060                 {
10061                         bestd = d;
10062                         bestp = p;
10063                 }
10064         }
10065         switch(vid.renderpath)
10066         {
10067         case RENDERPATH_CGGL:
10068 #ifdef SUPPORTCG
10069                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10070                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10071 #endif
10072                 break;
10073         case RENDERPATH_GL20:
10074                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10075                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10076                 break;
10077         case RENDERPATH_GL13:
10078         case RENDERPATH_GL11:
10079                 break;
10080         }
10081 }
10082
10083 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10084 {
10085         int i;
10086         const msurface_t *surface;
10087         if (r_waterstate.renderingscene)
10088                 return;
10089         for (i = 0;i < texturenumsurfaces;i++)
10090         {
10091                 surface = texturesurfacelist[i];
10092                 RSurf_BindLightmapForSurface(surface);
10093                 RSurf_BindReflectionForSurface(surface);
10094                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10095         }
10096 }
10097
10098 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10099 {
10100         int i;
10101         int j;
10102         const msurface_t *surface = texturesurfacelist[0];
10103         const msurface_t *surface2;
10104         int firstvertex;
10105         int endvertex;
10106         int numvertices;
10107         int numtriangles;
10108         if (texturenumsurfaces == 1)
10109         {
10110                 RSurf_BindLightmapForSurface(surface);
10111                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10112         }
10113         else if (r_batchmode.integer == 2)
10114         {
10115 #define MAXBATCHTRIANGLES 4096
10116                 int batchtriangles = 0;
10117                 static int batchelements[MAXBATCHTRIANGLES*3];
10118                 for (i = 0;i < texturenumsurfaces;i = j)
10119                 {
10120                         surface = texturesurfacelist[i];
10121                         RSurf_BindLightmapForSurface(surface);
10122                         j = i + 1;
10123                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10124                         {
10125                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10126                                 continue;
10127                         }
10128                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10129                         batchtriangles = surface->num_triangles;
10130                         firstvertex = surface->num_firstvertex;
10131                         endvertex = surface->num_firstvertex + surface->num_vertices;
10132                         for (;j < texturenumsurfaces;j++)
10133                         {
10134                                 surface2 = texturesurfacelist[j];
10135                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10136                                         break;
10137                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10138                                 batchtriangles += surface2->num_triangles;
10139                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10140                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10141                         }
10142                         surface2 = texturesurfacelist[j-1];
10143                         numvertices = endvertex - firstvertex;
10144                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10145                 }
10146         }
10147         else if (r_batchmode.integer == 1)
10148         {
10149 #if 0
10150                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10151                 for (i = 0;i < texturenumsurfaces;i = j)
10152                 {
10153                         surface = texturesurfacelist[i];
10154                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10155                                 if (texturesurfacelist[j] != surface2)
10156                                         break;
10157                         Con_Printf(" %i", j - i);
10158                 }
10159                 Con_Printf("\n");
10160                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10161 #endif
10162                 for (i = 0;i < texturenumsurfaces;i = j)
10163                 {
10164                         surface = texturesurfacelist[i];
10165                         RSurf_BindLightmapForSurface(surface);
10166                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10167                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10168                                         break;
10169 #if 0
10170                         Con_Printf(" %i", j - i);
10171 #endif
10172                         surface2 = texturesurfacelist[j-1];
10173                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10174                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10175                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10176                 }
10177 #if 0
10178                 Con_Printf("\n");
10179 #endif
10180         }
10181         else
10182         {
10183                 for (i = 0;i < texturenumsurfaces;i++)
10184                 {
10185                         surface = texturesurfacelist[i];
10186                         RSurf_BindLightmapForSurface(surface);
10187                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10188                 }
10189         }
10190 }
10191
10192 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10193 {
10194         int j;
10195         int texturesurfaceindex;
10196         if (r_showsurfaces.integer == 2)
10197         {
10198                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10199                 {
10200                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10201                         for (j = 0;j < surface->num_triangles;j++)
10202                         {
10203                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10204                                 GL_Color(f, f, f, 1);
10205                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10206                         }
10207                 }
10208         }
10209         else
10210         {
10211                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10212                 {
10213                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10214                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10215                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10216                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10217                 }
10218         }
10219 }
10220
10221 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10222 {
10223         int texturesurfaceindex;
10224         int i;
10225         const float *v;
10226         float *c2;
10227         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10228         {
10229                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10231                 {
10232                         c2[0] = 0.5;
10233                         c2[1] = 0.5;
10234                         c2[2] = 0.5;
10235                         c2[3] = 1;
10236                 }
10237         }
10238         rsurface.lightmapcolor4f = rsurface.array_color4f;
10239         rsurface.lightmapcolor4f_bufferobject = 0;
10240         rsurface.lightmapcolor4f_bufferoffset = 0;
10241 }
10242
10243 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10244 {
10245         int texturesurfaceindex;
10246         int i;
10247         float f;
10248         const float *v;
10249         const float *c;
10250         float *c2;
10251         if (rsurface.lightmapcolor4f)
10252         {
10253                 // generate color arrays for the surfaces in this list
10254                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10255                 {
10256                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10257                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10258                         {
10259                                 f = RSurf_FogVertex(v);
10260                                 c2[0] = c[0] * f;
10261                                 c2[1] = c[1] * f;
10262                                 c2[2] = c[2] * f;
10263                                 c2[3] = c[3];
10264                         }
10265                 }
10266         }
10267         else
10268         {
10269                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10270                 {
10271                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10272                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10273                         {
10274                                 f = RSurf_FogVertex(v);
10275                                 c2[0] = f;
10276                                 c2[1] = f;
10277                                 c2[2] = f;
10278                                 c2[3] = 1;
10279                         }
10280                 }
10281         }
10282         rsurface.lightmapcolor4f = rsurface.array_color4f;
10283         rsurface.lightmapcolor4f_bufferobject = 0;
10284         rsurface.lightmapcolor4f_bufferoffset = 0;
10285 }
10286
10287 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10288 {
10289         int texturesurfaceindex;
10290         int i;
10291         float f;
10292         const float *v;
10293         const float *c;
10294         float *c2;
10295         if (!rsurface.lightmapcolor4f)
10296                 return;
10297         // generate color arrays for the surfaces in this list
10298         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10299         {
10300                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10301                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10302                 {
10303                         f = RSurf_FogVertex(v);
10304                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10305                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10306                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10307                         c2[3] = c[3];
10308                 }
10309         }
10310         rsurface.lightmapcolor4f = rsurface.array_color4f;
10311         rsurface.lightmapcolor4f_bufferobject = 0;
10312         rsurface.lightmapcolor4f_bufferoffset = 0;
10313 }
10314
10315 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10316 {
10317         int texturesurfaceindex;
10318         int i;
10319         const float *c;
10320         float *c2;
10321         if (!rsurface.lightmapcolor4f)
10322                 return;
10323         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10324         {
10325                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10326                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10327                 {
10328                         c2[0] = c[0] * r;
10329                         c2[1] = c[1] * g;
10330                         c2[2] = c[2] * b;
10331                         c2[3] = c[3] * a;
10332                 }
10333         }
10334         rsurface.lightmapcolor4f = rsurface.array_color4f;
10335         rsurface.lightmapcolor4f_bufferobject = 0;
10336         rsurface.lightmapcolor4f_bufferoffset = 0;
10337 }
10338
10339 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10340 {
10341         int texturesurfaceindex;
10342         int i;
10343         const float *c;
10344         float *c2;
10345         if (!rsurface.lightmapcolor4f)
10346                 return;
10347         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10348         {
10349                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10350                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10351                 {
10352                         c2[0] = c[0] + r_refdef.scene.ambient;
10353                         c2[1] = c[1] + r_refdef.scene.ambient;
10354                         c2[2] = c[2] + r_refdef.scene.ambient;
10355                         c2[3] = c[3];
10356                 }
10357         }
10358         rsurface.lightmapcolor4f = rsurface.array_color4f;
10359         rsurface.lightmapcolor4f_bufferobject = 0;
10360         rsurface.lightmapcolor4f_bufferoffset = 0;
10361 }
10362
10363 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10364 {
10365         // TODO: optimize
10366         rsurface.lightmapcolor4f = NULL;
10367         rsurface.lightmapcolor4f_bufferobject = 0;
10368         rsurface.lightmapcolor4f_bufferoffset = 0;
10369         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10370         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10371         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10372         GL_Color(r, g, b, a);
10373         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10374 }
10375
10376 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10377 {
10378         // TODO: optimize applyfog && applycolor case
10379         // just apply fog if necessary, and tint the fog color array if necessary
10380         rsurface.lightmapcolor4f = NULL;
10381         rsurface.lightmapcolor4f_bufferobject = 0;
