]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
attempting cheaper non-VSDCT projection
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
96 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"};
97 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"};
98 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
101 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
102 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"};
103
104 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
105 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
106 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
107 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
108 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
109 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
110 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
111 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112
113 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)"};
114 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"};
115
116 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121
122 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
123 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
124 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125
126 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)"};
127 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
128 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
129 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
130 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
131 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)"};
132 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)"};
133 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)"};
134 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)"};
135
136 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)"};
137 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
138 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"};
139 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
140 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141
142 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
143 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
144 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
145 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146
147 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
148 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
149 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
150 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
151 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
152 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
153 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154
155 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
156 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
157 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
158 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)"};
159
160 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"};
161
162 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"};
163
164 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165
166 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
167 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
168 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"};
169 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
170 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
171 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
172 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
173 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)"};
174
175 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176
177 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)"};
178
179 extern cvar_t v_glslgamma;
180
181 extern qboolean v_flipped_state;
182
183 static struct r_bloomstate_s
184 {
185         qboolean enabled;
186         qboolean hdr;
187
188         int bloomwidth, bloomheight;
189
190         int screentexturewidth, screentextureheight;
191         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192
193         int bloomtexturewidth, bloomtextureheight;
194         rtexture_t *texture_bloom;
195
196         // arrays for rendering the screen passes
197         float screentexcoord2f[8];
198         float bloomtexcoord2f[8];
199         float offsettexcoord2f[8];
200
201         r_viewport_t viewport;
202 }
203 r_bloomstate;
204
205 r_waterstate_t r_waterstate;
206
207 /// shadow volume bsp struct with automatically growing nodes buffer
208 svbsp_t r_svbsp;
209
210 rtexture_t *r_texture_blanknormalmap;
211 rtexture_t *r_texture_white;
212 rtexture_t *r_texture_grey128;
213 rtexture_t *r_texture_black;
214 rtexture_t *r_texture_notexture;
215 rtexture_t *r_texture_whitecube;
216 rtexture_t *r_texture_normalizationcube;
217 rtexture_t *r_texture_fogattenuation;
218 rtexture_t *r_texture_gammaramps;
219 unsigned int r_texture_gammaramps_serial;
220 //rtexture_t *r_texture_fogintensity;
221 rtexture_t *r_texture_reflectcube;
222
223 // TODO: hash lookups?
224 typedef struct cubemapinfo_s
225 {
226         char basename[64];
227         rtexture_t *texture;
228 }
229 cubemapinfo_t;
230
231 int r_texture_numcubemaps;
232 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233
234 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
235 unsigned int r_numqueries;
236 unsigned int r_maxqueries;
237
238 typedef struct r_qwskincache_s
239 {
240         char name[MAX_QPATH];
241         skinframe_t *skinframe;
242 }
243 r_qwskincache_t;
244
245 static r_qwskincache_t *r_qwskincache;
246 static int r_qwskincache_size;
247
248 /// vertex coordinates for a quad that covers the screen exactly
249 const float r_screenvertex3f[12] =
250 {
251         0, 0, 0,
252         1, 0, 0,
253         1, 1, 0,
254         0, 1, 0
255 };
256
257 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
258 {
259         int i;
260         for (i = 0;i < verts;i++)
261         {
262                 out[0] = in[0] * r;
263                 out[1] = in[1] * g;
264                 out[2] = in[2] * b;
265                 out[3] = in[3];
266                 in += 4;
267                 out += 4;
268         }
269 }
270
271 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
272 {
273         int i;
274         for (i = 0;i < verts;i++)
275         {
276                 out[0] = r;
277                 out[1] = g;
278                 out[2] = b;
279                 out[3] = a;
280                 out += 4;
281         }
282 }
283
284 // FIXME: move this to client?
285 void FOG_clear(void)
286 {
287         if (gamemode == GAME_NEHAHRA)
288         {
289                 Cvar_Set("gl_fogenable", "0");
290                 Cvar_Set("gl_fogdensity", "0.2");
291                 Cvar_Set("gl_fogred", "0.3");
292                 Cvar_Set("gl_foggreen", "0.3");
293                 Cvar_Set("gl_fogblue", "0.3");
294         }
295         r_refdef.fog_density = 0;
296         r_refdef.fog_red = 0;
297         r_refdef.fog_green = 0;
298         r_refdef.fog_blue = 0;
299         r_refdef.fog_alpha = 1;
300         r_refdef.fog_start = 0;
301         r_refdef.fog_end = 16384;
302         r_refdef.fog_height = 1<<30;
303         r_refdef.fog_fadedepth = 128;
304 }
305
306 static void R_BuildBlankTextures(void)
307 {
308         unsigned char data[4];
309         data[2] = 128; // normal X
310         data[1] = 128; // normal Y
311         data[0] = 255; // normal Z
312         data[3] = 128; // height
313         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 255;
315         data[1] = 255;
316         data[2] = 255;
317         data[3] = 255;
318         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 128;
320         data[1] = 128;
321         data[2] = 128;
322         data[3] = 255;
323         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324         data[0] = 0;
325         data[1] = 0;
326         data[2] = 0;
327         data[3] = 255;
328         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNoTexture(void)
332 {
333         int x, y;
334         unsigned char pix[16][16][4];
335         // this makes a light grey/dark grey checkerboard texture
336         for (y = 0;y < 16;y++)
337         {
338                 for (x = 0;x < 16;x++)
339                 {
340                         if ((y < 8) ^ (x < 8))
341                         {
342                                 pix[y][x][0] = 128;
343                                 pix[y][x][1] = 128;
344                                 pix[y][x][2] = 128;
345                                 pix[y][x][3] = 255;
346                         }
347                         else
348                         {
349                                 pix[y][x][0] = 64;
350                                 pix[y][x][1] = 64;
351                                 pix[y][x][2] = 64;
352                                 pix[y][x][3] = 255;
353                         }
354                 }
355         }
356         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
357 }
358
359 static void R_BuildWhiteCube(void)
360 {
361         unsigned char data[6*1*1*4];
362         memset(data, 255, sizeof(data));
363         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildNormalizationCube(void)
367 {
368         int x, y, side;
369         vec3_t v;
370         vec_t s, t, intensity;
371 #define NORMSIZE 64
372         unsigned char *data;
373         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
374         for (side = 0;side < 6;side++)
375         {
376                 for (y = 0;y < NORMSIZE;y++)
377                 {
378                         for (x = 0;x < NORMSIZE;x++)
379                         {
380                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 switch(side)
383                                 {
384                                 default:
385                                 case 0:
386                                         v[0] = 1;
387                                         v[1] = -t;
388                                         v[2] = -s;
389                                         break;
390                                 case 1:
391                                         v[0] = -1;
392                                         v[1] = -t;
393                                         v[2] = s;
394                                         break;
395                                 case 2:
396                                         v[0] = s;
397                                         v[1] = 1;
398                                         v[2] = t;
399                                         break;
400                                 case 3:
401                                         v[0] = s;
402                                         v[1] = -1;
403                                         v[2] = -t;
404                                         break;
405                                 case 4:
406                                         v[0] = s;
407                                         v[1] = -t;
408                                         v[2] = 1;
409                                         break;
410                                 case 5:
411                                         v[0] = -s;
412                                         v[1] = -t;
413                                         v[2] = -1;
414                                         break;
415                                 }
416                                 intensity = 127.0f / sqrt(DotProduct(v, v));
417                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
418                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
419                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
420                                 data[((side*64+y)*64+x)*4+3] = 255;
421                         }
422                 }
423         }
424         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
425         Mem_Free(data);
426 }
427
428 static void R_BuildFogTexture(void)
429 {
430         int x, b;
431 #define FOGWIDTH 256
432         unsigned char data1[FOGWIDTH][4];
433         //unsigned char data2[FOGWIDTH][4];
434         double d, r, alpha;
435
436         r_refdef.fogmasktable_start = r_refdef.fog_start;
437         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
438         r_refdef.fogmasktable_range = r_refdef.fogrange;
439         r_refdef.fogmasktable_density = r_refdef.fog_density;
440
441         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
442         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443         {
444                 d = (x * r - r_refdef.fogmasktable_start);
445                 if(developer_extra.integer)
446                         Con_DPrintf("%f ", d);
447                 d = max(0, d);
448                 if (r_fog_exp2.integer)
449                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450                 else
451                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
452                 if(developer_extra.integer)
453                         Con_DPrintf(" : %f ", alpha);
454                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
455                 if(developer_extra.integer)
456                         Con_DPrintf(" = %f\n", alpha);
457                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
458         }
459
460         for (x = 0;x < FOGWIDTH;x++)
461         {
462                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
463                 data1[x][0] = b;
464                 data1[x][1] = b;
465                 data1[x][2] = b;
466                 data1[x][3] = 255;
467                 //data2[x][0] = 255 - b;
468                 //data2[x][1] = 255 - b;
469                 //data2[x][2] = 255 - b;
470                 //data2[x][3] = 255;
471         }
472         if (r_texture_fogattenuation)
473         {
474                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
475                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
476         }
477         else
478         {
479                 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);
480                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
481         }
482 }
483
484 //=======================================================================================================================================================
485
486 static const char *builtinshaderstring =
487 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
488 "// written by Forest 'LordHavoc' Hale\n"
489 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "\n"
491 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
492 "# define USEFOG\n"
493 "#endif\n"
494 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
495 "#define USELIGHTMAP\n"
496 "#endif\n"
497 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
498 "#define USEEYEVECTOR\n"
499 "#endif\n"
500 "\n"
501 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
502 "# extension GL_ARB_texture_rectangle : enable\n"
503 "#endif\n"
504 "\n"
505 "#ifdef USESHADOWMAP2D\n"
506 "# ifdef GL_EXT_gpu_shader4\n"
507 "#   extension GL_EXT_gpu_shader4 : enable\n"
508 "# endif\n"
509 "# ifdef GL_ARB_texture_gather\n"
510 "#   extension GL_ARB_texture_gather : enable\n"
511 "# else\n"
512 "#   ifdef GL_AMD_texture_texture4\n"
513 "#     extension GL_AMD_texture_texture4 : enable\n"
514 "#   endif\n"
515 "# endif\n"
516 "#endif\n"
517 "\n"
518 "#ifdef USESHADOWMAPCUBE\n"
519 "# extension GL_EXT_gpu_shader4 : enable\n"
520 "#endif\n"
521 "\n"
522 "//#ifdef USESHADOWSAMPLER\n"
523 "//# extension GL_ARB_shadow : enable\n"
524 "//#endif\n"
525 "\n"
526 "//#ifdef __GLSL_CG_DATA_TYPES\n"
527 "//# define myhalf half\n"
528 "//# define myhalf2 half2\n"
529 "//# define myhalf3 half3\n"
530 "//# define myhalf4 half4\n"
531 "//#else\n"
532 "# define myhalf float\n"
533 "# define myhalf2 vec2\n"
534 "# define myhalf3 vec3\n"
535 "# define myhalf4 vec4\n"
536 "//#endif\n"
537 "\n"
538 "#ifdef VERTEX_SHADER\n"
539 "uniform mat4 ModelViewProjectionMatrix;\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_DEPTH_OR_SHADOW\n"
543 "#ifdef VERTEX_SHADER\n"
544 "void main(void)\n"
545 "{\n"
546 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
547 "}\n"
548 "#endif\n"
549 "#else // !MODE_DEPTH_ORSHADOW\n"
550 "\n"
551 "\n"
552 "\n"
553 "\n"
554 "#ifdef MODE_SHOWDEPTH\n"
555 "#ifdef VERTEX_SHADER\n"
556 "void main(void)\n"
557 "{\n"
558 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
559 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
560 "}\n"
561 "#endif\n"
562 "\n"
563 "#ifdef FRAGMENT_SHADER\n"
564 "void main(void)\n"
565 "{\n"
566 "       gl_FragColor = gl_Color;\n"
567 "}\n"
568 "#endif\n"
569 "#else // !MODE_SHOWDEPTH\n"
570 "\n"
571 "\n"
572 "\n"
573 "\n"
574 "#ifdef MODE_POSTPROCESS\n"
575 "varying vec2 TexCoord1;\n"
576 "varying vec2 TexCoord2;\n"
577 "\n"
578 "#ifdef VERTEX_SHADER\n"
579 "void main(void)\n"
580 "{\n"
581 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
582 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 "#ifdef USEBLOOM\n"
584 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
585 "#endif\n"
586 "}\n"
587 "#endif\n"
588 "\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "uniform sampler2D Texture_First;\n"
591 "#ifdef USEBLOOM\n"
592 "uniform sampler2D Texture_Second;\n"
593 "#endif\n"
594 "#ifdef USEGAMMARAMPS\n"
595 "uniform sampler2D Texture_GammaRamps;\n"
596 "#endif\n"
597 "#ifdef USESATURATION\n"
598 "uniform float Saturation;\n"
599 "#endif\n"
600 "#ifdef USEVIEWTINT\n"
601 "uniform vec4 ViewTintColor;\n"
602 "#endif\n"
603 "//uncomment these if you want to use them:\n"
604 "uniform vec4 UserVec1;\n"
605 "// uniform vec4 UserVec2;\n"
606 "// uniform vec4 UserVec3;\n"
607 "// uniform vec4 UserVec4;\n"
608 "// uniform float ClientTime;\n"
609 "uniform vec2 PixelSize;\n"
610 "void main(void)\n"
611 "{\n"
612 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 "#ifdef USEBLOOM\n"
614 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#endif\n"
616 "#ifdef USEVIEWTINT\n"
617 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
618 "#endif\n"
619 "\n"
620 "#ifdef USEPOSTPROCESSING\n"
621 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
622 "// 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"
623 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
628 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
629 "#endif\n"
630 "\n"
631 "#ifdef USESATURATION\n"
632 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
633 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
634 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
635 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
636 "#endif\n"
637 "\n"
638 "#ifdef USEGAMMARAMPS\n"
639 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
640 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
641 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
642 "#endif\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_POSTPROCESS\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_GENERIC\n"
651 "#ifdef USEDIFFUSE\n"
652 "varying vec2 TexCoord1;\n"
653 "#endif\n"
654 "#ifdef USESPECULAR\n"
655 "varying vec2 TexCoord2;\n"
656 "#endif\n"
657 "#ifdef VERTEX_SHADER\n"
658 "void main(void)\n"
659 "{\n"
660 "       gl_FrontColor = gl_Color;\n"
661 "#ifdef USEDIFFUSE\n"
662 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#endif\n"
664 "#ifdef USESPECULAR\n"
665 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 "#endif\n"
667 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
668 "}\n"
669 "#endif\n"
670 "\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "#ifdef USEDIFFUSE\n"
673 "uniform sampler2D Texture_First;\n"
674 "#endif\n"
675 "#ifdef USESPECULAR\n"
676 "uniform sampler2D Texture_Second;\n"
677 "#endif\n"
678 "\n"
679 "void main(void)\n"
680 "{\n"
681 "       gl_FragColor = gl_Color;\n"
682 "#ifdef USEDIFFUSE\n"
683 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
684 "#endif\n"
685 "\n"
686 "#ifdef USESPECULAR\n"
687 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
688 "# ifdef USECOLORMAPPING\n"
689 "       gl_FragColor *= tex2;\n"
690 "# endif\n"
691 "# ifdef USEGLOW\n"
692 "       gl_FragColor += tex2;\n"
693 "# endif\n"
694 "# ifdef USEVERTEXTEXTUREBLEND\n"
695 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
696 "# endif\n"
697 "#endif\n"
698 "}\n"
699 "#endif\n"
700 "#else // !MODE_GENERIC\n"
701 "\n"
702 "\n"
703 "\n"
704 "\n"
705 "#ifdef MODE_BLOOMBLUR\n"
706 "varying TexCoord;\n"
707 "#ifdef VERTEX_SHADER\n"
708 "void main(void)\n"
709 "{\n"
710 "       gl_FrontColor = gl_Color;\n"
711 "       TexCoord = gl_MultiTexCoord0.xy;\n"
712 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
713 "}\n"
714 "#endif\n"
715 "\n"
716 "#ifdef FRAGMENT_SHADER\n"
717 "uniform sampler2D Texture_First;\n"
718 "uniform vec4 BloomBlur_Parameters;\n"
719 "\n"
720 "void main(void)\n"
721 "{\n"
722 "       int i;\n"
723 "       vec2 tc = TexCoord;\n"
724 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
725 "       tc += BloomBlur_Parameters.xy;\n"
726 "       for (i = 1;i < SAMPLES;i++)\n"
727 "       {\n"
728 "               color += texture2D(Texture_First, tc).rgb;\n"
729 "               tc += BloomBlur_Parameters.xy;\n"
730 "       }\n"
731 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
732 "}\n"
733 "#endif\n"
734 "#else // !MODE_BLOOMBLUR\n"
735 "#ifdef MODE_REFRACTION\n"
736 "varying vec2 TexCoord;\n"
737 "varying vec4 ModelViewProjectionPosition;\n"
738 "uniform mat4 TexMatrix;\n"
739 "#ifdef VERTEX_SHADER\n"
740 "\n"
741 "void main(void)\n"
742 "{\n"
743 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
744 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 "       ModelViewProjectionPosition = gl_Position;\n"
746 "}\n"
747 "#endif\n"
748 "\n"
749 "#ifdef FRAGMENT_SHADER\n"
750 "uniform sampler2D Texture_Normal;\n"
751 "uniform sampler2D Texture_Refraction;\n"
752 "uniform sampler2D Texture_Reflection;\n"
753 "\n"