10382         rsurface.lightmapcolor4f_bufferoffset = 0;
10383         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10384         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10385         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10386         GL_Color(r, g, b, a);
10387         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10388 }
10389
10390 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10391 {
10392         int texturesurfaceindex;
10393         int i;
10394         float *c;
10395         // TODO: optimize
10396         if (texturesurfacelist[0]->lightmapinfo)
10397         {
10398                 // generate color arrays for the surfaces in this list
10399                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10400                 {
10401                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10402                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10403                         {
10404                                 if (surface->lightmapinfo->samples)
10405                                 {
10406                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10407                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10408                                         VectorScale(lm, scale, c);
10409                                         if (surface->lightmapinfo->styles[1] != 255)
10410                                         {
10411                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10412                                                 lm += size3;
10413                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10414                                                 VectorMA(c, scale, lm, c);
10415                                                 if (surface->lightmapinfo->styles[2] != 255)
10416                                                 {
10417                                                         lm += size3;
10418                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10419                                                         VectorMA(c, scale, lm, c);
10420                                                         if (surface->lightmapinfo->styles[3] != 255)
10421                                                         {
10422                                                                 lm += size3;
10423                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10424                                                                 VectorMA(c, scale, lm, c);
10425                                                         }
10426                                                 }
10427                                         }
10428                                 }
10429                                 else
10430                                         VectorClear(c);
10431                                 c[3] = 1;
10432                         }
10433                 }
10434                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10435                 rsurface.lightmapcolor4f_bufferobject = 0;
10436                 rsurface.lightmapcolor4f_bufferoffset = 0;
10437         }
10438         else
10439         {
10440                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10441                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10442                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10443         }
10444         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10445         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10446         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10447         GL_Color(r, g, b, a);
10448         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10449 }
10450
10451 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10452 {
10453         int texturesurfaceindex;
10454         int i;
10455         float f;
10456         float alpha;
10457         const float *v;
10458         const float *n;
10459         float *c;
10460         vec3_t ambientcolor;
10461         vec3_t diffusecolor;
10462         vec3_t lightdir;
10463         // TODO: optimize
10464         // model lighting
10465         VectorCopy(rsurface.modellight_lightdir, lightdir);
10466         f = 0.5f * r_refdef.lightmapintensity;
10467         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10468         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10469         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10470         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10471         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10472         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10473         alpha = *a;
10474         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10475         {
10476                 // generate color arrays for the surfaces in this list
10477                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10478                 {
10479                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10480                         int numverts = surface->num_vertices;
10481                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10482                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10483                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10484                         // q3-style directional shading
10485                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10486                         {
10487                                 if ((f = DotProduct(n, lightdir)) > 0)
10488                                         VectorMA(ambientcolor, f, diffusecolor, c);
10489                                 else
10490                                         VectorCopy(ambientcolor, c);
10491                                 c[3] = alpha;
10492                         }
10493                 }
10494                 *r = 1;
10495                 *g = 1;
10496                 *b = 1;
10497                 *a = 1;
10498                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10499                 rsurface.lightmapcolor4f_bufferobject = 0;
10500                 rsurface.lightmapcolor4f_bufferoffset = 0;
10501                 *applycolor = false;
10502         }
10503         else
10504         {
10505                 *r = ambientcolor[0];
10506                 *g = ambientcolor[1];
10507                 *b = ambientcolor[2];
10508                 rsurface.lightmapcolor4f = NULL;
10509                 rsurface.lightmapcolor4f_bufferobject = 0;
10510                 rsurface.lightmapcolor4f_bufferoffset = 0;
10511         }
10512 }
10513
10514 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10515 {
10516         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10517         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10518         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10519         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10520         GL_Color(r, g, b, a);
10521         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10522 }
10523
10524 void RSurf_SetupDepthAndCulling(void)
10525 {
10526         // submodels are biased to avoid z-fighting with world surfaces that they
10527         // may be exactly overlapping (avoids z-fighting artifacts on certain
10528         // doors and things in Quake maps)
10529         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10530         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10531         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10532         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10533 }
10534
10535 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10536 {
10537         // transparent sky would be ridiculous
10538         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10539                 return;
10540         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10541         skyrenderlater = true;
10542         RSurf_SetupDepthAndCulling();
10543         GL_DepthMask(true);
10544         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10545         // skymasking on them, and Quake3 never did sky masking (unlike
10546         // software Quake and software Quake2), so disable the sky masking
10547         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10548         // and skymasking also looks very bad when noclipping outside the
10549         // level, so don't use it then either.
10550         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10551         {
10552                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10553                 R_Mesh_ColorPointer(NULL, 0, 0);
10554                 R_Mesh_ResetTextureState();
10555                 if (skyrendermasked)
10556                 {
10557                         R_SetupShader_DepthOrShadow();
10558                         // depth-only (masking)
10559                         GL_ColorMask(0,0,0,0);
10560                         // just to make sure that braindead drivers don't draw
10561                         // anything despite that colormask...
10562                         GL_BlendFunc(GL_ZERO, GL_ONE);
10563                 }
10564                 else
10565                 {
10566                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10567                         // fog sky
10568                         GL_BlendFunc(GL_ONE, GL_ZERO);
10569                 }
10570                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10571                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10572                 if (skyrendermasked)
10573                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10574         }
10575         R_Mesh_ResetTextureState();
10576         GL_Color(1, 1, 1, 1);
10577 }
10578
10579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10581 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10582 {
10583         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10584                 return;
10585         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10586         if (prepass)
10587         {
10588                 // render screenspace normalmap to texture
10589                 GL_DepthMask(true);
10590                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10591                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10592         }
10593         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10594         {
10595                 // render water or distortion background, then blend surface on top
10596                 GL_DepthMask(true);
10597                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10598                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10599                 GL_DepthMask(false);
10600                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10601                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10602                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10603                 else
10604                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10605         }
10606         else
10607         {
10608                 // render surface normally
10609                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10610                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10611                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10612                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10613                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10614                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10615                 else
10616                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10617         }
10618 }
10619
10620 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10621 {
10622         // OpenGL 1.3 path - anything not completely ancient
10623         int texturesurfaceindex;
10624         qboolean applycolor;
10625         qboolean applyfog;
10626         int layerindex;
10627         const texturelayer_t *layer;
10628         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10629
10630         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10631         {
10632                 vec4_t layercolor;
10633                 int layertexrgbscale;
10634                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10635                 {
10636                         if (layerindex == 0)
10637                                 GL_AlphaTest(true);
10638                         else
10639                         {
10640                                 GL_AlphaTest(false);
10641                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10642                         }
10643                 }
10644                 GL_DepthMask(layer->depthmask && writedepth);
10645                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10646                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10647                 {
10648                         layertexrgbscale = 4;
10649                         VectorScale(layer->color, 0.25f, layercolor);
10650                 }
10651                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10652                 {
10653                         layertexrgbscale = 2;
10654                         VectorScale(layer->color, 0.5f, layercolor);
10655                 }
10656                 else
10657                 {
10658                         layertexrgbscale = 1;
10659                         VectorScale(layer->color, 1.0f, layercolor);
10660                 }
10661                 layercolor[3] = layer->color[3];
10662                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10663                 R_Mesh_ColorPointer(NULL, 0, 0);
10664                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10665                 switch (layer->type)
10666                 {
10667                 case TEXTURELAYERTYPE_LITTEXTURE:
10668                         // single-pass lightmapped texture with 2x rgbscale
10669                         R_Mesh_TexBind(0, r_texture_white);
10670                         R_Mesh_TexMatrix(0, NULL);
10671                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10672                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10673                         R_Mesh_TexBind(1, layer->texture);
10674                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10675                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10676                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10677                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10678                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10679                         else if (rsurface.uselightmaptexture)
10680                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10681                         else
10682                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10683                         break;
10684                 case TEXTURELAYERTYPE_TEXTURE:
10685                         // singletexture unlit texture with transparency support
10686                         R_Mesh_TexBind(0, layer->texture);
10687                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10688                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10689                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10690                         R_Mesh_TexBind(1, 0);
10691                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10692                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10693                         break;
10694                 case TEXTURELAYERTYPE_FOG:
10695                         // singletexture fogging
10696                         if (layer->texture)
10697                         {
10698                                 R_Mesh_TexBind(0, layer->texture);
10699                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10700                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10701                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10702                         }
10703                         else
10704                         {
10705                                 R_Mesh_TexBind(0, 0);
10706                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10707                         }
10708                         R_Mesh_TexBind(1, 0);
10709                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10710                         // generate a color array for the fog pass
10711                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10712                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10713                         {
10714                                 int i;
10715                                 float f;
10716                                 const float *v;
10717                                 float *c;
10718                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10719                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10720                                 {
10721                                         f = 1 - RSurf_FogVertex(v);
10722                                         c[0] = layercolor[0];
10723                                         c[1] = layercolor[1];
10724                                         c[2] = layercolor[2];
10725                                         c[3] = f * layercolor[3];
10726                                 }
10727                         }
10728                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10729                         break;
10730                 default:
10731                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10732                 }
10733         }
10734         CHECKGLERROR
10735         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10736         {
10737                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10738                 GL_AlphaTest(false);
10739         }
10740 }
10741
10742 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10743 {
10744         // OpenGL 1.1 - crusty old voodoo path
10745         int texturesurfaceindex;
10746         qboolean applyfog;
10747         int layerindex;
10748         const texturelayer_t *layer;
10749         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10750
10751         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10752         {
10753                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10754                 {
10755                         if (layerindex == 0)
10756                                 GL_AlphaTest(true);
10757                         else
10758                         {
10759                                 GL_AlphaTest(false);
10760                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10761                         }
10762                 }
10763                 GL_DepthMask(layer->depthmask && writedepth);
10764                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10765                 R_Mesh_ColorPointer(NULL, 0, 0);
10766                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10767                 switch (layer->type)
10768                 {
10769                 case TEXTURELAYERTYPE_LITTEXTURE:
10770                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10771                         {
10772                                 // two-pass lit texture with 2x rgbscale
10773                                 // first the lightmap pass
10774                                 R_Mesh_TexBind(0, r_texture_white);
10775                                 R_Mesh_TexMatrix(0, NULL);
10776                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10777                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10778                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10779                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10780                                 else if (rsurface.uselightmaptexture)
10781                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10782                                 else
10783                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10784                                 // then apply the texture to it
10785                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10786                                 R_Mesh_TexBind(0, layer->texture);
10787                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10788                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10789                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10790                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10791                         }
10792                         else
10793                         {
10794                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10795                                 R_Mesh_TexBind(0, layer->texture);
10796                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10797                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10798                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10799                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10800                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10801                                 else
10802                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10803                         }
10804                         break;
10805                 case TEXTURELAYERTYPE_TEXTURE:
10806                         // singletexture unlit texture with transparency support
10807                         R_Mesh_TexBind(0, layer->texture);
10808                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10809                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10810                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10811                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10812                         break;
10813                 case TEXTURELAYERTYPE_FOG:
10814                         // singletexture fogging
10815                         if (layer->texture)
10816                         {
10817                                 R_Mesh_TexBind(0, layer->texture);
10818                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10819                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10820                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10821                         }
10822                         else
10823                         {
10824                                 R_Mesh_TexBind(0, 0);
10825                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10826                         }
10827                         // generate a color array for the fog pass
10828                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10829                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10830                         {
10831                                 int i;
10832                                 float f;
10833                                 const float *v;
10834                                 float *c;
10835                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10836                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10837                                 {
10838                                         f = 1 - RSurf_FogVertex(v);
10839                                         c[0] = layer->color[0];
10840                                         c[1] = layer->color[1];
10841                                         c[2] = layer->color[2];
10842                                         c[3] = f * layer->color[3];
10843                                 }
10844                         }
10845                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10846                         break;
10847                 default:
10848                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10849                 }
10850         }
10851         CHECKGLERROR
10852         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10853         {
10854                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10855                 GL_AlphaTest(false);
10856         }
10857 }
10858
10859 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10860 {
10861         float c[4];
10862
10863         GL_AlphaTest(false);
10864         R_Mesh_ColorPointer(NULL, 0, 0);
10865         R_Mesh_ResetTextureState();
10866         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10867
10868         if(rsurface.texture && rsurface.texture->currentskinframe)
10869         {
10870                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10871                 c[3] *= rsurface.texture->currentalpha;
10872         }
10873         else
10874         {
10875                 c[0] = 1;
10876                 c[1] = 0;
10877                 c[2] = 1;
10878                 c[3] = 1;
10879         }
10880
10881         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10882         {
10883                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10884                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10885                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10886         }
10887
10888         // brighten it up (as texture value 127 means "unlit")
10889         c[0] *= 2 * r_refdef.view.colorscale;
10890         c[1] *= 2 * r_refdef.view.colorscale;
10891         c[2] *= 2 * r_refdef.view.colorscale;
10892
10893         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10894                 c[3] *= r_wateralpha.value;
10895
10896         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10897         {
10898                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10899                 GL_DepthMask(false);
10900         }
10901         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10902         {
10903                 GL_BlendFunc(GL_ONE, GL_ONE);
10904                 GL_DepthMask(false);
10905         }
10906         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10907         {
10908                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10909                 GL_DepthMask(false);
10910         }
10911         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10912         {
10913                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10914                 GL_DepthMask(false);
10915         }
10916         else
10917         {
10918                 GL_BlendFunc(GL_ONE, GL_ZERO);
10919                 GL_DepthMask(writedepth);
10920         }
10921
10922         rsurface.lightmapcolor4f = NULL;
10923
10924         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10925         {