754 "uniform vec4 DistortScaleRefractReflect;\n"
755 "uniform vec4 ScreenScaleRefractReflect;\n"
756 "uniform vec4 ScreenCenterRefractReflect;\n"
757 "uniform vec4 RefractColor;\n"
758 "uniform vec4 ReflectColor;\n"
759 "uniform float ReflectFactor;\n"
760 "uniform float ReflectOffset;\n"
761 "\n"
762 "void main(void)\n"
763 "{\n"
764 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
765 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
768 "       // FIXME temporary hack to detect the case that the reflection\n"
769 "       // gets blackened at edges due to leaving the area that contains actual\n"
770 "       // content.\n"
771 "       // Remove this 'ack once we have a better way to stop this thing from\n"
772 "       // 'appening.\n"
773 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
774 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
777 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
778 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
779 "}\n"
780 "#endif\n"
781 "#else // !MODE_REFRACTION\n"
782 "\n"
783 "\n"
784 "\n"
785 "\n"
786 "#ifdef MODE_WATER\n"
787 "varying vec2 TexCoord;\n"
788 "varying vec3 EyeVector;\n"
789 "varying vec4 ModelViewProjectionPosition;\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform vec3 EyePosition;\n"
792 "uniform mat4 TexMatrix;\n"
793 "\n"
794 "void main(void)\n"
795 "{\n"
796 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
797 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
798 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
799 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
800 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
801 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "}\n"
804 "#endif\n"
805 "\n"
806 "#ifdef FRAGMENT_SHADER\n"
807 "uniform sampler2D Texture_Normal;\n"
808 "uniform sampler2D Texture_Refraction;\n"
809 "uniform sampler2D Texture_Reflection;\n"
810 "\n"
811 "uniform vec4 DistortScaleRefractReflect;\n"
812 "uniform vec4 ScreenScaleRefractReflect;\n"
813 "uniform vec4 ScreenCenterRefractReflect;\n"
814 "uniform vec4 RefractColor;\n"
815 "uniform vec4 ReflectColor;\n"
816 "uniform float ReflectFactor;\n"
817 "uniform float ReflectOffset;\n"
818 "\n"
819 "void main(void)\n"
820 "{\n"
821 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
822 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
825 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 "       // FIXME temporary hack to detect the case that the reflection\n"
827 "       // gets blackened at edges due to leaving the area that contains actual\n"
828 "       // content.\n"
829 "       // Remove this 'ack once we have a better way to stop this thing from\n"
830 "       // 'appening.\n"
831 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
836 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
837 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
840 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
841 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
842 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
843 "}\n"
844 "#endif\n"
845 "#else // !MODE_WATER\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "// common definitions between vertex shader and fragment shader:\n"
851 "\n"
852 "varying vec2 TexCoord;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "varying vec2 TexCoord2;\n"
855 "#endif\n"
856 "#ifdef USELIGHTMAP\n"
857 "varying vec2 TexCoordLightmap;\n"
858 "#endif\n"
859 "\n"
860 "#ifdef MODE_LIGHTSOURCE\n"
861 "varying vec3 CubeVector;\n"
862 "#endif\n"
863 "\n"
864 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
865 "varying vec3 LightVector;\n"
866 "#endif\n"
867 "\n"
868 "#ifdef USEEYEVECTOR\n"
869 "varying vec3 EyeVector;\n"
870 "#endif\n"
871 "#ifdef USEFOG\n"
872 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
873 "#endif\n"
874 "\n"
875 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
876 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
877 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
878 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
879 "#endif\n"
880 "\n"
881 "#ifdef USEREFLECTION\n"
882 "varying vec4 ModelViewProjectionPosition;\n"
883 "#endif\n"
884 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "varying vec4 ModelViewPosition;\n"
887 "#endif\n"
888 "\n"
889 "#ifdef MODE_LIGHTSOURCE\n"
890 "uniform vec3 LightPosition;\n"
891 "#endif\n"
892 "uniform vec3 EyePosition;\n"
893 "#ifdef MODE_LIGHTDIRECTION\n"
894 "uniform vec3 LightDir;\n"
895 "#endif\n"
896 "uniform vec4 FogPlane;\n"
897 "\n"
898 "#ifdef USESHADOWMAPORTHO\n"
899 "varying vec3 ShadowMapTC;\n"
900 "#endif\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "// 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"
907 "\n"
908 "// fragment shader specific:\n"
909 "#ifdef FRAGMENT_SHADER\n"
910 "\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Color;\n"
913 "uniform sampler2D Texture_Gloss;\n"
914 "#ifdef USEGLOW\n"
915 "uniform sampler2D Texture_Glow;\n"
916 "#endif\n"
917 "#ifdef USEVERTEXTEXTUREBLEND\n"
918 "uniform sampler2D Texture_SecondaryNormal;\n"
919 "uniform sampler2D Texture_SecondaryColor;\n"
920 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "#ifdef USEGLOW\n"
922 "uniform sampler2D Texture_SecondaryGlow;\n"
923 "#endif\n"
924 "#endif\n"
925 "#ifdef USECOLORMAPPING\n"
926 "uniform sampler2D Texture_Pants;\n"
927 "uniform sampler2D Texture_Shirt;\n"
928 "#endif\n"
929 "#ifdef USEFOG\n"
930 "uniform sampler2D Texture_FogMask;\n"
931 "#endif\n"
932 "#ifdef USELIGHTMAP\n"
933 "uniform sampler2D Texture_Lightmap;\n"
934 "#endif\n"
935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
936 "uniform sampler2D Texture_Deluxemap;\n"
937 "#endif\n"
938 "#ifdef USEREFLECTION\n"
939 "uniform sampler2D Texture_Reflection;\n"
940 "#endif\n"
941 "\n"
942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
943 "uniform sampler2D Texture_ScreenDepth;\n"
944 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#endif\n"
946 "#ifdef USEDEFERREDLIGHTMAP\n"
947 "uniform sampler2D Texture_ScreenDiffuse;\n"
948 "uniform sampler2D Texture_ScreenSpecular;\n"
949 "#endif\n"
950 "\n"
951 "uniform myhalf3 Color_Pants;\n"
952 "uniform myhalf3 Color_Shirt;\n"
953 "uniform myhalf3 FogColor;\n"
954 "\n"
955 "#ifdef USEFOG\n"
956 "uniform float FogRangeRecip;\n"
957 "uniform float FogPlaneViewDist;\n"
958 "uniform float FogHeightFade;\n"
959 "float FogVertex(void)\n"
960 "{\n"
961 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
962 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "       float fogfrac;\n"
964 "#ifdef USEFOGOUTSIDE\n"
965 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 "#else\n"
967 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 "#endif\n"
969 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
970 "}\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEOFFSETMAPPING\n"
974 "uniform float OffsetMapping_Scale;\n"
975 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "{\n"
977 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
978 "       // 14 sample relief mapping: linear search and then binary search\n"
979 "       // this basically steps forward a small amount repeatedly until it finds\n"
980 "       // itself inside solid, then jitters forward and back using decreasing\n"
981 "       // amounts to find the impact\n"
982 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
983 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 "       vec3 RT = vec3(TexCoord, 1);\n"
986 "       OffsetVector *= 0.1;\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1000 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1001 "       return RT.xy;\n"
1002 "#else\n"
1003 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1004 "       // this basically moves forward the full distance, and then backs up based\n"
1005 "       // on height of samples\n"
1006 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1007 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 "       TexCoord += OffsetVector;\n"
1010 "       OffsetVector *= 0.333;\n"
1011 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 "       return TexCoord;\n"
1015 "#endif\n"
1016 "}\n"
1017 "#endif // USEOFFSETMAPPING\n"
1018 "\n"
1019 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1020 "uniform sampler2D Texture_Attenuation;\n"
1021 "uniform samplerCube Texture_Cube;\n"
1022 "#endif\n"
1023 "\n"
1024 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1025 "\n"
1026 "#ifdef USESHADOWMAPRECT\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1029 "# else\n"
1030 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1031 "# endif\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAP2D\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1037 "# else\n"
1038 "uniform sampler2D Texture_ShadowMap2D;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#ifdef USESHADOWMAPVSDCT\n"
1043 "uniform samplerCube Texture_CubeProjection;\n"
1044 "#endif\n"
1045 "\n"
1046 "#ifdef USESHADOWMAPCUBE\n"
1047 "# ifdef USESHADOWSAMPLER\n"
1048 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1049 "# else\n"
1050 "uniform samplerCube Texture_ShadowMapCube;\n"
1051 "# endif\n"
1052 "#endif\n"
1053 "\n"
1054 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1055 "uniform vec2 ShadowMap_TextureScale;\n"
1056 "uniform vec4 ShadowMap_Parameters;\n"
1057 "#endif\n"
1058 "\n"
1059 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1060 "# ifdef USESHADOWMAPORTHO\n"
1061 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1062 "# else\n"
1063 "#  ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 "{\n"
1066 "       vec3 adir = abs(dir);\n"
1067 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1068 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1069 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1070 "       stc += vec3(proj.zw * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
1071 "       return stc;\n"
1072 "}\n"
1073 "#  else\n"
1074 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1075 "{\n"
1076 "       vec3 adir = abs(dir);\n"
1077 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1078 "       vec4 proj = vec4(dir.zyx, 0.5), projy = vec4(dir.xzy, 1.5), projz = vec4(dir, 2.5);\n"
1079 "       proj = adir.y >= ma ? projy : proj;\n"
1080 "       proj = adir.z >= ma ? projz : proj;\n"
1081 "       vec3 stc = vec3(proj.xy * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1082 "       stc += vec3(vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
1083 "       return stc;\n"
1084 "}\n"
1085 "#  endif\n"
1086 "# endif\n"
1087 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1088 "\n"
1089 "#ifdef USESHADOWMAPCUBE\n"
1090 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1091 "{\n"
1092 "       vec3 adir = abs(dir);\n"
1093 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1094 "}\n"
1095 "#endif\n"
1096 "\n"
1097 "# ifdef USESHADOWMAPRECT\n"
1098 "float ShadowMapCompare(vec3 dir)\n"
1099 "{\n"
1100 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1101 "       float f;\n"
1102 "#  ifdef USESHADOWSAMPLER\n"
1103 "\n"
1104 "#    ifdef USESHADOWMAPPCF\n"
1105 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1106 "       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"
1107 "#    else\n"
1108 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1109 "#    endif\n"
1110 "\n"
1111 "#  else\n"
1112 "\n"
1113 "#    ifdef USESHADOWMAPPCF\n"
1114 "#      if USESHADOWMAPPCF > 1\n"
1115 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1116 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1117 "       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"
1118 "       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"
1119 "       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"
1120 "       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"
1121 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1123 "#      else\n"
1124 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1125 "       vec2 offset = fract(shadowmaptc.xy);\n"
1126 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1127 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1128 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1129 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1130 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1131 "#      endif\n"
1132 "#    else\n"
1133 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1134 "#    endif\n"
1135 "\n"
1136 "#  endif\n"
1137 "#  ifdef USESHADOWMAPORTHO\n"
1138 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1139 "#  else\n"
1140 "       return f;\n"
1141 "#  endif\n"
1142 "}\n"
1143 "# endif\n"
1144 "\n"
1145 "# ifdef USESHADOWMAP2D\n"
1146 "float ShadowMapCompare(vec3 dir)\n"
1147 "{\n"
1148 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1149 "       float f;\n"
1150 "\n"
1151 "#  ifdef USESHADOWSAMPLER\n"
1152 "#    ifdef USESHADOWMAPPCF\n"
1153 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1154 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1155 "       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"
1156 "#    else\n"
1157 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1158 "#    endif\n"
1159 "#  else\n"
1160 "#    ifdef USESHADOWMAPPCF\n"
1161 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1162 "#      ifdef GL_ARB_texture_gather\n"
1163 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1164 "#      else\n"
1165 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1166 "#      endif\n"
1167 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1168 "       center *= ShadowMap_TextureScale;\n"
1169 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1170 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1171 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1172 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1173 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1174 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1175 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1176 "#     else\n"
1177 "#      ifdef GL_EXT_gpu_shader4\n"
1178 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1179 "#      else\n"
1180 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1181 "#      endif\n"
1182 "#      if USESHADOWMAPPCF > 1\n"
1183 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1184 "       center *= ShadowMap_TextureScale;\n"
1185 "       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"
1186 "       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"
1187 "       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"
1188 "       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"
1189 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1190 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1191 "#      else\n"
1192 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1193 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1194 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1195 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1196 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1197 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1198 "#      endif\n"
1199 "#     endif\n"
1200 "#    else\n"
1201 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1202 "#    endif\n"
1203 "#  endif\n"
1204 "#  ifdef USESHADOWMAPORTHO\n"
1205 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1206 "#  else\n"
1207 "       return f;\n"
1208 "#  endif\n"
1209 "}\n"
1210 "# endif\n"
1211 "\n"
1212 "# ifdef USESHADOWMAPCUBE\n"
1213 "float ShadowMapCompare(vec3 dir)\n"
1214 "{\n"
1215 "       // apply depth texture cubemap as light filter\n"
1216 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1217 "       float f;\n"
1218 "#  ifdef USESHADOWSAMPLER\n"
1219 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1220 "#  else\n"
1221 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1222 "#  endif\n"
1223 "       return f;\n"
1224 "}\n"
1225 "# endif\n"
1226 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1227 "#endif // FRAGMENT_SHADER\n"
1228 "\n"
1229 "\n"
1230 "\n"
1231 "\n"
1232 "#ifdef MODE_DEFERREDGEOMETRY\n"
1233 "#ifdef VERTEX_SHADER\n"
1234 "uniform mat4 TexMatrix;\n"
1235 "#ifdef USEVERTEXTEXTUREBLEND\n"
1236 "uniform mat4 BackgroundTexMatrix;\n"
1237 "#endif\n"
1238 "uniform mat4 ModelViewMatrix;\n"
1239 "void main(void)\n"
1240 "{\n"
1241 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1242 "#ifdef USEVERTEXTEXTUREBLEND\n"
1243 "       gl_FrontColor = gl_Color;\n"
1244 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1245 "#endif\n"
1246 "\n"
1247 "       // transform unnormalized eye direction into tangent space\n"
1248 "#ifdef USEOFFSETMAPPING\n"
1249 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1250 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1251 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1252 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1253 "#endif\n"
1254 "\n"
1255 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1256 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1257 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1258 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1259 "}\n"
1260 "#endif // VERTEX_SHADER\n"
1261 "\n"
1262 "#ifdef FRAGMENT_SHADER\n"
1263 "void main(void)\n"
1264 "{\n"
1265 "#ifdef USEOFFSETMAPPING\n"
1266 "       // apply offsetmapping\n"
1267 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1268 "#define TexCoord TexCoordOffset\n"
1269 "#endif\n"
1270 "\n"
1271 "#ifdef USEALPHAKILL\n"
1272 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1273 "               discard;\n"
1274 "#endif\n"
1275 "\n"
1276 "#ifdef USEVERTEXTEXTUREBLEND\n"
1277 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1278 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1279 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1280 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1281 "#endif\n"
1282 "\n"
1283 "#ifdef USEVERTEXTEXTUREBLEND\n"
1284 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1285 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1286 "#else\n"
1287 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1288 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1289 "#endif\n"
1290 "\n"
1291 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1292 "}\n"
1293 "#endif // FRAGMENT_SHADER\n"
1294 "#else // !MODE_DEFERREDGEOMETRY\n"
1295 "\n"
1296 "\n"
1297 "\n"
1298 "\n"
1299 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1300 "#ifdef VERTEX_SHADER\n"
1301 "uniform mat4 ModelViewMatrix;\n"
1302 "void main(void)\n"
1303 "{\n"
1304 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1305 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1306 "}\n"
1307 "#endif // VERTEX_SHADER\n"
1308 "\n"
1309 "#ifdef FRAGMENT_SHADER\n"
1310 "uniform mat4 ViewToLight;\n"
1311 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1312 "uniform vec2 ScreenToDepth;\n"
1313 "uniform myhalf3 DeferredColor_Ambient;\n"
1314 "uniform myhalf3 DeferredColor_Diffuse;\n"
1315 "#ifdef USESPECULAR\n"
1316 "uniform myhalf3 DeferredColor_Specular;\n"
1317 "uniform myhalf SpecularPower;\n"
1318 "#endif\n"
1319 "uniform myhalf2 PixelToScreenTexCoord;\n"
1320 "void main(void)\n"
1321 "{\n"
1322 "       // calculate viewspace pixel position\n"
1323 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1324 "       vec3 position;\n"
1325 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1326 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1327 "       // decode viewspace pixel normal\n"
1328 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1329 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1330 "       // surfacenormal = pixel normal in viewspace\n"
1331 "       // LightVector = pixel to light in viewspace\n"
1332 "       // CubeVector = position in lightspace\n"
1333 "       // eyevector = pixel to view in viewspace\n"
1334 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1335 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1336 "#ifdef USEDIFFUSE\n"
1337 "       // calculate diffuse shading\n"
1338 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1339 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1340 "#endif\n"
1341 "#ifdef USESPECULAR\n"
1342 "       // calculate directional shading\n"
1343 "       vec3 eyevector = position * -1.0;\n"
1344 "#  ifdef USEEXACTSPECULARMATH\n"
1345 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1346 "#  else\n"
1347 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1348 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1349 "#  endif\n"
1350 "#endif\n"
1351 "\n"
1352 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1353 "       fade *= ShadowMapCompare(CubeVector);\n"
1354 "#endif\n"
1355 "\n"
1356 "#ifdef USEDIFFUSE\n"
1357 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1358 "#else\n"
1359 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1360 "#endif\n"
1361 "#ifdef USESPECULAR\n"
1362 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1363 "#else\n"
1364 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1365 "#endif\n"
1366 "\n"
1367 "# ifdef USECUBEFILTER\n"
1368 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1369 "       gl_FragData[0].rgb *= cubecolor;\n"
1370 "       gl_FragData[1].rgb *= cubecolor;\n"
1371 "# endif\n"
1372 "}\n"
1373 "#endif // FRAGMENT_SHADER\n"
1374 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1375 "\n"
1376 "\n"
1377 "\n"
1378 "\n"
1379 "#ifdef VERTEX_SHADER\n"
1380 "uniform mat4 TexMatrix;\n"
1381 "#ifdef USEVERTEXTEXTUREBLEND\n"
1382 "uniform mat4 BackgroundTexMatrix;\n"
1383 "#endif\n"
1384 "#ifdef MODE_LIGHTSOURCE\n"
1385 "uniform mat4 ModelToLight;\n"
1386 "#endif\n"
1387 "#ifdef USESHADOWMAPORTHO\n"
1388 "uniform mat4 ShadowMapMatrix;\n"
1389 "#endif\n"
1390 "void main(void)\n"
1391 "{\n"
1392 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1393 "       gl_FrontColor = gl_Color;\n"
1394 "#endif\n"
1395 "       // copy the surface texcoord\n"
1396 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1397 "#ifdef USEVERTEXTEXTUREBLEND\n"
1398 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1399 "#endif\n"