10926                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10927
10928                 rsurface.lightmapcolor4f = NULL;
10929                 rsurface.lightmapcolor4f_bufferobject = 0;
10930                 rsurface.lightmapcolor4f_bufferoffset = 0;
10931         }
10932         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10933         {
10934                 qboolean applycolor = true;
10935                 float one = 1.0;
10936
10937                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10938
10939                 r_refdef.lightmapintensity = 1;
10940                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
10941                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10942         }
10943         else
10944         {
10945                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10946
10947                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10948                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10949                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10950         }
10951
10952         if(!rsurface.lightmapcolor4f)
10953                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
10954
10955         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
10956         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
10957         if(r_refdef.fogenabled)
10958                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
10959
10960         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10961         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10962 }
10963
10964 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10965 {
10966         CHECKGLERROR
10967         RSurf_SetupDepthAndCulling();
10968         if (r_showsurfaces.integer == 3 && !prepass)
10969         {
10970                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10971                 return;
10972         }
10973         switch (vid.renderpath)
10974         {
10975         case RENDERPATH_GL20:
10976         case RENDERPATH_CGGL:
10977                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10978                 break;
10979         case RENDERPATH_GL13:
10980                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10981                 break;
10982         case RENDERPATH_GL11:
10983                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10984                 break;
10985         }
10986         CHECKGLERROR
10987 }
10988
10989 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10990 {
10991         CHECKGLERROR
10992         RSurf_SetupDepthAndCulling();
10993         if (r_showsurfaces.integer == 3 && !prepass)
10994         {
10995                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
10996                 return;
10997         }
10998         switch (vid.renderpath)
10999         {
11000         case RENDERPATH_GL20:
11001         case RENDERPATH_CGGL:
11002                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11003                 break;
11004         case RENDERPATH_GL13:
11005                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11006                 break;
11007         case RENDERPATH_GL11:
11008                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11009                 break;
11010         }
11011         CHECKGLERROR
11012 }
11013
11014 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11015 {
11016         int i, j;
11017         int texturenumsurfaces, endsurface;
11018         texture_t *texture;
11019         const msurface_t *surface;
11020         const msurface_t *texturesurfacelist[256];
11021
11022         // if the model is static it doesn't matter what value we give for
11023         // wantnormals and wanttangents, so this logic uses only rules applicable
11024         // to a model, knowing that they are meaningless otherwise
11025         if (ent == r_refdef.scene.worldentity)
11026                 RSurf_ActiveWorldEntity();
11027         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11028                 RSurf_ActiveModelEntity(ent, false, false, false);
11029         else
11030         {
11031                 switch (vid.renderpath)
11032                 {
11033                 case RENDERPATH_GL20:
11034                 case RENDERPATH_CGGL:
11035                         RSurf_ActiveModelEntity(ent, true, true, false);
11036                         break;
11037                 case RENDERPATH_GL13:
11038                 case RENDERPATH_GL11:
11039                         RSurf_ActiveModelEntity(ent, true, false, false);
11040                         break;
11041                 }
11042         }
11043
11044         if (r_transparentdepthmasking.integer)
11045         {
11046                 qboolean setup = false;
11047                 for (i = 0;i < numsurfaces;i = j)
11048                 {
11049                         j = i + 1;
11050                         surface = rsurface.modelsurfaces + surfacelist[i];
11051                         texture = surface->texture;
11052                         rsurface.texture = R_GetCurrentTexture(texture);
11053                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11054                         // scan ahead until we find a different texture
11055                         endsurface = min(i + 1024, numsurfaces);
11056                         texturenumsurfaces = 0;
11057                         texturesurfacelist[texturenumsurfaces++] = surface;
11058                         for (;j < endsurface;j++)
11059                         {
11060                                 surface = rsurface.modelsurfaces + surfacelist[j];
11061                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11062                                         break;
11063                                 texturesurfacelist[texturenumsurfaces++] = surface;
11064                         }
11065                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11066                                 continue;
11067                         // render the range of surfaces as depth
11068                         if (!setup)
11069                         {
11070                                 setup = true;
11071                                 GL_ColorMask(0,0,0,0);
11072                                 GL_Color(1,1,1,1);
11073                                 GL_DepthTest(true);
11074                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11075                                 GL_DepthMask(true);
11076                                 GL_AlphaTest(false);
11077                                 R_Mesh_ColorPointer(NULL, 0, 0);
11078                                 R_Mesh_ResetTextureState();
11079                                 R_SetupShader_DepthOrShadow();
11080                         }
11081                         RSurf_SetupDepthAndCulling();
11082                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11083                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11084                 }
11085                 if (setup)
11086                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11087         }
11088
11089         for (i = 0;i < numsurfaces;i = j)
11090         {
11091                 j = i + 1;
11092                 surface = rsurface.modelsurfaces + surfacelist[i];
11093                 texture = surface->texture;
11094                 rsurface.texture = R_GetCurrentTexture(texture);
11095                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11096                 // scan ahead until we find a different texture
11097                 endsurface = min(i + 1024, numsurfaces);
11098                 texturenumsurfaces = 0;
11099                 texturesurfacelist[texturenumsurfaces++] = surface;
11100                 for (;j < endsurface;j++)
11101                 {
11102                         surface = rsurface.modelsurfaces + surfacelist[j];
11103                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11104                                 break;
11105                         texturesurfacelist[texturenumsurfaces++] = surface;
11106                 }
11107                 // render the range of surfaces
11108                 if (ent == r_refdef.scene.worldentity)
11109                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11110                 else
11111                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11112         }
11113         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11114         GL_AlphaTest(false);
11115 }
11116
11117 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11118 {
11119         // transparent surfaces get pushed off into the transparent queue
11120         int surfacelistindex;
11121         const msurface_t *surface;
11122         vec3_t tempcenter, center;
11123         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11124         {
11125                 surface = texturesurfacelist[surfacelistindex];
11126                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11127                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11128                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11129                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11130                 if (queueentity->transparent_offset) // transparent offset
11131                 {
11132                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11133                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11134                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11135                 }
11136                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11137         }
11138 }
11139
11140 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11141 {
11142         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11143         CHECKGLERROR
11144         if (depthonly)
11145         {
11146                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11147                         return;
11148                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11149                         return;
11150                 RSurf_SetupDepthAndCulling();
11151                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11152                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11153         }
11154         else if (prepass)
11155         {
11156                 if (!rsurface.texture->currentnumlayers)
11157                         return;
11158                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11159                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11160                 else
11161                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11162         }
11163         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11164         {
11165                 RSurf_SetupDepthAndCulling();
11166                 GL_AlphaTest(false);
11167                 R_Mesh_ColorPointer(NULL, 0, 0);
11168                 R_Mesh_ResetTextureState();
11169                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11170                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11171                 GL_DepthMask(true);
11172                 GL_BlendFunc(GL_ONE, GL_ZERO);
11173                 GL_Color(0, 0, 0, 1);
11174                 GL_DepthTest(writedepth);
11175                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11176         }
11177         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11178         {
11179                 RSurf_SetupDepthAndCulling();
11180                 GL_AlphaTest(false);
11181                 R_Mesh_ColorPointer(NULL, 0, 0);
11182                 R_Mesh_ResetTextureState();
11183                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11184                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11185                 GL_DepthMask(true);
11186                 GL_BlendFunc(GL_ONE, GL_ZERO);
11187                 GL_DepthTest(true);
11188                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11189         }
11190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11191                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11192         else if (!rsurface.texture->currentnumlayers)
11193                 return;
11194         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11195         {
11196                 // in the deferred case, transparent surfaces were queued during prepass
11197                 if (!r_shadow_usingdeferredprepass)
11198                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11199         }
11200         else
11201         {
11202                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11203                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11204         }
11205         CHECKGLERROR
11206 }
11207
11208 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11209 {
11210         int i, j;
11211         texture_t *texture;
11212         // break the surface list down into batches by texture and use of lightmapping
11213         for (i = 0;i < numsurfaces;i = j)
11214         {
11215                 j = i + 1;
11216                 // texture is the base texture pointer, rsurface.texture is the
11217                 // current frame/skin the texture is directing us to use (for example
11218                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11219                 // use skin 1 instead)