1400 "#ifdef USELIGHTMAP\n"
1401 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1402 "#endif\n"
1403 "\n"
1404 "#ifdef MODE_LIGHTSOURCE\n"
1405 "       // transform vertex position into light attenuation/cubemap space\n"
1406 "       // (-1 to +1 across the light box)\n"
1407 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1408 "\n"
1409 "# ifdef USEDIFFUSE\n"
1410 "       // transform unnormalized light direction into tangent space\n"
1411 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1412 "       //  normalize it per pixel)\n"
1413 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1414 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1415 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1416 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1417 "# endif\n"
1418 "#endif\n"
1419 "\n"
1420 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1421 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1422 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1423 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1424 "#endif\n"
1425 "\n"
1426 "       // transform unnormalized eye direction into tangent space\n"
1427 "#ifdef USEEYEVECTOR\n"
1428 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1429 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1430 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1431 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1432 "#endif\n"
1433 "\n"
1434 "#ifdef USEFOG\n"
1435 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1436 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1437 "#endif\n"
1438 "\n"
1439 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1440 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1441 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1442 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1443 "#endif\n"
1444 "\n"
1445 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1446 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1447 "\n"
1448 "#ifdef USESHADOWMAPORTHO\n"
1449 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1450 "#endif\n"
1451 "\n"
1452 "#ifdef USEREFLECTION\n"
1453 "       ModelViewProjectionPosition = gl_Position;\n"
1454 "#endif\n"
1455 "}\n"
1456 "#endif // VERTEX_SHADER\n"
1457 "\n"
1458 "\n"
1459 "\n"
1460 "\n"
1461 "#ifdef FRAGMENT_SHADER\n"
1462 "#ifdef USEDEFERREDLIGHTMAP\n"
1463 "uniform myhalf2 PixelToScreenTexCoord;\n"
1464 "uniform myhalf3 DeferredMod_Diffuse;\n"
1465 "uniform myhalf3 DeferredMod_Specular;\n"
1466 "#endif\n"
1467 "uniform myhalf3 Color_Ambient;\n"
1468 "uniform myhalf3 Color_Diffuse;\n"
1469 "uniform myhalf3 Color_Specular;\n"
1470 "uniform myhalf SpecularPower;\n"
1471 "#ifdef USEGLOW\n"
1472 "uniform myhalf3 Color_Glow;\n"
1473 "#endif\n"
1474 "uniform myhalf Alpha;\n"
1475 "#ifdef USEREFLECTION\n"
1476 "uniform vec4 DistortScaleRefractReflect;\n"
1477 "uniform vec4 ScreenScaleRefractReflect;\n"
1478 "uniform vec4 ScreenCenterRefractReflect;\n"
1479 "uniform myhalf4 ReflectColor;\n"
1480 "#endif\n"
1481 "#ifdef USEREFLECTCUBE\n"
1482 "uniform mat4 ModelToReflectCube;\n"
1483 "uniform sampler2D Texture_ReflectMask;\n"
1484 "uniform samplerCube Texture_ReflectCube;\n"
1485 "#endif\n"
1486 "#ifdef MODE_LIGHTDIRECTION\n"
1487 "uniform myhalf3 LightColor;\n"
1488 "#endif\n"
1489 "#ifdef MODE_LIGHTSOURCE\n"
1490 "uniform myhalf3 LightColor;\n"
1491 "#endif\n"
1492 "void main(void)\n"
1493 "{\n"
1494 "#ifdef USEOFFSETMAPPING\n"
1495 "       // apply offsetmapping\n"
1496 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1497 "#define TexCoord TexCoordOffset\n"
1498 "#endif\n"
1499 "\n"
1500 "       // combine the diffuse textures (base, pants, shirt)\n"
1501 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1502 "#ifdef USEALPHAKILL\n"
1503 "       if (color.a < 0.5)\n"
1504 "               discard;\n"
1505 "#endif\n"
1506 "       color.a *= Alpha;\n"
1507 "#ifdef USECOLORMAPPING\n"
1508 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1509 "#endif\n"
1510 "#ifdef USEVERTEXTEXTUREBLEND\n"
1511 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1512 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1513 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1514 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1515 "       color.a = 1.0;\n"
1516 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1517 "#endif\n"
1518 "\n"
1519 "       // get the surface normal\n"
1520 "#ifdef USEVERTEXTEXTUREBLEND\n"
1521 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1522 "#else\n"
1523 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1524 "#endif\n"
1525 "\n"
1526 "       // get the material colors\n"
1527 "       myhalf3 diffusetex = color.rgb;\n"
1528 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1529 "# ifdef USEVERTEXTEXTUREBLEND\n"
1530 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1531 "# else\n"
1532 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1533 "# endif\n"
1534 "#endif\n"
1535 "\n"
1536 "#ifdef USEREFLECTCUBE\n"
1537 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1538 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1539 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1540 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1541 "#endif\n"
1542 "\n"
1543 "\n"
1544 "\n"
1545 "\n"
1546 "#ifdef MODE_LIGHTSOURCE\n"
1547 "       // light source\n"
1548 "#ifdef USEDIFFUSE\n"
1549 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1550 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1551 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1552 "#ifdef USESPECULAR\n"
1553 "#ifdef USEEXACTSPECULARMATH\n"
1554 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1555 "#else\n"
1556 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1557 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1558 "#endif\n"
1559 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1560 "#endif\n"
1561 "#else\n"
1562 "       color.rgb = diffusetex * Color_Ambient;\n"
1563 "#endif\n"
1564 "       color.rgb *= LightColor;\n"
1565 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1566 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1567 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1568 "#endif\n"
1569 "# ifdef USECUBEFILTER\n"
1570 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1571 "# endif\n"
1572 "#endif // MODE_LIGHTSOURCE\n"
1573 "\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "#ifdef MODE_LIGHTDIRECTION\n"
1578 "#define SHADING\n"
1579 "#ifdef USEDIFFUSE\n"
1580 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1581 "#endif\n"
1582 "#define lightcolor LightColor\n"
1583 "#endif // MODE_LIGHTDIRECTION\n"
1584 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1585 "#define SHADING\n"
1586 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1587 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1588 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1589 "       // convert modelspace light vector to tangentspace\n"
1590 "       myhalf3 lightnormal;\n"
1591 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1592 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1593 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1594 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1595 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1596 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1597 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1598 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1599 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1600 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1601 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1602 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1603 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1604 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1605 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1606 "#define SHADING\n"
1607 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1608 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1609 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1610 "#endif\n"
1611 "\n"
1612 "\n"
1613 "\n"
1614 "\n"
1615 "#ifdef MODE_LIGHTMAP\n"
1616 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1617 "#endif // MODE_LIGHTMAP\n"
1618 "#ifdef MODE_VERTEXCOLOR\n"
1619 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1620 "#endif // MODE_VERTEXCOLOR\n"
1621 "#ifdef MODE_FLATCOLOR\n"
1622 "       color.rgb = diffusetex * Color_Ambient;\n"
1623 "#endif // MODE_FLATCOLOR\n"
1624 "\n"
1625 "\n"
1626 "\n"
1627 "\n"
1628 "#ifdef SHADING\n"
1629 "# ifdef USEDIFFUSE\n"
1630 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1631 "#  ifdef USESPECULAR\n"
1632 "#   ifdef USEEXACTSPECULARMATH\n"
1633 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1634 "#   else\n"
1635 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1636 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1637 "#   endif\n"
1638 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1639 "#  else\n"
1640 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1641 "#  endif\n"
1642 "# else\n"
1643 "       color.rgb = diffusetex * Color_Ambient;\n"
1644 "# endif\n"
1645 "#endif\n"
1646 "\n"
1647 "#ifdef USESHADOWMAPORTHO\n"
1648 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1649 "#endif\n"
1650 "\n"
1651 "#ifdef USEDEFERREDLIGHTMAP\n"
1652 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1653 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1654 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1655 "#endif\n"
1656 "\n"
1657 "#ifdef USEGLOW\n"
1658 "#ifdef USEVERTEXTEXTUREBLEND\n"
1659 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1660 "#else\n"
1661 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1662 "#endif\n"
1663 "#endif\n"
1664 "\n"
1665 "#ifdef USEFOG\n"
1666 "#ifdef MODE_LIGHTSOURCE\n"
1667 "       color.rgb *= myhalf(FogVertex());\n"
1668 "#else\n"
1669 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1670 "#endif\n"
1671 "#endif\n"
1672 "\n"
1673 "       // 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"
1674 "#ifdef USEREFLECTION\n"
1675 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1676 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1677 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1678 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1679 "       // FIXME temporary hack to detect the case that the reflection\n"
1680 "       // gets blackened at edges due to leaving the area that contains actual\n"
1681 "       // content.\n"
1682 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1683 "       // 'appening.\n"
1684 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1685 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1686 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1687 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1688 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1689 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1690 "#endif\n"
1691 "\n"
1692 "       gl_FragColor = vec4(color);\n"
1693 "}\n"
1694 "#endif // FRAGMENT_SHADER\n"
1695 "\n"
1696 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1697 "#endif // !MODE_DEFERREDGEOMETRY\n"
1698 "#endif // !MODE_WATER\n"
1699 "#endif // !MODE_REFRACTION\n"
1700 "#endif // !MODE_BLOOMBLUR\n"
1701 "#endif // !MODE_GENERIC\n"
1702 "#endif // !MODE_POSTPROCESS\n"
1703 "#endif // !MODE_SHOWDEPTH\n"
1704 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1705 ;
1706
1707 /*
1708 =========================================================================================================================================================
1709
1710
1711
1712 =========================================================================================================================================================
1713
1714
1715
1716 =========================================================================================================================================================
1717
1718
1719
1720 =========================================================================================================================================================
1721
1722
1723
1724 =========================================================================================================================================================
1725
1726
1727
1728 =========================================================================================================================================================
1729
1730
1731
1732 =========================================================================================================================================================
1733 */
1734
1735 const char *builtincgshaderstring =
1736 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1737 "// written by Forest 'LordHavoc' Hale\n"
1738 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1739 "\n"
1740 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1741 "# define USEFOG\n"
1742 "#endif\n"
1743 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1744 "#define USELIGHTMAP\n"
1745 "#endif\n"
1746 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1747 "#define USEEYEVECTOR\n"
1748 "#endif\n"
1749 "\n"
1750 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1751 "#ifdef VERTEX_SHADER\n"
1752 "void main\n"
1753 "(\n"
1754 "float4 gl_Vertex : POSITION,\n"
1755 "uniform float4x4 ModelViewProjectionMatrix,\n"
1756 "out float4 gl_Position : POSITION\n"
1757 ")\n"
1758 "{\n"
1759 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1760 "}\n"
1761 "#endif\n"
1762 "#else // !MODE_DEPTH_ORSHADOW\n"
1763 "\n"
1764 "\n"
1765 "\n"
1766 "\n"
1767 "#ifdef MODE_SHOWDEPTH\n"
1768 "#ifdef VERTEX_SHADER\n"
1769 "void main\n"
1770 "(\n"
1771 "float4 gl_Vertex : POSITION,\n"
1772 "uniform float4x4 ModelViewProjectionMatrix,\n"
1773 "out float4 gl_Position : POSITION,\n"
1774 "out float4 gl_FrontColor : COLOR0\n"
1775 ")\n"
1776 "{\n"
1777 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1778 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1779 "}\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef FRAGMENT_SHADER\n"
1783 "void main\n"
1784 "(\n"
1785 "float4 gl_FrontColor : COLOR0,\n"
1786 "out float4 gl_FragColor : COLOR\n"
1787 ")\n"
1788 "{\n"
1789 "       gl_FragColor = gl_FrontColor;\n"
1790 "}\n"
1791 "#endif\n"
1792 "#else // !MODE_SHOWDEPTH\n"
1793 "\n"
1794 "\n"
1795 "\n"
1796 "\n"
1797 "#ifdef MODE_POSTPROCESS\n"
1798 "\n"
1799 "#ifdef VERTEX_SHADER\n"
1800 "void main\n"
1801 "(\n"
1802 "float4 gl_Vertex : POSITION,\n"
1803 "uniform float4x4 ModelViewProjectionMatrix,\n"
1804 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1805 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1806 "out float4 gl_Position : POSITION,\n"
1807 "out float2 TexCoord1 : TEXCOORD0,\n"
1808 "out float2 TexCoord2 : TEXCOORD1\n"
1809 ")\n"
1810 "{\n"
1811 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1812 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1813 "#ifdef USEBLOOM\n"
1814 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1815 "#endif\n"
1816 "}\n"
1817 "#endif\n"
1818 "\n"
1819 "#ifdef FRAGMENT_SHADER\n"
1820 "void main\n"
1821 "(\n"
1822 "float2 TexCoord1 : TEXCOORD0,\n"
1823 "float2 TexCoord2 : TEXCOORD1,\n"
1824 "uniform sampler2D Texture_First,\n"
1825 "#ifdef USEBLOOM\n"
1826 "uniform sampler2D Texture_Second,\n"
1827 "#endif\n"
1828 "#ifdef USEGAMMARAMPS\n"
1829 "uniform sampler2D Texture_GammaRamps,\n"
1830 "#endif\n"
1831 "#ifdef USESATURATION\n"
1832 "uniform float Saturation,\n"
1833 "#endif\n"
1834 "#ifdef USEVIEWTINT\n"
1835 "uniform float4 ViewTintColor,\n"
1836 "#endif\n"
1837 "uniform float4 UserVec1,\n"
1838 "uniform float4 UserVec2,\n"
1839 "uniform float4 UserVec3,\n"
1840 "uniform float4 UserVec4,\n"
1841 "uniform float ClientTime,\n"
1842 "uniform float2 PixelSize,\n"
1843 "out float4 gl_FragColor : COLOR\n"
1844 ")\n"
1845 "{\n"
1846 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1847 "#ifdef USEBLOOM\n"
1848 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1849 "#endif\n"
1850 "#ifdef USEVIEWTINT\n"
1851 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1852 "#endif\n"
1853 "\n"
1854 "#ifdef USEPOSTPROCESSING\n"
1855 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1856 "// 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"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1860 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1861 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1862 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1863 "#endif\n"
1864 "\n"
1865 "#ifdef USESATURATION\n"
1866 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1867 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1868 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1869 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1870 "#endif\n"
1871 "\n"
1872 "#ifdef USEGAMMARAMPS\n"
1873 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1874 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1875 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1876 "#endif\n"
1877 "}\n"
1878 "#endif\n"
1879 "#else // !MODE_POSTPROCESS\n"
1880 "\n"
1881 "\n"
1882 "\n"
1883 "\n"
1884 "#ifdef MODE_GENERIC\n"
1885 "#ifdef VERTEX_SHADER\n"
1886 "void main\n"
1887 "(\n"
1888 "float4 gl_Vertex : POSITION,\n"
1889 "uniform float4x4 ModelViewProjectionMatrix,\n"
1890 "float4 gl_Color : COLOR0,\n"
1891 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1892 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1893 "out float4 gl_Position : POSITION,\n"
1894 "out float4 gl_FrontColor : COLOR,\n"
1895 "out float2 TexCoord1 : TEXCOORD0,\n"
1896 "out float2 TexCoord2 : TEXCOORD1\n"
1897 ")\n"
1898 "{\n"
1899 "       gl_FrontColor = gl_Color;\n"
1900 "#ifdef USEDIFFUSE\n"
1901 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1902 "#endif\n"
1903 "#ifdef USESPECULAR\n"
1904 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1905 "#endif\n"
1906 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1907 "}\n"
1908 "#endif\n"
1909 "\n"
1910 "#ifdef FRAGMENT_SHADER\n"
1911 "\n"
1912 "void main\n"
1913 "(\n"
1914 "float4 gl_FrontColor : COLOR,\n"
1915 "float2 TexCoord1 : TEXCOORD0,\n"
1916 "float2 TexCoord2 : TEXCOORD1,\n"
1917 "#ifdef USEDIFFUSE\n"
1918 "uniform sampler2D Texture_First,\n"
1919 "#endif\n"
1920 "#ifdef USESPECULAR\n"
1921 "uniform sampler2D Texture_Second,\n"
1922 "#endif\n"
1923 "out float4 gl_FragColor : COLOR\n"
1924 ")\n"
1925 "{\n"
1926 "       gl_FragColor = gl_FrontColor;\n"
1927 "#ifdef USEDIFFUSE\n"
1928 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1929 "#endif\n"
1930 "\n"
1931 "#ifdef USESPECULAR\n"
1932 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1933 "# ifdef USECOLORMAPPING\n"
1934 "       gl_FragColor *= tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEGLOW\n"
1937 "       gl_FragColor += tex2;\n"
1938 "# endif\n"
1939 "# ifdef USEVERTEXTEXTUREBLEND\n"
1940 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1941 "# endif\n"
1942 "#endif\n"
1943 "}\n"
1944 "#endif\n"
1945 "#else // !MODE_GENERIC\n"
1946 "\n"
1947 "\n"
1948 "\n"
1949 "\n"
1950 "#ifdef MODE_BLOOMBLUR\n"
1951 "#ifdef VERTEX_SHADER\n"
1952 "void main\n"
1953 "(\n"
1954 "float4 gl_Vertex : POSITION,\n"
1955 "uniform float4x4 ModelViewProjectionMatrix,\n"
1956 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1957 "out float4 gl_Position : POSITION,\n"
1958 "out float2 TexCoord : TEXCOORD0\n"
1959 ")\n"
1960 "{\n"
1961 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1962 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1963 "}\n"
1964 "#endif\n"
1965 "\n"
1966 "#ifdef FRAGMENT_SHADER\n"
1967 "\n"
1968 "void main\n"
1969 "(\n"
1970 "float2 TexCoord : TEXCOORD0,\n"
1971 "uniform sampler2D Texture_First,\n"
1972 "uniform float4 BloomBlur_Parameters,\n"
1973 "out float4 gl_FragColor : COLOR\n"
1974 ")\n"
1975 "{\n"
1976 "       int i;\n"
1977 "       float2 tc = TexCoord;\n"
1978 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1979 "       tc += BloomBlur_Parameters.xy;\n"
1980 "       for (i = 1;i < SAMPLES;i++)\n"
1981 "       {\n"
1982 "               color += tex2D(Texture_First, tc).rgb;\n"
1983 "               tc += BloomBlur_Parameters.xy;\n"
1984 "       }\n"
1985 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1986 "}\n"
1987 "#endif\n"
1988 "#else // !MODE_BLOOMBLUR\n"
1989 "#ifdef MODE_REFRACTION\n"
1990 "#ifdef VERTEX_SHADER\n"
1991 "void main\n"
1992 "(\n"
1993 "float4 gl_Vertex : POSITION,\n"
1994 "uniform float4x4 ModelViewProjectionMatrix,\n"
1995 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1996 "uniform float4x4 TexMatrix,\n"
1997 "uniform float3 EyePosition,\n"
1998 "out float4 gl_Position : POSITION,\n"
1999 "out float2 TexCoord : TEXCOORD0,\n"
2000 "out float3 EyeVector : TEXCOORD1,\n"
2001 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2002 ")\n"
2003 "{\n"
2004 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2005 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2006 "       ModelViewProjectionPosition = gl_Position;\n"
2007 "}\n"
2008 "#endif\n"
2009 "\n"
2010 "#ifdef FRAGMENT_SHADER\n"
2011 "void main\n"
2012 "(\n"
2013 "float2 TexCoord : TEXCOORD0,\n"
2014 "float3 EyeVector : TEXCOORD1,\n"
2015 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2016 "uniform sampler2D Texture_Normal,\n"
2017 "uniform sampler2D Texture_Refraction,\n"
2018 "uniform sampler2D Texture_Reflection,\n"
2019 "uniform float4 DistortScaleRefractReflect,\n"
2020 "uniform float4 ScreenScaleRefractReflect,\n"
2021 "uniform float4 ScreenCenterRefractReflect,\n"
2022 "uniform float4 RefractColor,\n"
2023 "out float4 gl_FragColor : COLOR\n"
2024 ")\n"
2025 "{\n"
2026 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2027 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2028 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2029 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2030 "       // FIXME temporary hack to detect the case that the reflection\n"
2031 "       // gets blackened at edges due to leaving the area that contains actual\n"
2032 "       // content.\n"
2033 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2034 "       // 'appening.\n"
2035 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2036 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2037 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2038 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2039 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2040 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2041 "}\n"
2042 "#endif\n"
2043 "#else // !MODE_REFRACTION\n"
2044 "\n"
2045 "\n"
2046 "\n"
2047 "\n"
2048 "#ifdef MODE_WATER\n"
2049 "#ifdef VERTEX_SHADER\n"
2050 "\n"
2051 "void main\n"
2052 "(\n"
2053 "float4 gl_Vertex : POSITION,\n"
2054 "uniform float4x4 ModelViewProjectionMatrix,\n"
2055 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2056 "uniform float4x4 TexMatrix,\n"
2057 "uniform float3 EyePosition,\n"
2058 "out float4 gl_Position : POSITION,\n"
2059 "out float2 TexCoord : TEXCOORD0,\n"
2060 "out float3 EyeVector : TEXCOORD1,\n"
2061 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2062 ")\n"
2063 "{\n"
2064 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2065 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2066 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2067 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2068 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2069 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2070 "       ModelViewProjectionPosition = gl_Position;\n"
2071 "}\n"
2072 "#endif\n"
2073 "\n"
2074 "#ifdef FRAGMENT_SHADER\n"
2075 "void main\n"
2076 "(\n"
2077 "float2 TexCoord : TEXCOORD0,\n"
2078 "float3 EyeVector : TEXCOORD1,\n"
2079 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2080 "uniform sampler2D Texture_Normal,\n"
2081 "uniform sampler2D Texture_Refraction,\n"
2082 "uniform sampler2D Texture_Reflection,\n"
2083 "uniform float4 DistortScaleRefractReflect,\n"
2084 "uniform float4 ScreenScaleRefractReflect,\n"
2085 "uniform float4 ScreenCenterRefractReflect,\n"
2086 "uniform float4 RefractColor,\n"
2087 "uniform float4 ReflectColor,\n"
2088 "uniform float ReflectFactor,\n"
2089 "uniform float ReflectOffset,\n"
2090 "out float4 gl_FragColor : COLOR\n"
2091 ")\n"
2092 "{\n"
2093 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2094 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2095 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2096 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2097 "       // FIXME temporary hack to detect the case that the reflection\n"
2098 "       // gets blackened at edges due to leaving the area that contains actual\n"
2099 "       // content.\n"
2100 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2101 "       // 'appening.\n"
2102 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2103 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2104 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2106 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2107 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2108 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2109 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2110 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2111 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2112 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2113 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2114 "}\n"
2115 "#endif\n"
2116 "#else // !MODE_WATER\n"
2117 "\n"
2118 "\n"
2119 "\n"
2120 "\n"
2121 "// 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"
2122 "\n"
2123 "// fragment shader specific:\n"
2124 "#ifdef FRAGMENT_SHADER\n"
2125 "\n"
2126 "#ifdef USEFOG\n"
2127 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2128 "{\n"
2129 "       float fogfrac;\n"
2130 "#ifdef USEFOGOUTSIDE\n"
2131 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2132 "#else\n"
2133 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2134 "#endif\n"
2135 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2136 "}\n"
2137 "#endif\n"
2138 "\n"
2139 "#ifdef USEOFFSETMAPPING\n"
2140 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2141 "{\n"
2142 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2143 "       // 14 sample relief mapping: linear search and then binary search\n"
2144 "       // this basically steps forward a small amount repeatedly until it finds\n"
2145 "       // itself inside solid, then jitters forward and back using decreasing\n"
2146 "       // amounts to find the impact\n"
2147 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2148 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2149 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2150 "       float3 RT = float3(TexCoord, 1);\n"
2151 "       OffsetVector *= 0.1;\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2159 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2160 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2163 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2164 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2165 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2166 "       return RT.xy;\n"
2167 "#else\n"
2168 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2169 "       // this basically moves forward the full distance, and then backs up based\n"
2170 "       // on height of samples\n"
2171 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2172 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2173 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2174 "       TexCoord += OffsetVector;\n"
2175 "       OffsetVector *= 0.333;\n"
2176 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2177 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2178 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2179 "       return TexCoord;\n"
2180 "#endif\n"
2181 "}\n"
2182 "#endif // USEOFFSETMAPPING\n"
2183 "\n"
2184 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2185 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2186 "# ifdef USESHADOWMAPORTHO\n"
2187 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2188 "# else\n"
2189 "#  ifdef USESHADOWMAPVSDCT\n"
2190 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2191 "{\n"
2192 "       float3 adir = abs(dir);\n"
2193 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2194 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2195 "       float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2196 "       stc += float3(proj.zw * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
2197 "       return stc;\n"
2198 "}\n"
2199 "#  else\n"
2200 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2201 "{\n"
2202 "       float3 adir = abs(dir);\n"
2203 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
2204 "       float4 proj = float4(dir.zyx, 0.5), projy = float4(dir.xzy, 1.5), projz = float4(dir, 2.5);\n"
2205 "       proj = adir.y >= ma ? projy : proj;\n"
2206 "       proj = adir.z >= ma ? projz : proj;\n"
2207 "       float3 stc = float3(proj.xy * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2208 "       stc += float3(vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
2209 "       return stc;\n"
2210 "}\n"
2211 "#  endif\n"
2212 "# endif\n"
2213 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2214 "\n"
2215 "#ifdef USESHADOWMAPCUBE\n"
2216 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2217 "{\n"
2218 "    float3 adir = abs(dir);\n"
2219 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2220 "}\n"
2221 "#endif\n"
2222 "\n"
2223 "# ifdef USESHADOWMAPRECT\n"
2224 "#ifdef USESHADOWMAPVSDCT\n"
2225 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2226 "#else\n"
2227 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2228 "#endif\n"
2229 "{\n"
2230 "#ifdef USESHADOWMAPVSDCT\n"
2231 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2232 "#else\n"
2233 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2234 "#endif\n"
2235 "       float f;\n"
2236 "#  ifdef USESHADOWSAMPLER\n"
2237 "\n"
2238 "#    ifdef USESHADOWMAPPCF\n"
2239 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2240 "    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"
2241 "#    else\n"
2242 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2243 "#    endif\n"
2244 "\n"
2245 "#  else\n"
2246 "\n"
2247 "#    ifdef USESHADOWMAPPCF\n"
2248 "#      if USESHADOWMAPPCF > 1\n"
2249 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2250 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2251 "    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"
2252 "    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"
2253 "    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"
2254 "    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"
2255 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2256 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2257 "#      else\n"
2258 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2259 "    float2 offset = frac(shadowmaptc.xy);\n"
2260 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2261 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2262 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2263 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2264 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2265 "#      endif\n"
2266 "#    else\n"
2267 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2268 "#    endif\n"
2269 "\n"
2270 "#  endif\n"
2271 "#  ifdef USESHADOWMAPORTHO\n"
2272 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2273 "#  else\n"
2274 "       return f;\n"
2275 "#  endif\n"
2276 "}\n"
2277 "# endif\n"
2278 "\n"
2279 "# ifdef USESHADOWMAP2D\n"
2280 "#ifdef USESHADOWMAPVSDCT\n"
2281 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2282 "#else\n"
2283 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2284 "#endif\n"
2285 "{\n"
2286 "#ifdef USESHADOWMAPVSDCT\n"
2287 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2288 "#else\n"
2289 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2290 "#endif\n"
2291 "    float f;\n"
2292 "\n"
2293 "#  ifdef USESHADOWSAMPLER\n"
2294 "#    ifdef USESHADOWMAPPCF\n"
2295 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2296 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2297 "    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"
2298 "#    else\n"
2299 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2300 "#    endif\n"
2301 "#  else\n"
2302 "#    ifdef USESHADOWMAPPCF\n"
2303 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2304 "#      ifdef GL_ARB_texture_gather\n"
2305 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2306 "#      else\n"
2307 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2308 "#      endif\n"
2309 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2310 "    center *= ShadowMap_TextureScale;\n"
2311 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2312 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2313 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2314 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2315 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2316 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2317 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2318 "#     else\n"
2319 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2320 "#      if USESHADOWMAPPCF > 1\n"
2321 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2322 "    center *= ShadowMap_TextureScale;\n"
2323 "    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"
2324 "    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"
2325 "    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"
2326 "    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"
2327 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2328 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2329 "#      else\n"
2330 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2331 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2332 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2333 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2334 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2335 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2336 "#      endif\n"
2337 "#     endif\n"
2338 "#    else\n"
2339 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2340 "#    endif\n"
2341 "#  endif\n"
2342 "#  ifdef USESHADOWMAPORTHO\n"
2343 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2344 "#  else\n"
2345 "       return f;\n"
2346 "#  endif\n"
2347 "}\n"
2348 "# endif\n"
2349 "\n"
2350 "# ifdef USESHADOWMAPCUBE\n"
2351 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2352 "{\n"
2353 "    // apply depth texture cubemap as light filter\n"
2354 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2355 "    float f;\n"
2356 "#  ifdef USESHADOWSAMPLER\n"
2357 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2358 "#  else\n"
2359 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2360 "#  endif\n"
2361 "    return f;\n"
2362 "}\n"
2363 "# endif\n"
2364 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2365 "#endif // FRAGMENT_SHADER\n"
2366 "\n"
2367 "\n"
2368 "\n"
2369 "\n"
2370 "#ifdef MODE_DEFERREDGEOMETRY\n"
2371 "#ifdef VERTEX_SHADER\n"
2372 "void main\n"
2373 "(\n"
2374 "float4 gl_Vertex : POSITION,\n"
2375 "uniform float4x4 ModelViewProjectionMatrix,\n"
2376 "#ifdef USEVERTEXTEXTUREBLEND\n"
2377 "float4 gl_Color : COLOR0,\n"
2378 "#endif\n"
2379 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2380 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2381 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2382 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2383 "uniform float4x4 TexMatrix,\n"
2384 "#ifdef USEVERTEXTEXTUREBLEND\n"
2385 "uniform float4x4 BackgroundTexMatrix,\n"
2386 "#endif\n"
2387 "uniform float4x4 ModelViewMatrix,\n"
2388 "#ifdef USEOFFSETMAPPING\n"
2389 "uniform float3 EyePosition,\n"
2390 "#endif\n"
2391 "out float4 gl_Position : POSITION,\n"
2392 "out float4 gl_FrontColor : COLOR,\n"
2393 "out float4 TexCoordBoth : TEXCOORD0,\n"
2394 "#ifdef USEOFFSETMAPPING\n"
2395 "out float3 EyeVector : TEXCOORD2,\n"
2396 "#endif\n"
2397 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2398 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2399 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2400 ")\n"
2401 "{\n"
2402 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2403 "#ifdef USEVERTEXTEXTUREBLEND\n"
2404 "       gl_FrontColor = gl_Color;\n"
2405 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2406 "#endif\n"
2407 "\n"
2408 "       // transform unnormalized eye direction into tangent space\n"
2409 "#ifdef USEOFFSETMAPPING\n"
2410 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2411 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2412 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2413 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2414 "#endif\n"
2415 "\n"
2416 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2417 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2418 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2419 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2420 "}\n"
2421 "#endif // VERTEX_SHADER\n"
2422 "\n"
2423 "#ifdef FRAGMENT_SHADER\n"
2424 "void main\n"
2425 "(\n"
2426 "float4 TexCoordBoth : TEXCOORD0,\n"
2427 "float3 EyeVector : TEXCOORD2,\n"
2428 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2429 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2430 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2431 "uniform sampler2D Texture_Normal,\n"
2432 "#ifdef USEALPHAKILL\n"
2433 "uniform sampler2D Texture_Color,\n"
2434 "#endif\n"
2435 "uniform sampler2D Texture_Gloss,\n"
2436 "#ifdef USEVERTEXTEXTUREBLEND\n"
2437 "uniform sampler2D Texture_SecondaryNormal,\n"
2438 "uniform sampler2D Texture_SecondaryGloss,\n"
2439 "#endif\n"
2440 "#ifdef USEOFFSETMAPPING\n"
2441 "uniform float OffsetMapping_Scale,\n"
2442 "#endif\n"
2443 "uniform half SpecularPower,\n"
2444 "out float4 gl_FragColor : COLOR\n"
2445 ")\n"
2446 "{\n"
2447 "       float2 TexCoord = TexCoordBoth.xy;\n"
2448 "#ifdef USEOFFSETMAPPING\n"
2449 "       // apply offsetmapping\n"
2450 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2451 "#define TexCoord TexCoordOffset\n"
2452 "#endif\n"
2453 "\n"
2454 "#ifdef USEALPHAKILL\n"
2455 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2456 "               discard;\n"
2457 "#endif\n"
2458 "\n"
2459 "#ifdef USEVERTEXTEXTUREBLEND\n"
2460 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2461 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2462 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2463 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2464 "#endif\n"
2465 "\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2468 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2469 "#else\n"
2470 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2471 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2472 "#endif\n"
2473 "\n"
2474 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2475 "}\n"
2476 "#endif // FRAGMENT_SHADER\n"
2477 "#else // !MODE_DEFERREDGEOMETRY\n"
2478 "\n"
2479 "\n"
2480 "\n"
2481 "\n"
2482 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2483 "#ifdef VERTEX_SHADER\n"
2484 "void main\n"
2485 "(\n"
2486 "float4 gl_Vertex : POSITION,\n"
2487 "uniform float4x4 ModelViewProjectionMatrix,\n"
2488 "uniform float4x4 ModelViewMatrix,\n"
2489 "out float4 gl_Position : POSITION,\n"
2490 "out float4 ModelViewPosition : TEXCOORD0\n"
2491 ")\n"
2492 "{\n"
2493 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2494 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2495 "}\n"
2496 "#endif // VERTEX_SHADER\n"
2497 "\n"
2498 "#ifdef FRAGMENT_SHADER\n"
2499 "void main\n"
2500 "(\n"
2501 "float2 Pixel : WPOS,\n"
2502 "float4 ModelViewPosition : TEXCOORD0,\n"
2503 "uniform float4x4 ViewToLight,\n"
2504 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2505 "uniform float3 LightPosition,\n"
2506 "uniform half2 PixelToScreenTexCoord,\n"
2507 "uniform half3 DeferredColor_Ambient,\n"
2508 "uniform half3 DeferredColor_Diffuse,\n"
2509 "#ifdef USESPECULAR\n"
2510 "uniform half3 DeferredColor_Specular,\n"
2511 "uniform half SpecularPower,\n"
2512 "#endif\n"
2513 "uniform sampler2D Texture_Attenuation,\n"
2514 "uniform sampler2D Texture_ScreenDepth,\n"
2515 "uniform sampler2D Texture_ScreenNormalMap,\n"
2516 "\n"
2517 "#ifdef USESHADOWMAPRECT\n"
2518 "# ifdef USESHADOWSAMPLER\n"
2519 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2520 "# else\n"
2521 "uniform samplerRECT Texture_ShadowMapRect,\n"
2522 "# endif\n"
2523 "#endif\n"
2524 "\n"
2525 "#ifdef USESHADOWMAP2D\n"
2526 "# ifdef USESHADOWSAMPLER\n"
2527 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2528 "# else\n"
2529 "uniform sampler2D Texture_ShadowMap2D,\n"
2530 "# endif\n"
2531 "#endif\n"
2532 "\n"
2533 "#ifdef USESHADOWMAPVSDCT\n"
2534 "uniform samplerCUBE Texture_CubeProjection,\n"
2535 "#endif\n"
2536 "\n"
2537 "#ifdef USESHADOWMAPCUBE\n"
2538 "# ifdef USESHADOWSAMPLER\n"
2539 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2540 "# else\n"
2541 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2542 "# endif\n"
2543 "#endif\n"
2544 "\n"
2545 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2546 "uniform float2 ShadowMap_TextureScale,\n"
2547 "uniform float4 ShadowMap_Parameters,\n"
2548 "#endif\n"
2549 "\n"
2550 "out float4 gl_FragData0 : COLOR0,\n"
2551 "out float4 gl_FragData1 : COLOR1\n"
2552 ")\n"
2553 "{\n"
2554 "       // calculate viewspace pixel position\n"
2555 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2556 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2557 "       float3 position;\n"
2558 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2559 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2560 "       // decode viewspace pixel normal\n"
2561 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2562 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2563 "       // surfacenormal = pixel normal in viewspace\n"
2564 "       // LightVector = pixel to light in viewspace\n"
2565 "       // CubeVector = position in lightspace\n"
2566 "       // eyevector = pixel to view in viewspace\n"
2567 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2568 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2569 "#ifdef USEDIFFUSE\n"
2570 "       // calculate diffuse shading\n"
2571 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2572 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2573 "#endif\n"
2574 "#ifdef USESPECULAR\n"
2575 "       // calculate directional shading\n"
2576 "       float3 eyevector = position * -1.0;\n"
2577 "#  ifdef USEEXACTSPECULARMATH\n"
2578 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2579 "#  else\n"
2580 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2581 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2582 "#  endif\n"
2583 "#endif\n"
2584 "\n"
2585 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2586 "       fade *= ShadowMapCompare(CubeVector,\n"
2587 "# if defined(USESHADOWMAP2D)\n"
2588 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2589 "# endif\n"
2590 "# if defined(USESHADOWMAPRECT)\n"
2591 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2592 "# endif\n"
2593 "# if defined(USESHADOWMAPCUBE)\n"
2594 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2595 "# endif\n"
2596 "\n"
2597 "#ifdef USESHADOWMAPVSDCT\n"
2598 ", Texture_CubeProjection\n"
2599 "#endif\n"
2600 "       );\n"
2601 "#endif\n"
2602 "\n"
2603 "#ifdef USEDIFFUSE\n"
2604 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2605 "#else\n"
2606 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2607 "#endif\n"
2608 "#ifdef USESPECULAR\n"
2609 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2610 "#else\n"
2611 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2612 "#endif\n"
2613 "\n"
2614 "# ifdef USECUBEFILTER\n"
2615 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2616 "       gl_FragData0.rgb *= cubecolor;\n"
2617 "       gl_FragData1.rgb *= cubecolor;\n"
2618 "# endif\n"
2619 "}\n"
2620 "#endif // FRAGMENT_SHADER\n"