11220                 texture = surfacelist[i]->texture;
11221                 rsurface.texture = R_GetCurrentTexture(texture);
11222                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11223                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11224                 {
11225                         // if this texture is not the kind we want, skip ahead to the next one
11226                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11227                                 ;
11228                         continue;
11229                 }
11230                 // simply scan ahead until we find a different texture or lightmap state
11231                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11232                         ;
11233                 // render the range of surfaces
11234                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11235         }
11236 }
11237
11238 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11239 {
11240         CHECKGLERROR
11241         if (depthonly)
11242         {
11243                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11244                         return;
11245                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11246                         return;
11247                 RSurf_SetupDepthAndCulling();
11248                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11249                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11250         }
11251         else if (prepass)
11252         {
11253                 if (!rsurface.texture->currentnumlayers)
11254                         return;
11255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11256                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11257                 else
11258                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11259         }
11260         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11261         {
11262                 RSurf_SetupDepthAndCulling();
11263                 GL_AlphaTest(false);
11264                 R_Mesh_ColorPointer(NULL, 0, 0);
11265                 R_Mesh_ResetTextureState();
11266                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11267                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11268                 GL_DepthMask(true);
11269                 GL_BlendFunc(GL_ONE, GL_ZERO);
11270                 GL_Color(0, 0, 0, 1);
11271                 GL_DepthTest(writedepth);
11272                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11273         }
11274         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11275         {
11276                 RSurf_SetupDepthAndCulling();
11277                 GL_AlphaTest(false);
11278                 R_Mesh_ColorPointer(NULL, 0, 0);
11279                 R_Mesh_ResetTextureState();
11280                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11281                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11282                 GL_DepthMask(true);
11283                 GL_BlendFunc(GL_ONE, GL_ZERO);
11284                 GL_DepthTest(true);
11285                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11286         }
11287         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11288                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11289         else if (!rsurface.texture->currentnumlayers)
11290                 return;
11291         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11292         {
11293                 // in the deferred case, transparent surfaces were queued during prepass
11294                 if (!r_shadow_usingdeferredprepass)
11295                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11296         }
11297         else
11298         {
11299                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11300                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11301         }
11302         CHECKGLERROR
11303 }
11304
11305 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11306 {
11307         int i, j;
11308         texture_t *texture;
11309         // break the surface list down into batches by texture and use of lightmapping
11310         for (i = 0;i < numsurfaces;i = j)
11311         {
11312                 j = i + 1;
11313                 // texture is the base texture pointer, rsurface.texture is the
11314                 // current frame/skin the texture is directing us to use (for example
11315                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11316                 // use skin 1 instead)
11317                 texture = surfacelist[i]->texture;
11318                 rsurface.texture = R_GetCurrentTexture(texture);
11319                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11320                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11321                 {
11322                         // if this texture is not the kind we want, skip ahead to the next one
11323                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11324                                 ;
11325                         continue;
11326                 }
11327                 // simply scan ahead until we find a different texture or lightmap state
11328                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11329                         ;
11330                 // render the range of surfaces
11331                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11332         }
11333 }
11334
11335 float locboxvertex3f[6*4*3] =
11336 {
11337         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11338         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11339         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11340         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11341         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11342         1,0,0, 0,0,0, 0,1,0, 1,1,0
11343 };
11344
11345 unsigned short locboxelements[6*2*3] =
11346 {
11347          0, 1, 2, 0, 2, 3,
11348          4, 5, 6, 4, 6, 7,
11349          8, 9,10, 8,10,11,
11350         12,13,14, 12,14,15,
11351         16,17,18, 16,18,19,
11352         20,21,22, 20,22,23
11353 };
11354
11355 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11356 {
11357         int i, j;
11358         cl_locnode_t *loc = (cl_locnode_t *)ent;
11359         vec3_t mins, size;
11360         float vertex3f[6*4*3];
11361         CHECKGLERROR
11362         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11363         GL_DepthMask(false);
11364         GL_DepthRange(0, 1);
11365         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11366         GL_DepthTest(true);
11367         GL_CullFace(GL_NONE);
11368         R_EntityMatrix(&identitymatrix);
11369
11370         R_Mesh_VertexPointer(vertex3f, 0, 0);
11371         R_Mesh_ColorPointer(NULL, 0, 0);
11372         R_Mesh_ResetTextureState();
11373         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11374
11375         i = surfacelist[0];
11376         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11377                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11378                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11379                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11380
11381         if (VectorCompare(loc->mins, loc->maxs))
11382         {
11383                 VectorSet(size, 2, 2, 2);
11384                 VectorMA(loc->mins, -0.5f, size, mins);
11385         }
11386         else
11387         {
11388                 VectorCopy(loc->mins, mins);
11389                 VectorSubtract(loc->maxs, loc->mins, size);
11390         }
11391
11392         for (i = 0;i < 6*4*3;)
11393                 for (j = 0;j < 3;j++, i++)
11394                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11395
11396         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11397 }
11398
11399 void R_DrawLocs(void)
11400 {
11401         int index;
11402         cl_locnode_t *loc, *nearestloc;
11403         vec3_t center;
11404         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11405         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11406         {
11407                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11408                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11409         }
11410 }
11411
11412 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11413 {
11414         if (decalsystem->decals)
11415                 Mem_Free(decalsystem->decals);
11416         memset(decalsystem, 0, sizeof(*decalsystem));
11417 }
11418
11419 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)
11420 {
11421         tridecal_t *decal;
11422         tridecal_t *decals;
11423         int i;
11424         int maxdecals;
11425
11426         // expand or initialize the system
11427         if (decalsystem->maxdecals <= decalsystem->numdecals)
11428         {
11429                 decalsystem_t old = *decalsystem;
11430                 qboolean useshortelements;
11431                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11432                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11433                 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)));
11434                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11435                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11436                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11437                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11438                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11439                 if (decalsystem->numdecals)
11440                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11441                 if (old.decals)
11442                         Mem_Free(old.decals);
11443                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11444                         decalsystem->element3i[i] = i;
11445                 if (useshortelements)
11446                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11447                                 decalsystem->element3s[i] = i;
11448         }
11449
11450         // grab a decal and search for another free slot for the next one
11451         maxdecals = decalsystem->maxdecals;
11452         decals = decalsystem->decals;
11453         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11454         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11455                 ;
11456         decalsystem->freedecal = i;
11457         if (decalsystem->numdecals <= i)
11458                 decalsystem->numdecals = i + 1;
11459
11460         // initialize the decal
11461         decal->lived = 0;
11462         decal->triangleindex = triangleindex;
11463         decal->surfaceindex = surfaceindex;
11464         decal->decalsequence = decalsequence;
11465         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11466         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11467         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11468         decal->color4ub[0][3] = 255;
11469         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11470         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11471         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11472         decal->color4ub[1][3] = 255;
11473         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11474         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11475         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11476         decal->color4ub[2][3] = 255;
11477         decal->vertex3f[0][0] = v0[0];
11478         decal->vertex3f[0][1] = v0[1];
11479         decal->vertex3f[0][2] = v0[2];
11480         decal->vertex3f[1][0] = v1[0];
11481         decal->vertex3f[1][1] = v1[1];
11482         decal->vertex3f[1][2] = v1[2];
11483         decal->vertex3f[2][0] = v2[0];
11484         decal->vertex3f[2][1] = v2[1];
11485         decal->vertex3f[2][2] = v2[2];
11486         decal->texcoord2f[0][0] = t0[0];
11487         decal->texcoord2f[0][1] = t0[1];
11488         decal->texcoord2f[1][0] = t1[0];
11489         decal->texcoord2f[1][1] = t1[1];
11490         decal->texcoord2f[2][0] = t2[0];
11491         decal->texcoord2f[2][1] = t2[1];
11492 }
11493
11494 extern cvar_t cl_decals_bias;
11495 extern cvar_t cl_decals_models;
11496 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11497 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)
11498 {
11499         matrix4x4_t projection;
11500         decalsystem_t *decalsystem;
11501         qboolean dynamic;
11502         dp_model_t *model;
11503         const float *vertex3f;
11504         const msurface_t *surface;
11505         const msurface_t *surfaces;
11506         const int *surfacelist;
11507         const texture_t *texture;
11508         int numvertices;
11509         int numtriangles;
11510         int numsurfacelist;
11511         int surfacelistindex;
11512         int surfaceindex;
11513         int triangleindex;
11514         int decalsurfaceindex;
11515         int cornerindex;
11516         int index;
11517         int numpoints;
11518         const int *e;
11519         float localorigin[3];
11520         float localnormal[3];
11521         float localmins[3];
11522         float localmaxs[3];
11523         float localsize;
11524         float ilocalsize;
11525         float v[9][3];
11526         float tc[9][2];