2621 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2622 "\n"
2623 "\n"
2624 "\n"
2625 "\n"
2626 "#ifdef VERTEX_SHADER\n"
2627 "void main\n"
2628 "(\n"
2629 "float4 gl_Vertex : POSITION,\n"
2630 "uniform float4x4 ModelViewProjectionMatrix,\n"
2631 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2632 "float4 gl_Color : COLOR0,\n"
2633 "#endif\n"
2634 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2635 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2636 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2637 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2638 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2639 "\n"
2640 "uniform float3 EyePosition,\n"
2641 "uniform float4x4 TexMatrix,\n"
2642 "#ifdef USEVERTEXTEXTUREBLEND\n"
2643 "uniform float4x4 BackgroundTexMatrix,\n"
2644 "#endif\n"
2645 "#ifdef MODE_LIGHTSOURCE\n"
2646 "uniform float4x4 ModelToLight,\n"
2647 "#endif\n"
2648 "#ifdef MODE_LIGHTSOURCE\n"
2649 "uniform float3 LightPosition,\n"
2650 "#endif\n"
2651 "#ifdef MODE_LIGHTDIRECTION\n"
2652 "uniform float3 LightDir,\n"
2653 "#endif\n"
2654 "uniform float4 FogPlane,\n"
2655 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2656 "uniform float3 LightPosition,\n"
2657 "#endif\n"
2658 "#ifdef USESHADOWMAPORTHO\n"
2659 "uniform float4x4 ShadowMapMatrix,\n"
2660 "#endif\n"
2661 "\n"
2662 "out float4 gl_FrontColor : COLOR,\n"
2663 "out float4 TexCoordBoth : TEXCOORD0,\n"
2664 "#ifdef USELIGHTMAP\n"
2665 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2666 "#endif\n"
2667 "#ifdef USEEYEVECTOR\n"
2668 "out float3 EyeVector : TEXCOORD2,\n"
2669 "#endif\n"
2670 "#ifdef USEREFLECTION\n"
2671 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2672 "#endif\n"
2673 "#ifdef USEFOG\n"
2674 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2675 "#endif\n"
2676 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2677 "out float3 LightVector : TEXCOORD5,\n"
2678 "#endif\n"
2679 "#ifdef MODE_LIGHTSOURCE\n"
2680 "out float3 CubeVector : TEXCOORD3,\n"
2681 "#endif\n"
2682 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2683 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2684 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2685 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2686 "#endif\n"
2687 "#ifdef USESHADOWMAPORTHO\n"
2688 "out float3 ShadowMapTC : TEXCOORD8,\n"
2689 "#endif\n"
2690 "out float4 gl_Position : POSITION\n"
2691 ")\n"
2692 "{\n"
2693 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2694 "       gl_FrontColor = gl_Color;\n"
2695 "#endif\n"
2696 "       // copy the surface texcoord\n"
2697 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2698 "#ifdef USEVERTEXTEXTUREBLEND\n"
2699 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2700 "#endif\n"
2701 "#ifdef USELIGHTMAP\n"
2702 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2703 "#endif\n"
2704 "\n"
2705 "#ifdef MODE_LIGHTSOURCE\n"
2706 "       // transform vertex position into light attenuation/cubemap space\n"
2707 "       // (-1 to +1 across the light box)\n"
2708 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2709 "\n"
2710 "# ifdef USEDIFFUSE\n"
2711 "       // transform unnormalized light direction into tangent space\n"
2712 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2713 "       //  normalize it per pixel)\n"
2714 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2715 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2716 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2717 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2718 "# endif\n"
2719 "#endif\n"
2720 "\n"
2721 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2722 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2723 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2724 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2725 "#endif\n"
2726 "\n"
2727 "       // transform unnormalized eye direction into tangent space\n"
2728 "#ifdef USEEYEVECTOR\n"
2729 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2730 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2731 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2732 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2733 "#endif\n"
2734 "\n"
2735 "#ifdef USEFOG\n"
2736 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2737 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2738 "#endif\n"
2739 "\n"
2740 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2741 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2742 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2743 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2744 "#endif\n"
2745 "\n"
2746 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2747 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2748 "\n"
2749 "#ifdef USESHADOWMAPORTHO\n"
2750 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2751 "#endif\n"
2752 "\n"
2753 "#ifdef USEREFLECTION\n"
2754 "       ModelViewProjectionPosition = gl_Position;\n"
2755 "#endif\n"
2756 "}\n"
2757 "#endif // VERTEX_SHADER\n"
2758 "\n"
2759 "\n"
2760 "\n"
2761 "\n"
2762 "#ifdef FRAGMENT_SHADER\n"
2763 "void main\n"
2764 "(\n"
2765 "#ifdef USEDEFERREDLIGHTMAP\n"
2766 "float2 Pixel : WPOS,\n"
2767 "#endif\n"
2768 "float4 gl_FrontColor : COLOR,\n"
2769 "float4 TexCoordBoth : TEXCOORD0,\n"
2770 "#ifdef USELIGHTMAP\n"
2771 "float2 TexCoordLightmap : TEXCOORD1,\n"
2772 "#endif\n"
2773 "#ifdef USEEYEVECTOR\n"
2774 "float3 EyeVector : TEXCOORD2,\n"
2775 "#endif\n"
2776 "#ifdef USEREFLECTION\n"
2777 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2778 "#endif\n"
2779 "#ifdef USEFOG\n"
2780 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2781 "#endif\n"
2782 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2783 "float3 LightVector : TEXCOORD5,\n"
2784 "#endif\n"
2785 "#ifdef MODE_LIGHTSOURCE\n"
2786 "float3 CubeVector : TEXCOORD3,\n"
2787 "#endif\n"
2788 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2789 "float4 ModelViewPosition : TEXCOORD0,\n"
2790 "#endif\n"
2791 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2792 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2793 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2794 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2795 "#endif\n"
2796 "#ifdef USESHADOWMAPORTHO\n"
2797 "float3 ShadowMapTC : TEXCOORD8\n"
2798 "#endif\n"
2799 "\n"
2800 "uniform sampler2D Texture_Normal,\n"
2801 "uniform sampler2D Texture_Color,\n"
2802 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2803 "uniform sampler2D Texture_Gloss,\n"
2804 "#endif\n"
2805 "#ifdef USEGLOW\n"
2806 "uniform sampler2D Texture_Glow,\n"
2807 "#endif\n"
2808 "#ifdef USEVERTEXTEXTUREBLEND\n"
2809 "uniform sampler2D Texture_SecondaryNormal,\n"
2810 "uniform sampler2D Texture_SecondaryColor,\n"
2811 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2812 "uniform sampler2D Texture_SecondaryGloss,\n"
2813 "#endif\n"
2814 "#ifdef USEGLOW\n"
2815 "uniform sampler2D Texture_SecondaryGlow,\n"
2816 "#endif\n"
2817 "#endif\n"
2818 "#ifdef USECOLORMAPPING\n"
2819 "uniform sampler2D Texture_Pants,\n"
2820 "uniform sampler2D Texture_Shirt,\n"
2821 "#endif\n"
2822 "#ifdef USEFOG\n"
2823 "uniform sampler2D Texture_FogMask,\n"
2824 "#endif\n"
2825 "#ifdef USELIGHTMAP\n"
2826 "uniform sampler2D Texture_Lightmap,\n"
2827 "#endif\n"
2828 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2829 "uniform sampler2D Texture_Deluxemap,\n"
2830 "#endif\n"
2831 "#ifdef USEREFLECTION\n"
2832 "uniform sampler2D Texture_Reflection,\n"
2833 "#endif\n"
2834 "\n"
2835 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2836 "uniform sampler2D Texture_ScreenDepth,\n"
2837 "uniform sampler2D Texture_ScreenNormalMap,\n"
2838 "#endif\n"
2839 "#ifdef USEDEFERREDLIGHTMAP\n"
2840 "uniform sampler2D Texture_ScreenDiffuse,\n"
2841 "uniform sampler2D Texture_ScreenSpecular,\n"
2842 "#endif\n"
2843 "\n"
2844 "#ifdef USECOLORMAPPING\n"
2845 "uniform half3 Color_Pants,\n"
2846 "uniform half3 Color_Shirt,\n"
2847 "#endif\n"
2848 "#ifdef USEFOG\n"
2849 "uniform float3 FogColor,\n"
2850 "uniform float FogRangeRecip,\n"
2851 "uniform float FogPlaneViewDist,\n"
2852 "uniform float FogHeightFade,\n"
2853 "#endif\n"
2854 "\n"
2855 "#ifdef USEOFFSETMAPPING\n"
2856 "uniform float OffsetMapping_Scale,\n"
2857 "#endif\n"
2858 "\n"
2859 "#ifdef USEDEFERREDLIGHTMAP\n"
2860 "uniform half2 PixelToScreenTexCoord,\n"
2861 "uniform half3 DeferredMod_Diffuse,\n"
2862 "uniform half3 DeferredMod_Specular,\n"
2863 "#endif\n"
2864 "uniform half3 Color_Ambient,\n"
2865 "uniform half3 Color_Diffuse,\n"
2866 "uniform half3 Color_Specular,\n"
2867 "uniform half SpecularPower,\n"
2868 "#ifdef USEGLOW\n"
2869 "uniform half3 Color_Glow,\n"
2870 "#endif\n"
2871 "uniform half Alpha,\n"
2872 "#ifdef USEREFLECTION\n"
2873 "uniform float4 DistortScaleRefractReflect,\n"
2874 "uniform float4 ScreenScaleRefractReflect,\n"
2875 "uniform float4 ScreenCenterRefractReflect,\n"
2876 "uniform half4 ReflectColor,\n"
2877 "#endif\n"
2878 "#ifdef USEREFLECTCUBE\n"
2879 "uniform float4x4 ModelToReflectCube,\n"
2880 "uniform sampler2D Texture_ReflectMask,\n"
2881 "uniform samplerCUBE Texture_ReflectCube,\n"
2882 "#endif\n"
2883 "#ifdef MODE_LIGHTDIRECTION\n"
2884 "uniform half3 LightColor,\n"
2885 "#endif\n"
2886 "#ifdef MODE_LIGHTSOURCE\n"
2887 "uniform half3 LightColor,\n"
2888 "#endif\n"
2889 "\n"
2890 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2891 "uniform sampler2D Texture_Attenuation,\n"
2892 "uniform samplerCUBE Texture_Cube,\n"
2893 "#endif\n"
2894 "\n"
2895 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2896 "\n"
2897 "#ifdef USESHADOWMAPRECT\n"
2898 "# ifdef USESHADOWSAMPLER\n"
2899 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2900 "# else\n"
2901 "uniform samplerRECT Texture_ShadowMapRect,\n"
2902 "# endif\n"
2903 "#endif\n"
2904 "\n"
2905 "#ifdef USESHADOWMAP2D\n"
2906 "# ifdef USESHADOWSAMPLER\n"
2907 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2908 "# else\n"
2909 "uniform sampler2D Texture_ShadowMap2D,\n"
2910 "# endif\n"
2911 "#endif\n"
2912 "\n"
2913 "#ifdef USESHADOWMAPVSDCT\n"
2914 "uniform samplerCUBE Texture_CubeProjection,\n"
2915 "#endif\n"
2916 "\n"
2917 "#ifdef USESHADOWMAPCUBE\n"
2918 "# ifdef USESHADOWSAMPLER\n"
2919 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2920 "# else\n"
2921 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2922 "# endif\n"
2923 "#endif\n"
2924 "\n"
2925 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2926 "uniform float2 ShadowMap_TextureScale,\n"
2927 "uniform float4 ShadowMap_Parameters,\n"
2928 "#endif\n"
2929 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2930 "\n"
2931 "out float4 gl_FragColor : COLOR\n"
2932 ")\n"
2933 "{\n"
2934 "       float2 TexCoord = TexCoordBoth.xy;\n"
2935 "#ifdef USEVERTEXTEXTUREBLEND\n"
2936 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2937 "#endif\n"
2938 "#ifdef USEOFFSETMAPPING\n"
2939 "       // apply offsetmapping\n"
2940 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2941 "#define TexCoord TexCoordOffset\n"
2942 "#endif\n"
2943 "\n"
2944 "       // combine the diffuse textures (base, pants, shirt)\n"
2945 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2946 "#ifdef USEALPHAKILL\n"
2947 "       if (color.a < 0.5)\n"
2948 "               discard;\n"
2949 "#endif\n"
2950 "       color.a *= Alpha;\n"
2951 "#ifdef USECOLORMAPPING\n"
2952 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2953 "#endif\n"
2954 "#ifdef USEVERTEXTEXTUREBLEND\n"
2955 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2956 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2957 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2958 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2959 "       color.a = 1.0;\n"
2960 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2961 "#endif\n"
2962 "\n"
2963 "       // get the surface normal\n"
2964 "#ifdef USEVERTEXTEXTUREBLEND\n"
2965 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2966 "#else\n"
2967 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2968 "#endif\n"
2969 "\n"
2970 "       // get the material colors\n"
2971 "       half3 diffusetex = color.rgb;\n"
2972 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2973 "# ifdef USEVERTEXTEXTUREBLEND\n"
2974 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2975 "# else\n"
2976 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2977 "# endif\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef USEREFLECTCUBE\n"
2981 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2982 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2983 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2984 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2985 "#endif\n"
2986 "\n"
2987 "\n"
2988 "\n"
2989 "\n"
2990 "#ifdef MODE_LIGHTSOURCE\n"
2991 "       // light source\n"
2992 "#ifdef USEDIFFUSE\n"
2993 "       half3 lightnormal = half3(normalize(LightVector));\n"
2994 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2995 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2996 "#ifdef USESPECULAR\n"
2997 "#ifdef USEEXACTSPECULARMATH\n"
2998 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2999 "#else\n"
3000 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3001 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3002 "#endif\n"
3003 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3004 "#endif\n"
3005 "#else\n"
3006 "       color.rgb = diffusetex * Color_Ambient;\n"
3007 "#endif\n"
3008 "       color.rgb *= LightColor;\n"
3009 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3010 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3011 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3012 "# if defined(USESHADOWMAP2D)\n"
3013 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3014 "# endif\n"
3015 "# if defined(USESHADOWMAPRECT)\n"
3016 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3017 "# endif\n"
3018 "# if defined(USESHADOWMAPCUBE)\n"
3019 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3020 "# endif\n"
3021 "\n"
3022 "#ifdef USESHADOWMAPVSDCT\n"
3023 ", Texture_CubeProjection\n"
3024 "#endif\n"
3025 "       );\n"
3026 "\n"
3027 "#endif\n"
3028 "# ifdef USECUBEFILTER\n"
3029 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3030 "# endif\n"
3031 "#endif // MODE_LIGHTSOURCE\n"
3032 "\n"
3033 "\n"
3034 "\n"
3035 "\n"
3036 "#ifdef MODE_LIGHTDIRECTION\n"
3037 "#define SHADING\n"
3038 "#ifdef USEDIFFUSE\n"
3039 "       half3 lightnormal = half3(normalize(LightVector));\n"
3040 "#endif\n"
3041 "#define lightcolor LightColor\n"
3042 "#endif // MODE_LIGHTDIRECTION\n"
3043 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3044 "#define SHADING\n"
3045 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3046 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3047 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3048 "       // convert modelspace light vector to tangentspace\n"
3049 "       half3 lightnormal;\n"
3050 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3051 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3052 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3053 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3054 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3055 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3056 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3057 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3058 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3059 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3060 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3061 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3062 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3063 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3064 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3065 "#define SHADING\n"
3066 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3067 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3068 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3069 "#endif\n"
3070 "\n"
3071 "\n"
3072 "\n"
3073 "\n"
3074 "#ifdef MODE_LIGHTMAP\n"
3075 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3076 "#endif // MODE_LIGHTMAP\n"
3077 "#ifdef MODE_VERTEXCOLOR\n"
3078 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3079 "#endif // MODE_VERTEXCOLOR\n"
3080 "#ifdef MODE_FLATCOLOR\n"
3081 "       color.rgb = diffusetex * Color_Ambient;\n"
3082 "#endif // MODE_FLATCOLOR\n"
3083 "\n"
3084 "\n"
3085 "\n"
3086 "\n"
3087 "#ifdef SHADING\n"
3088 "# ifdef USEDIFFUSE\n"
3089 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3090 "#  ifdef USESPECULAR\n"
3091 "#   ifdef USEEXACTSPECULARMATH\n"
3092 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3093 "#   else\n"
3094 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3095 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3096 "#   endif\n"
3097 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3098 "#  else\n"
3099 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3100 "#  endif\n"
3101 "# else\n"
3102 "       color.rgb = diffusetex * Color_Ambient;\n"
3103 "# endif\n"
3104 "#endif\n"
3105 "\n"
3106 "#ifdef USESHADOWMAPORTHO\n"
3107 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3108 "# if defined(USESHADOWMAP2D)\n"
3109 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3110 "# endif\n"
3111 "# if defined(USESHADOWMAPRECT)\n"
3112 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3113 "# endif\n"
3114 "       );\n"
3115 "#endif\n"
3116 "\n"
3117 "#ifdef USEDEFERREDLIGHTMAP\n"
3118 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3119 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3120 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3121 "#endif\n"
3122 "\n"
3123 "#ifdef USEGLOW\n"
3124 "#ifdef USEVERTEXTEXTUREBLEND\n"
3125 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3126 "#else\n"
3127 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3128 "#endif\n"
3129 "#endif\n"
3130 "\n"
3131 "#ifdef USEFOG\n"
3132 "#ifdef MODE_LIGHTSOURCE\n"
3133 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3134 "#else\n"
3135 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3136 "#endif\n"
3137 "#endif\n"
3138 "\n"
3139 "       // 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"
3140 "#ifdef USEREFLECTION\n"
3141 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3142 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3143 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3144 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3145 "       // FIXME temporary hack to detect the case that the reflection\n"
3146 "       // gets blackened at edges due to leaving the area that contains actual\n"
3147 "       // content.\n"
3148 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3149 "       // 'appening.\n"
3150 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3151 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3152 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3153 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3154 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3155 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3156 "#endif\n"
3157 "\n"
3158 "       gl_FragColor = float4(color);\n"
3159 "}\n"
3160 "#endif // FRAGMENT_SHADER\n"
3161 "\n"
3162 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3163 "#endif // !MODE_DEFERREDGEOMETRY\n"
3164 "#endif // !MODE_WATER\n"
3165 "#endif // !MODE_REFRACTION\n"
3166 "#endif // !MODE_BLOOMBLUR\n"
3167 "#endif // !MODE_GENERIC\n"
3168 "#endif // !MODE_POSTPROCESS\n"
3169 "#endif // !MODE_SHOWDEPTH\n"
3170 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3171 ;
3172
3173 char *glslshaderstring = NULL;
3174 char *cgshaderstring = NULL;
3175
3176 //=======================================================================================================================================================
3177
3178 typedef struct shaderpermutationinfo_s
3179 {
3180         const char *pretext;
3181         const char *name;
3182 }
3183 shaderpermutationinfo_t;
3184
3185 typedef struct shadermodeinfo_s
3186 {
3187         const char *vertexfilename;
3188         const char *geometryfilename;
3189         const char *fragmentfilename;
3190         const char *pretext;
3191         const char *name;
3192 }
3193 shadermodeinfo_t;
3194
3195 typedef enum shaderpermutation_e
3196 {
3197         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3198         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3199         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3200         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3201         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3202         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3203         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3204         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3205         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3206         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3207         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3208         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3209         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3210         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3211         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3212         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3213         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3214         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3215         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3216         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3217         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3218         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3219         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3220         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3221         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3222         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3223         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3224         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3225         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3226         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3227 }
3228 shaderpermutation_t;
3229
3230 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3231 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3232 {
3233         {"#define USEDIFFUSE\n", " diffuse"},
3234         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3235         {"#define USEVIEWTINT\n", " viewtint"},
3236         {"#define USECOLORMAPPING\n", " colormapping"},
3237         {"#define USESATURATION\n", " saturation"},
3238         {"#define USEFOGINSIDE\n", " foginside"},
3239         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3240         {"#define USEGAMMARAMPS\n", " gammaramps"},
3241         {"#define USECUBEFILTER\n", " cubefilter"},
3242         {"#define USEGLOW\n", " glow"},
3243         {"#define USEBLOOM\n", " bloom"},
3244         {"#define USESPECULAR\n", " specular"},
3245         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3246         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3247         {"#define USEREFLECTION\n", " reflection"},
3248         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3249         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3250         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3251         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3252         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3253         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3254         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3255         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3256         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3257         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3258         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3259         {"#define USEALPHAKILL\n", " alphakill"},
3260         {"#define USEREFLECTCUBE\n", " reflectcube"},
3261 };
3262
3263 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3264 typedef enum shadermode_e
3265 {
3266         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3267         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3268         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3269         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3270         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3271         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3272         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3273         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3274         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3275         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3276         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3277         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3278         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3279         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3280         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3281         SHADERMODE_COUNT
3282 }
3283 shadermode_t;
3284
3285 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3286 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3287 {
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3290         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3291         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3292         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3293         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3294         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3295         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3296         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3297         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3298         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3299         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3300         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3301         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3302         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3303 };
3304
3305 #ifdef SUPPORTCG
3306 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3307 {
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3310         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3311         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3312         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3313         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3314         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3315         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3316         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3317         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3318         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3319         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3320         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3321         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3322         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3323 };
3324 #endif
3325
3326 struct r_glsl_permutation_s;
3327 typedef struct r_glsl_permutation_s
3328 {
3329         /// hash lookup data
3330         struct r_glsl_permutation_s *hashnext;
3331         unsigned int mode;
3332         unsigned int permutation;
3333
3334         /// indicates if we have tried compiling this permutation already
3335         qboolean compiled;
3336         /// 0 if compilation failed
3337         int program;
3338         /// locations of detected uniforms in program object, or -1 if not found
3339         int loc_Texture_First;
3340         int loc_Texture_Second;
3341         int loc_Texture_GammaRamps;
3342         int loc_Texture_Normal;
3343         int loc_Texture_Color;
3344         int loc_Texture_Gloss;
3345         int loc_Texture_Glow;
3346         int loc_Texture_SecondaryNormal;
3347         int loc_Texture_SecondaryColor;
3348         int loc_Texture_SecondaryGloss;
3349         int loc_Texture_SecondaryGlow;
3350         int loc_Texture_Pants;
3351         int loc_Texture_Shirt;
3352         int loc_Texture_FogMask;
3353         int loc_Texture_Lightmap;
3354         int loc_Texture_Deluxemap;
3355         int loc_Texture_Attenuation;
3356         int loc_Texture_Cube;
3357         int loc_Texture_Refraction;
3358         int loc_Texture_Reflection;
3359         int loc_Texture_ShadowMapRect;
3360         int loc_Texture_ShadowMapCube;
3361         int loc_Texture_ShadowMap2D;
3362         int loc_Texture_CubeProjection;
3363         int loc_Texture_ScreenDepth;
3364         int loc_Texture_ScreenNormalMap;
3365         int loc_Texture_ScreenDiffuse;
3366         int loc_Texture_ScreenSpecular;
3367         int loc_Texture_ReflectMask;
3368         int loc_Texture_ReflectCube;
3369         int loc_Alpha;
3370         int loc_BloomBlur_Parameters;
3371         int loc_ClientTime;
3372         int loc_Color_Ambient;
3373         int loc_Color_Diffuse;
3374         int loc_Color_Specular;
3375         int loc_Color_Glow;
3376         int loc_Color_Pants;
3377         int loc_Color_Shirt;
3378         int loc_DeferredColor_Ambient;
3379         int loc_DeferredColor_Diffuse;
3380         int loc_DeferredColor_Specular;
3381         int loc_DeferredMod_Diffuse;
3382         int loc_DeferredMod_Specular;
3383         int loc_DistortScaleRefractReflect;
3384         int loc_EyePosition;
3385         int loc_FogColor;
3386         int loc_FogHeightFade;
3387         int loc_FogPlane;
3388         int loc_FogPlaneViewDist;
3389         int loc_FogRangeRecip;
3390         int loc_LightColor;
3391         int loc_LightDir;
3392         int loc_LightPosition;
3393         int loc_OffsetMapping_Scale;
3394         int loc_PixelSize;
3395         int loc_ReflectColor;
3396         int loc_ReflectFactor;
3397         int loc_ReflectOffset;
3398         int loc_RefractColor;
3399         int loc_Saturation;
3400         int loc_ScreenCenterRefractReflect;
3401         int loc_ScreenScaleRefractReflect;
3402         int loc_ScreenToDepth;
3403         int loc_ShadowMap_Parameters;
3404         int loc_ShadowMap_TextureScale;
3405         int loc_SpecularPower;
3406         int loc_UserVec1;
3407         int loc_UserVec2;
3408         int loc_UserVec3;
3409         int loc_UserVec4;
3410         int loc_ViewTintColor;
3411         int loc_ViewToLight;
3412         int loc_ModelToLight;
3413         int loc_TexMatrix;
3414         int loc_BackgroundTexMatrix;
3415         int loc_ModelViewProjectionMatrix;
3416         int loc_ModelViewMatrix;
3417         int loc_PixelToScreenTexCoord;
3418         int loc_ModelToReflectCube;
3419         int loc_ShadowMapMatrix;        
3420 }
3421 r_glsl_permutation_t;
3422
3423 #define SHADERPERMUTATION_HASHSIZE 256
3424
3425 /// information about each possible shader permutation
3426 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3427 /// currently selected permutation
3428 r_glsl_permutation_t *r_glsl_permutation;
3429 /// storage for permutations linked in the hash table
3430 memexpandablearray_t r_glsl_permutationarray;
3431
3432 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3433 {
3434         //unsigned int hashdepth = 0;
3435         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3436         r_glsl_permutation_t *p;
3437         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3438         {
3439                 if (p->mode == mode && p->permutation == permutation)
3440                 {
3441                         //if (hashdepth > 10)
3442                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3443                         return p;
3444                 }
3445                 //hashdepth++;
3446         }
3447         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3448         p->mode = mode;
3449         p->permutation = permutation;
3450         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3451         r_glsl_permutationhash[mode][hashindex] = p;
3452         //if (hashdepth > 10)
3453         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3454         return p;
3455 }
3456
3457 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3458 {
3459         char *shaderstring;
3460         if (!filename || !filename[0])
3461                 return NULL;
3462         if (!strcmp(filename, "glsl/default.glsl"))
3463         {
3464                 if (!glslshaderstring)
3465                 {
3466                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3467                         if (glslshaderstring)
3468                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3469                         else
3470                                 glslshaderstring = (char *)builtinshaderstring;
3471                 }
3472                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3473                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3474                 return shaderstring;
3475         }
3476         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3477         if (shaderstring)
3478         {
3479                 if (printfromdisknotice)
3480                         Con_DPrintf("from disk %s... ", filename);
3481                 return shaderstring;
3482         }
3483         return shaderstring;
3484 }
3485
3486 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3487 {
3488         int i;
3489         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3490         int vertstrings_count = 0;
3491         int geomstrings_count = 0;
3492         int fragstrings_count = 0;
3493         char *vertexstring, *geometrystring, *fragmentstring;
3494         const char *vertstrings_list[32+3];
3495         const char *geomstrings_list[32+3];
3496         const char *fragstrings_list[32+3];
3497         char permutationname[256];
3498
3499         if (p->compiled)
3500                 return;
3501         p->compiled = true;
3502         p->program = 0;
3503
3504         permutationname[0] = 0;
3505         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3506         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3507         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3508
3509         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3510
3511         // the first pretext is which type of shader to compile as
3512         // (later these will all be bound together as a program object)
3513         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3514         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3515         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3516
3517         // the second pretext is the mode (for example a light source)
3518         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3519         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3520         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3521         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3522
3523         // now add all the permutation pretexts
3524         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3525         {
3526                 if (permutation & (1<<i))
3527                 {
3528                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3529                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3530                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3531                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3532                 }
3533                 else
3534                 {
3535                         // keep line numbers correct
3536                         vertstrings_list[vertstrings_count++] = "\n";
3537                         geomstrings_list[geomstrings_count++] = "\n";
3538                         fragstrings_list[fragstrings_count++] = "\n";
3539                 }
3540         }
3541
3542         // now append the shader text itself
3543         vertstrings_list[vertstrings_count++] = vertexstring;
3544         geomstrings_list[geomstrings_count++] = geometrystring;
3545         fragstrings_list[fragstrings_count++] = fragmentstring;
3546
3547         // if any sources were NULL, clear the respective list
3548         if (!vertexstring)
3549                 vertstrings_count = 0;
3550         if (!geometrystring)
3551                 geomstrings_count = 0;
3552         if (!fragmentstring)
3553                 fragstrings_count = 0;
3554
3555         // compile the shader program
3556         if (vertstrings_count + geomstrings_count + fragstrings_count)
3557                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3558         if (p->program)
3559         {
3560                 CHECKGLERROR
3561                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3562                 // look up all the uniform variable names we care about, so we don't
3563                 // have to look them up every time we set them
3564
3565                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3566                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3567                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3568                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3569                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3570                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3571                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3572                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3573                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3574                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3575                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3576                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3577                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3578                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3579                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3580                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3581                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3582                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3583                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3584                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3585                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3586                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3587                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3588                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3589                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3590                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3591                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3592                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3593                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3594                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3595                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3596                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3597                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3598                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3599                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3600                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3601                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3602                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3603                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3604                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3605                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3606                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3607                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3608                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3609                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3610                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3611                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3612                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3613                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3614                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3615                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3616                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3617                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3618                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3619                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3620                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3621                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3622                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3623                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3624                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3625                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3626                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3627                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3628                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3629                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3630                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3631                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3632                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3633                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3634                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3635                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3636                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3637                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3638                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3639                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3640                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3641                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3642                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3643                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3644                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3645                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3646                 // initialize the samplers to refer to the texture units we use