11527         float c[9][4];
11528         //float normal[3];
11529         float planes[6][4];
11530         float f;
11531         float points[2][9][3];
11532         float angles[3];
11533         float temp[3];
11534
11535         decalsystem = &ent->decalsystem;
11536         model = ent->model;
11537         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11538         {
11539                 R_DecalSystem_Reset(&ent->decalsystem);
11540                 return;
11541         }
11542
11543         if (!model->brush.data_nodes && !cl_decals_models.integer)
11544         {
11545                 if (decalsystem->model)
11546                         R_DecalSystem_Reset(decalsystem);
11547                 return;
11548         }
11549
11550         if (decalsystem->model != model)
11551                 R_DecalSystem_Reset(decalsystem);
11552         decalsystem->model = model;
11553
11554         RSurf_ActiveModelEntity(ent, false, false, false);
11555
11556         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11557         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11558         VectorNormalize(localnormal);
11559         localsize = worldsize*rsurface.inversematrixscale;
11560         ilocalsize = 1.0f / localsize;
11561         localmins[0] = localorigin[0] - localsize;
11562         localmins[1] = localorigin[1] - localsize;
11563         localmins[2] = localorigin[2] - localsize;
11564         localmaxs[0] = localorigin[0] + localsize;
11565         localmaxs[1] = localorigin[1] + localsize;
11566         localmaxs[2] = localorigin[2] + localsize;
11567
11568         //VectorCopy(localnormal, planes[4]);
11569         //VectorVectors(planes[4], planes[2], planes[0]);
11570         AnglesFromVectors(angles, localnormal, NULL, false);
11571         AngleVectors(angles, planes[0], planes[2], planes[4]);
11572         VectorNegate(planes[0], planes[1]);
11573         VectorNegate(planes[2], planes[3]);
11574         VectorNegate(planes[4], planes[5]);
11575         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11576         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11577         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11578         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11579         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11580         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11581
11582 #if 1
11583 // works
11584 {
11585         matrix4x4_t forwardprojection;
11586         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11587         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11588 }
11589 #else
11590 // broken
11591 {
11592         float projectionvector[4][3];
11593         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11594         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11595         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11596         projectionvector[0][0] = planes[0][0] * ilocalsize;
11597         projectionvector[0][1] = planes[1][0] * ilocalsize;
11598         projectionvector[0][2] = planes[2][0] * ilocalsize;
11599         projectionvector[1][0] = planes[0][1] * ilocalsize;
11600         projectionvector[1][1] = planes[1][1] * ilocalsize;
11601         projectionvector[1][2] = planes[2][1] * ilocalsize;
11602         projectionvector[2][0] = planes[0][2] * ilocalsize;
11603         projectionvector[2][1] = planes[1][2] * ilocalsize;
11604         projectionvector[2][2] = planes[2][2] * ilocalsize;
11605         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11606         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11607         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11608         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11609 }
11610 #endif
11611
11612         dynamic = model->surfmesh.isanimated;
11613         vertex3f = rsurface.modelvertex3f;
11614         numsurfacelist = model->nummodelsurfaces;
11615         surfacelist = model->sortedmodelsurfaces;
11616         surfaces = model->data_surfaces;
11617         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11618         {
11619                 surfaceindex = surfacelist[surfacelistindex];
11620                 surface = surfaces + surfaceindex;
11621                 // check cull box first because it rejects more than any other check
11622                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11623                         continue;
11624                 // skip transparent surfaces
11625                 texture = surface->texture;
11626                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11627                         continue;
11628                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11629                         continue;
11630                 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
11631                 numvertices = surface->num_vertices;
11632                 numtriangles = surface->num_triangles;
11633                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11634                 {
11635                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11636                         {
11637                                 index = 3*e[cornerindex];
11638                                 VectorCopy(vertex3f + index, v[cornerindex]);
11639                         }
11640                         // cull backfaces
11641                         //TriangleNormal(v[0], v[1], v[2], normal);
11642                         //if (DotProduct(normal, localnormal) < 0.0f)
11643                         //      continue;
11644                         // clip by each of the box planes formed from the projection matrix
11645                         // if anything survives, we emit the decal
11646                         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]);
11647                         if (numpoints < 3)
11648                                 continue;
11649                         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]);
11650                         if (numpoints < 3)
11651                                 continue;
11652                         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]);
11653                         if (numpoints < 3)
11654                                 continue;
11655                         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]);
11656                         if (numpoints < 3)
11657                                 continue;
11658                         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]);
11659                         if (numpoints < 3)
11660                                 continue;
11661                         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]);
11662                         if (numpoints < 3)
11663                                 continue;
11664                         // some part of the triangle survived, so we have to accept it...
11665                         if (dynamic)
11666                         {
11667                                 // dynamic always uses the original triangle
11668                                 numpoints = 3;
11669                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11670                                 {
11671                                         index = 3*e[cornerindex];
11672                                         VectorCopy(vertex3f + index, v[cornerindex]);
11673                                 }
11674                         }
11675                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11676                         {
11677                                 // convert vertex positions to texcoords
11678                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11679                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11680                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11681                                 // calculate distance fade from the projection origin
11682                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11683                                 f = bound(0.0f, f, 1.0f);
11684                                 c[cornerindex][0] = r * f;
11685                                 c[cornerindex][1] = g * f;
11686                                 c[cornerindex][2] = b * f;
11687                                 c[cornerindex][3] = 1.0f;
11688                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11689                         }
11690                         if (dynamic)
11691                                 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);
11692                         else
11693                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11694                                         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);
11695                 }
11696         }
11697 }
11698
11699 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11700 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)
11701 {
11702         int renderentityindex;
11703         float worldmins[3];
11704         float worldmaxs[3];
11705         entity_render_t *ent;
11706
11707         if (!cl_decals_newsystem.integer)
11708                 return;
11709
11710         worldmins[0] = worldorigin[0] - worldsize;
11711         worldmins[1] = worldorigin[1] - worldsize;
11712         worldmins[2] = worldorigin[2] - worldsize;
11713         worldmaxs[0] = worldorigin[0] + worldsize;
11714         worldmaxs[1] = worldorigin[1] + worldsize;
11715         worldmaxs[2] = worldorigin[2] + worldsize;
11716
11717         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11718
11719         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11720         {
11721                 ent = r_refdef.scene.entities[renderentityindex];
11722                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11723                         continue;
11724
11725                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11726         }
11727 }
11728
11729 typedef struct r_decalsystem_splatqueue_s
11730 {
11731         vec3_t worldorigin;
11732         vec3_t worldnormal;
11733         float color[4];
11734         float tcrange[4];
11735         float worldsize;
11736         int decalsequence;
11737 }
11738 r_decalsystem_splatqueue_t;
11739
11740 int r_decalsystem_numqueued = 0;
11741 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11742
11743 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)
11744 {
11745         r_decalsystem_splatqueue_t *queue;
11746
11747         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11748                 return;
11749
11750         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11751         VectorCopy(worldorigin, queue->worldorigin);
11752         VectorCopy(worldnormal, queue->worldnormal);
11753         Vector4Set(queue->color, r, g, b, a);
11754         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11755         queue->worldsize = worldsize;
11756         queue->decalsequence = cl.decalsequence++;
11757 }
11758
11759 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11760 {
11761         int i;
11762         r_decalsystem_splatqueue_t *queue;
11763
11764         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11765                 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);
11766         r_decalsystem_numqueued = 0;
11767 }
11768
11769 extern cvar_t cl_decals_max;
11770 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11771 {
11772         int i;
11773         decalsystem_t *decalsystem = &ent->decalsystem;
11774         int numdecals;
11775         int killsequence;
11776         tridecal_t *decal;
11777         float frametime;
11778         float lifetime;
11779
11780         if (!decalsystem->numdecals)
11781                 return;
11782
11783         if (r_showsurfaces.integer)
11784                 return;
11785
11786         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11787         {
11788                 R_DecalSystem_Reset(decalsystem);
11789                 return;
11790         }
11791
11792         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11793         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11794
11795         if (decalsystem->lastupdatetime)
11796                 frametime = (cl.time - decalsystem->lastupdatetime);
11797         else
11798                 frametime = 0;
11799         decalsystem->lastupdatetime = cl.time;
11800         decal = decalsystem->decals;
11801         numdecals = decalsystem->numdecals;
11802
11803         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11804         {
11805                 if (decal->color4ub[0][3])
11806                 {
11807                         decal->lived += frametime;
11808                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11809                         {
11810                                 memset(decal, 0, sizeof(*decal));
11811                                 if (decalsystem->freedecal > i)
11812                                         decalsystem->freedecal = i;
11813                         }
11814                 }
11815         }
11816         decal = decalsystem->decals;
11817         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11818                 numdecals--;
11819
11820         // collapse the array by shuffling the tail decals into the gaps
11821         for (;;)
11822         {
11823                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11824                         decalsystem->freedecal++;