3647                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3648                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3649                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3650                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3651                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3652                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3653                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3654                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3655                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3656                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3657                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3658                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3659                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3660                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3661                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3662                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3663                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3664                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3665                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3666                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3667                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3668                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3669                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3670                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3671                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3672                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3673                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3674                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3675                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3676                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3677                 CHECKGLERROR
3678                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3679         }
3680         else
3681                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3682
3683         // free the strings
3684         if (vertexstring)
3685                 Mem_Free(vertexstring);
3686         if (geometrystring)
3687                 Mem_Free(geometrystring);
3688         if (fragmentstring)
3689                 Mem_Free(fragmentstring);
3690 }
3691
3692 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3693 {
3694         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3695         if (r_glsl_permutation != perm)
3696         {
3697                 r_glsl_permutation = perm;
3698                 if (!r_glsl_permutation->program)
3699                 {
3700                         if (!r_glsl_permutation->compiled)
3701                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3702                         if (!r_glsl_permutation->program)
3703                         {
3704                                 // remove features until we find a valid permutation
3705                                 int i;
3706                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3707                                 {
3708                                         // reduce i more quickly whenever it would not remove any bits
3709                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3710                                         if (!(permutation & j))
3711                                                 continue;
3712                                         permutation -= j;
3713                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3714                                         if (!r_glsl_permutation->compiled)
3715                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3716                                         if (r_glsl_permutation->program)
3717                                                 break;
3718                                 }
3719                                 if (i >= SHADERPERMUTATION_COUNT)
3720                                 {
3721                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3722                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3723                                         qglUseProgramObjectARB(0);CHECKGLERROR
3724                                         return; // no bit left to clear, entire mode is broken
3725                                 }
3726                         }
3727                 }
3728                 CHECKGLERROR
3729                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3730         }
3731         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3732         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3733         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3734 }
3735
3736 #ifdef SUPPORTCG
3737 #include <Cg/cgGL.h>
3738 struct r_cg_permutation_s;
3739 typedef struct r_cg_permutation_s
3740 {
3741         /// hash lookup data
3742         struct r_cg_permutation_s *hashnext;
3743         unsigned int mode;
3744         unsigned int permutation;
3745
3746         /// indicates if we have tried compiling this permutation already
3747         qboolean compiled;
3748         /// 0 if compilation failed
3749         CGprogram vprogram;
3750         CGprogram fprogram;
3751         /// locations of detected parameters in programs, or NULL if not found
3752         CGparameter vp_EyePosition;
3753         CGparameter vp_FogPlane;
3754         CGparameter vp_LightDir;
3755         CGparameter vp_LightPosition;
3756         CGparameter vp_ModelToLight;
3757         CGparameter vp_TexMatrix;
3758         CGparameter vp_BackgroundTexMatrix;
3759         CGparameter vp_ModelViewProjectionMatrix;
3760         CGparameter vp_ModelViewMatrix;
3761         CGparameter vp_ShadowMapMatrix;
3762
3763         CGparameter fp_Texture_First;
3764         CGparameter fp_Texture_Second;
3765         CGparameter fp_Texture_GammaRamps;
3766         CGparameter fp_Texture_Normal;
3767         CGparameter fp_Texture_Color;
3768         CGparameter fp_Texture_Gloss;
3769         CGparameter fp_Texture_Glow;
3770         CGparameter fp_Texture_SecondaryNormal;
3771         CGparameter fp_Texture_SecondaryColor;
3772         CGparameter fp_Texture_SecondaryGloss;
3773         CGparameter fp_Texture_SecondaryGlow;
3774         CGparameter fp_Texture_Pants;
3775         CGparameter fp_Texture_Shirt;
3776         CGparameter fp_Texture_FogMask;
3777         CGparameter fp_Texture_Lightmap;
3778         CGparameter fp_Texture_Deluxemap;
3779         CGparameter fp_Texture_Attenuation;
3780         CGparameter fp_Texture_Cube;
3781         CGparameter fp_Texture_Refraction;
3782         CGparameter fp_Texture_Reflection;
3783         CGparameter fp_Texture_ShadowMapRect;
3784         CGparameter fp_Texture_ShadowMapCube;
3785         CGparameter fp_Texture_ShadowMap2D;
3786         CGparameter fp_Texture_CubeProjection;
3787         CGparameter fp_Texture_ScreenDepth;
3788         CGparameter fp_Texture_ScreenNormalMap;
3789         CGparameter fp_Texture_ScreenDiffuse;
3790         CGparameter fp_Texture_ScreenSpecular;
3791         CGparameter fp_Texture_ReflectMask;
3792         CGparameter fp_Texture_ReflectCube;
3793         CGparameter fp_Alpha;
3794         CGparameter fp_BloomBlur_Parameters;
3795         CGparameter fp_ClientTime;
3796         CGparameter fp_Color_Ambient;
3797         CGparameter fp_Color_Diffuse;
3798         CGparameter fp_Color_Specular;
3799         CGparameter fp_Color_Glow;
3800         CGparameter fp_Color_Pants;
3801         CGparameter fp_Color_Shirt;
3802         CGparameter fp_DeferredColor_Ambient;
3803         CGparameter fp_DeferredColor_Diffuse;
3804         CGparameter fp_DeferredColor_Specular;
3805         CGparameter fp_DeferredMod_Diffuse;
3806         CGparameter fp_DeferredMod_Specular;
3807         CGparameter fp_DistortScaleRefractReflect;
3808         CGparameter fp_EyePosition;
3809         CGparameter fp_FogColor;
3810         CGparameter fp_FogHeightFade;
3811         CGparameter fp_FogPlane;
3812         CGparameter fp_FogPlaneViewDist;
3813         CGparameter fp_FogRangeRecip;
3814         CGparameter fp_LightColor;
3815         CGparameter fp_LightDir;
3816         CGparameter fp_LightPosition;
3817         CGparameter fp_OffsetMapping_Scale;
3818         CGparameter fp_PixelSize;
3819         CGparameter fp_ReflectColor;
3820         CGparameter fp_ReflectFactor;
3821         CGparameter fp_ReflectOffset;
3822         CGparameter fp_RefractColor;
3823         CGparameter fp_Saturation;
3824         CGparameter fp_ScreenCenterRefractReflect;
3825         CGparameter fp_ScreenScaleRefractReflect;
3826         CGparameter fp_ScreenToDepth;
3827         CGparameter fp_ShadowMap_Parameters;
3828         CGparameter fp_ShadowMap_TextureScale;
3829         CGparameter fp_SpecularPower;
3830         CGparameter fp_UserVec1;
3831         CGparameter fp_UserVec2;
3832         CGparameter fp_UserVec3;
3833         CGparameter fp_UserVec4;
3834         CGparameter fp_ViewTintColor;
3835         CGparameter fp_ViewToLight;
3836         CGparameter fp_PixelToScreenTexCoord;
3837         CGparameter fp_ModelToReflectCube;
3838 }
3839 r_cg_permutation_t;
3840
3841 /// information about each possible shader permutation
3842 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3843 /// currently selected permutation
3844 r_cg_permutation_t *r_cg_permutation;
3845 /// storage for permutations linked in the hash table
3846 memexpandablearray_t r_cg_permutationarray;
3847
3848 #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));}}
3849
3850 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3851 {
3852         //unsigned int hashdepth = 0;
3853         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3854         r_cg_permutation_t *p;
3855         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3856         {
3857                 if (p->mode == mode && p->permutation == permutation)
3858                 {
3859                         //if (hashdepth > 10)
3860                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3861                         return p;
3862                 }
3863                 //hashdepth++;
3864         }
3865         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3866         p->mode = mode;
3867         p->permutation = permutation;
3868         p->hashnext = r_cg_permutationhash[mode][hashindex];
3869         r_cg_permutationhash[mode][hashindex] = p;
3870         //if (hashdepth > 10)
3871         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3872         return p;
3873 }
3874
3875 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3876 {
3877         char *shaderstring;
3878         if (!filename || !filename[0])
3879                 return NULL;
3880         if (!strcmp(filename, "cg/default.cg"))
3881         {
3882                 if (!cgshaderstring)
3883                 {
3884                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3885                         if (cgshaderstring)
3886                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3887                         else
3888                                 cgshaderstring = (char *)builtincgshaderstring;
3889                 }
3890                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3891                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3892                 return shaderstring;
3893         }
3894         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3895         if (shaderstring)
3896         {
3897                 if (printfromdisknotice)
3898                         Con_DPrintf("from disk %s... ", filename);
3899                 return shaderstring;
3900         }
3901         return shaderstring;
3902 }
3903
3904 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3905 {
3906         // TODO: load or create .fp and .vp shader files
3907 }
3908
3909 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3910 {
3911         int i;
3912         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3913         int vertstrings_count = 0, vertstring_length = 0;
3914         int geomstrings_count = 0, geomstring_length = 0;
3915         int fragstrings_count = 0, fragstring_length = 0;
3916         char *t;
3917         char *vertexstring, *geometrystring, *fragmentstring;
3918         char *vertstring, *geomstring, *fragstring;
3919         const char *vertstrings_list[32+3];
3920         const char *geomstrings_list[32+3];
3921         const char *fragstrings_list[32+3];
3922         char permutationname[256];
3923         char cachename[256];
3924         CGprofile vertexProfile;
3925         CGprofile fragmentProfile;
3926
3927         if (p->compiled)
3928                 return;
3929         p->compiled = true;
3930         p->vprogram = NULL;
3931         p->fprogram = NULL;
3932
3933         permutationname[0] = 0;
3934         cachename[0] = 0;
3935         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3936         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3937         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3938
3939         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3940         strlcat(cachename, "cg/", sizeof(cachename));
3941
3942         // the first pretext is which type of shader to compile as
3943         // (later these will all be bound together as a program object)
3944         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3945         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3946         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3947
3948         // the second pretext is the mode (for example a light source)
3949         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3950         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3951         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3952         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3953         strlcat(cachename, modeinfo->name, sizeof(cachename));
3954
3955         // now add all the permutation pretexts
3956         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3957         {
3958                 if (permutation & (1<<i))
3959                 {
3960                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3961                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3962                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3963                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3964                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3965                 }
3966                 else
3967                 {
3968                         // keep line numbers correct
3969                         vertstrings_list[vertstrings_count++] = "\n";
3970                         geomstrings_list[geomstrings_count++] = "\n";
3971                         fragstrings_list[fragstrings_count++] = "\n";
3972                 }
3973         }
3974
3975         // replace spaces in the cachename with _ characters
3976         for (i = 0;cachename[i];i++)
3977                 if (cachename[i] == ' ')
3978                         cachename[i] = '_';
3979
3980         // now append the shader text itself
3981         vertstrings_list[vertstrings_count++] = vertexstring;
3982         geomstrings_list[geomstrings_count++] = geometrystring;
3983         fragstrings_list[fragstrings_count++] = fragmentstring;
3984
3985         // if any sources were NULL, clear the respective list
3986         if (!vertexstring)
3987                 vertstrings_count = 0;
3988         if (!geometrystring)
3989                 geomstrings_count = 0;
3990         if (!fragmentstring)
3991                 fragstrings_count = 0;
3992
3993         vertstring_length = 0;
3994         for (i = 0;i < vertstrings_count;i++)
3995                 vertstring_length += strlen(vertstrings_list[i]);
3996         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3997         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3998                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3999
4000         geomstring_length = 0;
4001         for (i = 0;i < geomstrings_count;i++)
4002                 geomstring_length += strlen(geomstrings_list[i]);
4003         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4004         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4005                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4006
4007         fragstring_length = 0;
4008         for (i = 0;i < fragstrings_count;i++)
4009                 fragstring_length += strlen(fragstrings_list[i]);
4010         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4011         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4012                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4013
4014         CHECKGLERROR
4015         CHECKCGERROR
4016         //vertexProfile = CG_PROFILE_ARBVP1;
4017         //fragmentProfile = CG_PROFILE_ARBFP1;
4018         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4019         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4020         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4021         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4022         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4023         CHECKGLERROR
4024
4025         // try to load the cached shader, or generate one
4026         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4027
4028         // if caching failed, do a dynamic compile for now
4029         CHECKCGERROR
4030         if (vertstring[0] && !p->vprogram)
4031                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4032         CHECKCGERROR
4033         if (fragstring[0] && !p->fprogram)
4034                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4035         CHECKCGERROR
4036
4037         // look up all the uniform variable names we care about, so we don't
4038         // have to look them up every time we set them
4039         if (p->vprogram)
4040         {
4041                 CHECKCGERROR
4042                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4043                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4044                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4045                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4046                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4047                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4048                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4049                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4050                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4051                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4052                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4053                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4054                 CHECKCGERROR
4055         }
4056         if (p->fprogram)
4057         {
4058                 CHECKCGERROR
4059                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4060                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4061                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4062                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4063                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4064                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4065                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4066                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4067                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4068                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4069                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4070                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4071                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4072                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4073                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4074                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4075                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4076                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4077                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4078                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4079                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4080                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4081                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4082                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4083                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4084                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4085                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4086                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4087                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4088                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4089                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4090                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4091                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4092                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4093                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4094                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4095                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4096                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4097                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4098                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4099                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4100                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4101                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4102                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4103                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4104                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4105                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4106                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4107                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4108                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4109                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4110                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4111                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4112                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4113                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4114                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4115                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4116                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4117                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4118                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4119                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4120                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4121                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4122                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4123                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4124                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4125                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4126                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4127                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4128                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4129                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4130                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4131                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4132                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4133                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4134                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4135                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4136                 CHECKCGERROR