11825                 if (decalsystem->freedecal == numdecals)
11826                         break;
11827                 decal[decalsystem->freedecal] = decal[--numdecals];
11828         }
11829
11830         decalsystem->numdecals = numdecals;
11831
11832         if (numdecals <= 0)
11833         {
11834                 // if there are no decals left, reset decalsystem
11835                 R_DecalSystem_Reset(decalsystem);
11836         }
11837 }
11838
11839 extern skinframe_t *decalskinframe;
11840 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11841 {
11842         int i;
11843         decalsystem_t *decalsystem = &ent->decalsystem;
11844         int numdecals;
11845         tridecal_t *decal;
11846         float fadedelay;
11847         float faderate;
11848         float alpha;
11849         float *v3f;
11850         float *c4f;
11851         float *t2f;
11852         const int *e;
11853         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11854         int numtris = 0;
11855
11856         numdecals = decalsystem->numdecals;
11857         if (!numdecals)
11858                 return;
11859
11860         if (r_showsurfaces.integer)
11861                 return;
11862
11863         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11864         {
11865                 R_DecalSystem_Reset(decalsystem);
11866                 return;
11867         }
11868
11869         // if the model is static it doesn't matter what value we give for
11870         // wantnormals and wanttangents, so this logic uses only rules applicable
11871         // to a model, knowing that they are meaningless otherwise
11872         if (ent == r_refdef.scene.worldentity)
11873                 RSurf_ActiveWorldEntity();
11874         else
11875                 RSurf_ActiveModelEntity(ent, false, false, false);
11876
11877         decalsystem->lastupdatetime = cl.time;
11878         decal = decalsystem->decals;
11879
11880         fadedelay = cl_decals_time.value;
11881         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11882
11883         // update vertex positions for animated models
11884         v3f = decalsystem->vertex3f;
11885         c4f = decalsystem->color4f;
11886         t2f = decalsystem->texcoord2f;
11887         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11888         {
11889                 if (!decal->color4ub[0][3])
11890                         continue;
11891
11892                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11893                         continue;
11894
11895                 // update color values for fading decals
11896                 if (decal->lived >= cl_decals_time.value)
11897                 {
11898                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11899                         alpha *= (1.0f/255.0f);
11900                 }
11901                 else
11902                         alpha = 1.0f/255.0f;
11903
11904                 c4f[ 0] = decal->color4ub[0][0] * alpha;
11905                 c4f[ 1] = decal->color4ub[0][1] * alpha;
11906                 c4f[ 2] = decal->color4ub[0][2] * alpha;
11907                 c4f[ 3] = 1;
11908                 c4f[ 4] = decal->color4ub[1][0] * alpha;
11909                 c4f[ 5] = decal->color4ub[1][1] * alpha;
11910                 c4f[ 6] = decal->color4ub[1][2] * alpha;
11911                 c4f[ 7] = 1;
11912                 c4f[ 8] = decal->color4ub[2][0] * alpha;
11913                 c4f[ 9] = decal->color4ub[2][1] * alpha;
11914                 c4f[10] = decal->color4ub[2][2] * alpha;
11915                 c4f[11] = 1;
11916
11917                 t2f[0] = decal->texcoord2f[0][0];
11918                 t2f[1] = decal->texcoord2f[0][1];
11919                 t2f[2] = decal->texcoord2f[1][0];
11920                 t2f[3] = decal->texcoord2f[1][1];
11921                 t2f[4] = decal->texcoord2f[2][0];
11922                 t2f[5] = decal->texcoord2f[2][1];
11923
11924                 // update vertex positions for animated models
11925                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
11926                 {
11927                         e = rsurface.modelelement3i + 3*decal->triangleindex;
11928                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
11929                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
11930                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
11931                 }
11932                 else
11933                 {
11934                         VectorCopy(decal->vertex3f[0], v3f);
11935                         VectorCopy(decal->vertex3f[1], v3f + 3);
11936                         VectorCopy(decal->vertex3f[2], v3f + 6);
11937                 }
11938
11939                 v3f += 9;
11940                 c4f += 12;
11941                 t2f += 6;
11942                 numtris++;
11943         }
11944
11945         if (numtris > 0)
11946         {
11947                 r_refdef.stats.drawndecals += numtris;
11948
11949                 if (r_refdef.fogenabled)
11950                 {
11951                         switch(vid.renderpath)
11952                         {
11953                         case RENDERPATH_GL20:
11954                         case RENDERPATH_CGGL:
11955                         case RENDERPATH_GL13:
11956                         case RENDERPATH_GL11:
11957                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
11958                                 {
11959                                         alpha = RSurf_FogVertex(v3f);
11960                                         c4f[0] *= alpha;
11961                                         c4f[1] *= alpha;
11962                                         c4f[2] *= alpha;
11963                                 }
11964                                 break;
11965                         }
11966                 }
11967
11968                 // now render the decals all at once
11969                 // (this assumes they all use one particle font texture!)
11970                 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);
11971                 R_Mesh_ResetTextureState();
11972                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
11973                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
11974                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
11975                 GL_DepthMask(false);
11976                 GL_DepthRange(0, 1);
11977                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11978                 GL_DepthTest(true);
11979                 GL_CullFace(GL_NONE);
11980                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11981                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
11982                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
11983         }
11984 }
11985
11986 static void R_DrawModelDecals(void)
11987 {
11988         int i, numdecals;
11989
11990         // fade faster when there are too many decals
11991         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11992         for (i = 0;i < r_refdef.scene.numentities;i++)
11993                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11994
11995         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11996         for (i = 0;i < r_refdef.scene.numentities;i++)
11997                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11998                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11999
12000         R_DecalSystem_ApplySplatEntitiesQueue();
12001
12002         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12003         for (i = 0;i < r_refdef.scene.numentities;i++)
12004                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12005
12006         r_refdef.stats.totaldecals += numdecals;
12007
12008         if (r_showsurfaces.integer)
12009                 return;
12010
12011         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12012
12013         for (i = 0;i < r_refdef.scene.numentities;i++)
12014         {
12015                 if (!r_refdef.viewcache.entityvisible[i])
12016                         continue;
12017                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12018                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12019         }
12020 }
12021
12022 void R_DrawDebugModel(void)
12023 {
12024         entity_render_t *ent = rsurface.entity;
12025         int i, j, k, l, flagsmask;
12026         const int *elements;
12027         q3mbrush_t *brush;
12028         const msurface_t *surface;
12029         dp_model_t *model = ent->model;
12030         vec3_t v;
12031
12032         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12033
12034         R_Mesh_ColorPointer(NULL, 0, 0);
12035         R_Mesh_ResetTextureState();
12036         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12037         GL_DepthRange(0, 1);
12038         GL_DepthTest(!r_showdisabledepthtest.integer);
12039         GL_DepthMask(false);
12040         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12041
12042         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12043         {
12044                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12045                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12046                 {
12047                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12048                         {
12049                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12050                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12051                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12052                         }
12053                 }
12054                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12055                 {
12056                         if (surface->num_collisiontriangles)
12057                         {
12058                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12059                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12060                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12061                         }
12062                 }
12063         }
12064
12065         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12066
12067         if (r_showtris.integer || r_shownormals.integer)
12068         {
12069                 if (r_showdisabledepthtest.integer)
12070                 {
12071                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12072                         GL_DepthMask(false);
12073                 }
12074                 else
12075                 {
12076                         GL_BlendFunc(GL_ONE, GL_ZERO);
12077                         GL_DepthMask(true);
12078                 }
12079                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12080                 {
12081                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12082                                 continue;
12083                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12084                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12085                         {
12086                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12087                                 if (r_showtris.value > 0)
12088                                 {
12089                                         if (!rsurface.texture->currentlayers->depthmask)
12090                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12091                                         else if (ent == r_refdef.scene.worldentity)
12092                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12093                                         else
12094                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12095                                         elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
12096                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12097                                         R_Mesh_ColorPointer(NULL, 0, 0);
12098                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12099                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12100                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12101                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12102                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12103                                         CHECKGLERROR
12104                                 }
12105                                 if (r_shownormals.value < 0)
12106                                 {
12107                                         qglBegin(GL_LINES);
12108                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12109                                         {
12110                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12111                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12112                                                 qglVertex3f(v[0], v[1], v[2]);
12113                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12114                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12115                                                 qglVertex3f(v[0], v[1], v[2]);
12116                                         }
12117                                         qglEnd();
12118                                         CHECKGLERROR
12119                                 }
12120                                 if (r_shownormals.value > 0)
12121                                 {
12122                                         qglBegin(GL_LINES);
12123                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12124                                         {
12125                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12126                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12127                                                 qglVertex3f(v[0], v[1], v[2]);
12128                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12129                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12130                                                 qglVertex3f(v[0], v[1], v[2]);
12131                                         }
12132                                         qglEnd();
12133                                         CHECKGLERROR
12134                                         qglBegin(GL_LINES);
12135                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12136                                         {
12137                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12138                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12139                                                 qglVertex3f(v[0], v[1], v[2]);
12140                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12141                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12142                                                 qglVertex3f(v[0], v[1], v[2]);
12143                                         }
12144                                         qglEnd();
12145                                         CHECKGLERROR
12146                                         qglBegin(GL_LINES);
12147                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12148                                         {
12149                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12150                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12151                                                 qglVertex3f(v[0], v[1], v[2]);
12152                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12153                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12154                                                 qglVertex3f(v[0], v[1], v[2]);
12155                                         }
12156                                         qglEnd();
12157                                         CHECKGLERROR
12158                                 }
12159                         }
12160                 }
12161                 rsurface.texture = NULL;
12162         }
12163 }
12164
12165 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12166 int r_maxsurfacelist = 0;
12167 const msurface_t **r_surfacelist = NULL;
12168 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12169 {
12170         int i, j, endj, f, flagsmask;
12171         texture_t *t;
12172         dp_model_t *model = r_refdef.scene.worldmodel;
12173         msurface_t *surfaces;
12174         unsigned char *update;
12175         int numsurfacelist = 0;
12176         if (model == NULL)
12177                 return;
12178
12179         if (r_maxsurfacelist < model->num_surfaces)
12180         {
12181                 r_maxsurfacelist = model->num_surfaces;
12182                 if (r_surfacelist)
12183                         Mem_Free((msurface_t**)r_surfacelist);
12184                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12185         }
12186
12187         RSurf_ActiveWorldEntity();
12188
12189         surfaces = model->data_surfaces;
12190         update = model->brushq1.lightmapupdateflags;
12191
12192         // update light styles on this submodel
12193         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12194         {
12195                 model_brush_lightstyleinfo_t *style;
12196                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12197                 {
12198                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12199                         {
12200                                 int *list = style->surfacelist;
12201                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12202                                 for (j = 0;j < style->numsurfaces;j++)
12203                                         update[list[j]] = true;
12204                         }
12205                 }
12206         }
12207
12208         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12209
12210         if (debug)
12211         {
12212                 R_DrawDebugModel();
12213                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12214                 return;
12215         }
12216
12217         f = 0;
12218         t = NULL;
12219         rsurface.uselightmaptexture = false;
12220         rsurface.texture = NULL;
12221         rsurface.rtlight = NULL;
12222         numsurfacelist = 0;
12223         // add visible surfaces to draw list
12224         for (i = 0;i < model->nummodelsurfaces;i++)
12225         {
12226                 j = model->sortedmodelsurfaces[i];
12227                 if (r_refdef.viewcache.world_surfacevisible[j])
12228                         r_surfacelist[numsurfacelist++] = surfaces + j;
12229         }
12230         // update lightmaps if needed
12231         if (model->brushq1.firstrender)
12232         {
12233                 model->brushq1.firstrender = false;
12234                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12235                         if (update[j])
12236                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12237         }
12238         else if (update)
12239         {
12240                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12241                         if (r_refdef.viewcache.world_surfacevisible[j])
12242                                 if (update[j])
12243                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12244         }
12245         // don't do anything if there were no surfaces
12246         if (!numsurfacelist)
12247         {
12248                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12249                 return;
12250         }
12251         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12252         GL_AlphaTest(false);
12253
12254         // add to stats if desired
12255         if (r_speeds.integer && !skysurfaces && !depthonly)
12256         {
12257                 r_refdef.stats.world_surfaces += numsurfacelist;
12258                 for (j = 0;j < numsurfacelist;j++)
12259                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12260         }
12261
12262         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12263 }
12264
12265 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12266 {
12267         int i, j, endj, f, flagsmask;
12268         texture_t *t;
12269         dp_model_t *model = ent->model;
12270         msurface_t *surfaces;
12271         unsigned char *update;
12272         int numsurfacelist = 0;
12273         if (model == NULL)
12274                 return;
12275
12276         if (r_maxsurfacelist < model->num_surfaces)
12277         {
12278                 r_maxsurfacelist = model->num_surfaces;
12279                 if (r_surfacelist)
12280                         Mem_Free((msurface_t **)r_surfacelist);
12281                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12282         }
12283
12284         // if the model is static it doesn't matter what value we give for
12285         // wantnormals and wanttangents, so this logic uses only rules applicable
12286         // to a model, knowing that they are meaningless otherwise
12287         if (ent == r_refdef.scene.worldentity)
12288                 RSurf_ActiveWorldEntity();
12289         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12290                 RSurf_ActiveModelEntity(ent, false, false, false);
12291         else if (prepass)
12292                 RSurf_ActiveModelEntity(ent, true, true, true);
12293         else if (depthonly)
12294                 RSurf_ActiveModelEntity(ent, false, false, false);
12295         else
12296         {
12297                 switch (vid.renderpath)
12298                 {
12299                 case RENDERPATH_GL20:
12300                 case RENDERPATH_CGGL:
12301                         RSurf_ActiveModelEntity(ent, true, true, false);
12302                         break;
12303                 case RENDERPATH_GL13:
12304                 case RENDERPATH_GL11:
12305                         RSurf_ActiveModelEntity(ent, true, false, false);
12306                         break;
12307                 }
12308         }
12309
12310         surfaces = model->data_surfaces;
12311         update = model->brushq1.lightmapupdateflags;
12312
12313         // update light styles
12314         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12315         {
12316                 model_brush_lightstyleinfo_t *style;
12317                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12318                 {
12319                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12320                         {
12321                                 int *list = style->surfacelist;
12322                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12323                                 for (j = 0;j < style->numsurfaces;j++)
12324                                         update[list[j]] = true;
12325                         }
12326                 }
12327         }
12328
12329         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12330
12331         if (debug)
12332         {
12333                 R_DrawDebugModel();
12334                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12335                 return;
12336         }
12337
12338         f = 0;
12339         t = NULL;
12340         rsurface.uselightmaptexture = false;
12341         rsurface.texture = NULL;
12342         rsurface.rtlight = NULL;
12343         numsurfacelist = 0;
12344         // add visible surfaces to draw list
12345         for (i = 0;i < model->nummodelsurfaces;i++)
12346                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12347         // don't do anything if there were no surfaces
12348         if (!numsurfacelist)
12349         {
12350                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12351                 return;
12352         }
12353         // update lightmaps if needed
12354         if (update)
12355         {
12356                 int updated = 0;
12357                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12358                 {
12359                         if (update[j])
12360                         {
12361                                 updated++;
12362                                 R_BuildLightMap(ent, surfaces + j);
12363                         }
12364                 }
12365         }
12366         if (update)
12367                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12368                         if (update[j])
12369                                 R_BuildLightMap(ent, surfaces + j);
12370         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12371         GL_AlphaTest(false);
12372
12373         // add to stats if desired
12374         if (r_speeds.integer && !skysurfaces && !depthonly)
12375         {
12376                 r_refdef.stats.entities_surfaces += numsurfacelist;
12377                 for (j = 0;j < numsurfacelist;j++)
12378                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12379         }
12380
12381         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12382 }
12383
12384 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12385 {
12386         static texture_t texture;
12387         static msurface_t surface;
12388         const msurface_t *surfacelist = &surface;
12389
12390         // fake enough texture and surface state to render this geometry
12391
12392         texture.update_lastrenderframe = -1; // regenerate this texture
12393         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12394         texture.currentskinframe = skinframe;
12395         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12396         texture.specularscalemod = 1;
12397         texture.specularpowermod = 1;
12398
12399         surface.texture = &texture;
12400         surface.num_triangles = numtriangles;
12401         surface.num_firsttriangle = firsttriangle;
12402         surface.num_vertices = numvertices;
12403         surface.num_firstvertex = firstvertex;
12404
12405         // now render it
12406         rsurface.texture = R_GetCurrentTexture(surface.texture);
12407         rsurface.uselightmaptexture = false;
12408         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12409 }
12410
12411 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)
12412 {
12413         static msurface_t surface;
12414         const msurface_t *surfacelist = &surface;
12415
12416         // fake enough texture and surface state to render this geometry
12417
12418         surface.texture = texture;
12419         surface.num_triangles = numtriangles;
12420         surface.num_firsttriangle = firsttriangle;
12421         surface.num_vertices = numvertices;
12422         surface.num_firstvertex = firstvertex;
12423
12424         // now render it
12425         rsurface.texture = R_GetCurrentTexture(surface.texture);
12426         rsurface.uselightmaptexture = false;
12427         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12428 }