4137         }
4138
4139         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4140                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4141         else
4142                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4143
4144         // free the strings
4145         if (vertstring)
4146                 Mem_Free(vertstring);
4147         if (geomstring)
4148                 Mem_Free(geomstring);
4149         if (fragstring)
4150                 Mem_Free(fragstring);
4151         if (vertexstring)
4152                 Mem_Free(vertexstring);
4153         if (geometrystring)
4154                 Mem_Free(geometrystring);
4155         if (fragmentstring)
4156                 Mem_Free(fragmentstring);
4157 }
4158
4159 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4160 {
4161         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4162         CHECKGLERROR
4163         CHECKCGERROR
4164         if (r_cg_permutation != perm)
4165         {
4166                 r_cg_permutation = perm;
4167                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4168                 {
4169                         if (!r_cg_permutation->compiled)
4170                                 R_CG_CompilePermutation(perm, mode, permutation);
4171                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4172                         {
4173                                 // remove features until we find a valid permutation
4174                                 int i;
4175                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4176                                 {
4177                                         // reduce i more quickly whenever it would not remove any bits
4178                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4179                                         if (!(permutation & j))
4180                                                 continue;
4181                                         permutation -= j;
4182                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4183                                         if (!r_cg_permutation->compiled)
4184                                                 R_CG_CompilePermutation(perm, mode, permutation);
4185                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4186                                                 break;
4187                                 }
4188                                 if (i >= SHADERPERMUTATION_COUNT)
4189                                 {
4190                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4191                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4192                                         return; // no bit left to clear, entire mode is broken
4193                                 }
4194                         }
4195                 }
4196                 CHECKGLERROR
4197                 CHECKCGERROR
4198                 if (r_cg_permutation->vprogram)
4199                 {
4200                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4201                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4202                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4203                 }
4204                 else
4205                 {
4206                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4207                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4208                 }
4209                 if (r_cg_permutation->fprogram)
4210                 {
4211                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4212                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4213                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4214                 }
4215                 else
4216                 {
4217                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4218                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4219                 }
4220         }
4221         CHECKCGERROR
4222         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4223         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4224         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4225 }
4226
4227 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4228 {
4229         cgGLSetTextureParameter(param, R_GetTexture(tex));
4230         cgGLEnableTextureParameter(param);
4231 }
4232 #endif
4233
4234 void R_GLSL_Restart_f(void)
4235 {
4236         unsigned int i, limit;
4237         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4238                 Mem_Free(glslshaderstring);
4239         glslshaderstring = NULL;
4240         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4241                 Mem_Free(cgshaderstring);
4242         cgshaderstring = NULL;
4243         switch(vid.renderpath)
4244         {
4245         case RENDERPATH_GL20:
4246                 {
4247                         r_glsl_permutation_t *p;
4248                         r_glsl_permutation = NULL;
4249                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4250                         for (i = 0;i < limit;i++)
4251                         {
4252                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4253                                 {
4254                                         GL_Backend_FreeProgram(p->program);
4255                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4256                                 }
4257                         }
4258                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4259                 }
4260                 break;
4261         case RENDERPATH_CGGL:
4262 #ifdef SUPPORTCG
4263                 {
4264                         r_cg_permutation_t *p;
4265                         r_cg_permutation = NULL;
4266                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4267                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4268                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4269                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4270                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4271                         for (i = 0;i < limit;i++)
4272                         {
4273                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4274                                 {
4275                                         if (p->vprogram)
4276                                                 cgDestroyProgram(p->vprogram);
4277                                         if (p->fprogram)
4278                                                 cgDestroyProgram(p->fprogram);
4279                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4280                                 }
4281                         }
4282                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4283                 }
4284                 break;
4285 #endif
4286         case RENDERPATH_GL13:
4287         case RENDERPATH_GL11:
4288                 break;
4289         }
4290 }
4291
4292 void R_GLSL_DumpShader_f(void)
4293 {
4294         int i;
4295         qfile_t *file;
4296
4297         file = FS_OpenRealFile("glsl/default.glsl", "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, glslshadermodeinfo[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, builtinshaderstring);
4308                 FS_Close(file);
4309                 Con_Printf("glsl/default.glsl written\n");
4310         }
4311         else
4312                 Con_Printf("failed to write to glsl/default.glsl\n");
4313
4314 #ifdef SUPPORTCG
4315         file = FS_OpenRealFile("cg/default.cg", "w", false);
4316         if (file)
4317         {
4318                 FS_Print(file, "/* The engine may define the following macros:\n");
4319                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4320                 for (i = 0;i < SHADERMODE_COUNT;i++)
4321                         FS_Print(file, cgshadermodeinfo[i].pretext);
4322                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                         FS_Print(file, shaderpermutationinfo[i].pretext);
4324                 FS_Print(file, "*/\n");
4325                 FS_Print(file, builtincgshaderstring);
4326                 FS_Close(file);
4327                 Con_Printf("cg/default.cg written\n");
4328         }
4329         else
4330                 Con_Printf("failed to write to cg/default.cg\n");
4331 #endif
4332 }
4333
4334 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4335 {
4336         if (!second)
4337                 texturemode = GL_MODULATE;
4338         switch (vid.renderpath)
4339         {
4340         case RENDERPATH_GL20:
4341                 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))));
4342                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4343                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4344                 break;
4345         case RENDERPATH_CGGL:
4346 #ifdef SUPPORTCG
4347                 CHECKCGERROR
4348                 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))));
4349                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4350                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4351 #endif
4352                 break;
4353         case RENDERPATH_GL13:
4354                 R_Mesh_TexBind(0, first );
4355                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4356                 R_Mesh_TexBind(1, second);
4357                 if (second)
4358                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4359                 break;
4360         case RENDERPATH_GL11:
4361                 R_Mesh_TexBind(0, first );
4362                 break;
4363         }
4364 }
4365
4366 void R_SetupShader_DepthOrShadow(void)
4367 {
4368         switch (vid.renderpath)
4369         {
4370         case RENDERPATH_GL20:
4371                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4372                 break;
4373         case RENDERPATH_CGGL:
4374 #ifdef SUPPORTCG
4375                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4376 #endif
4377                 break;
4378         case RENDERPATH_GL13:
4379                 R_Mesh_TexBind(0, 0);
4380                 R_Mesh_TexBind(1, 0);
4381                 break;
4382         case RENDERPATH_GL11:
4383                 R_Mesh_TexBind(0, 0);
4384                 break;
4385         }
4386 }
4387
4388 void R_SetupShader_ShowDepth(void)
4389 {
4390         switch (vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4394                 break;
4395         case RENDERPATH_CGGL:
4396 #ifdef SUPPORTCG
4397                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4398 #endif
4399                 break;
4400         case RENDERPATH_GL13:
4401                 break;
4402         case RENDERPATH_GL11:
4403                 break;
4404         }
4405 }
4406
4407 extern qboolean r_shadow_usingdeferredprepass;
4408 extern cvar_t r_shadow_deferred_8bitrange;
4409 extern rtexture_t *r_shadow_attenuationgradienttexture;
4410 extern rtexture_t *r_shadow_attenuation2dtexture;
4411 extern rtexture_t *r_shadow_attenuation3dtexture;
4412 extern qboolean r_shadow_usingshadowmaprect;
4413 extern qboolean r_shadow_usingshadowmapcube;
4414 extern qboolean r_shadow_usingshadowmap2d;
4415 extern qboolean r_shadow_usingshadowmaportho;
4416 extern float r_shadow_shadowmap_texturescale[2];
4417 extern float r_shadow_shadowmap_parameters[4];
4418 extern qboolean r_shadow_shadowmapvsdct;
4419 extern qboolean r_shadow_shadowmapsampler;
4420 extern int r_shadow_shadowmappcf;
4421 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4422 extern rtexture_t *r_shadow_shadowmap2dtexture;
4423 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4424 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4425 extern matrix4x4_t r_shadow_shadowmapmatrix;
4426 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4427 extern int r_shadow_prepass_width;
4428 extern int r_shadow_prepass_height;
4429 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4430 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4431 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4432 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4433 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4434 {
4435         // select a permutation of the lighting shader appropriate to this
4436         // combination of texture, entity, light source, and fogging, only use the
4437         // minimum features necessary to avoid wasting rendering time in the
4438         // fragment shader on features that are not being used
4439         unsigned int permutation = 0;
4440         unsigned int mode = 0;
4441         float m16f[16];
4442         if (rsurfacepass == RSURFPASS_BACKGROUND)
4443         {
4444                 // distorted background
4445                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4446                         mode = SHADERMODE_WATER;
4447                 else
4448                         mode = SHADERMODE_REFRACTION;
4449                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4450                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4451                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4452                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4453                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4454                 R_Mesh_ColorPointer(NULL, 0, 0);
4455                 GL_AlphaTest(false);
4456                 GL_BlendFunc(GL_ONE, GL_ZERO);
4457         }
4458         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4459         {
4460                 if (r_glsl_offsetmapping.integer)
4461                 {
4462                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4463                         if (r_glsl_offsetmapping_reliefmapping.integer)
4464                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4465                 }
4466                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4467                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4468                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4469                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4470                 // normalmap (deferred prepass), may use alpha test on diffuse
4471                 mode = SHADERMODE_DEFERREDGEOMETRY;
4472                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4473                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4474                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4475                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4476                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4477                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4478                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4479                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4480                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4481                 else
4482                         R_Mesh_ColorPointer(NULL, 0, 0);
4483                 GL_AlphaTest(false);
4484                 GL_BlendFunc(GL_ONE, GL_ZERO);
4485         }
4486         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4487         {
4488                 if (r_glsl_offsetmapping.integer)
4489                 {
4490                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4491                         if (r_glsl_offsetmapping_reliefmapping.integer)
4492                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4493                 }
4494                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4495                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4496                 // light source
4497                 mode = SHADERMODE_LIGHTSOURCE;
4498                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4499                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4500                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4501                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4502                 if (diffusescale > 0)
4503                         permutation |= SHADERPERMUTATION_DIFFUSE;
4504                 if (specularscale > 0)
4505                 {
4506                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4507                         if (r_shadow_glossexact.integer)
4508                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4509                 }
4510                 if (r_refdef.fogenabled)
4511                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4512                 if (rsurface.texture->colormapping)
4513                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4514                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4515                 {
4516                         if (r_shadow_usingshadowmaprect)
4517                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4518                         if (r_shadow_usingshadowmap2d)
4519                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4520                         if (r_shadow_usingshadowmapcube)
4521                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4522                         else if(r_shadow_shadowmapvsdct)
4523                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4524
4525                         if (r_shadow_shadowmapsampler)
4526                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4527                         if (r_shadow_shadowmappcf > 1)
4528                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4529                         else if (r_shadow_shadowmappcf)
4530                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4531                 }
4532                 if (rsurface.texture->reflectmasktexture)
4533                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4534                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4535                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4536                 {
4537                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4538                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4539                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4540                 }
4541                 else
4542                 {
4543                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4544                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4545                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4546                 }
4547                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4548                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4549                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4550                 else
4551                         R_Mesh_ColorPointer(NULL, 0, 0);
4552                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4553                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4554         }
4555         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4556         {
4557                 if (r_glsl_offsetmapping.integer)
4558                 {
4559                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4560                         if (r_glsl_offsetmapping_reliefmapping.integer)
4561                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4562                 }
4563                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4564                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4565                 // unshaded geometry (fullbright or ambient model lighting)
4566                 mode = SHADERMODE_FLATCOLOR;
4567                 ambientscale = diffusescale = specularscale = 0;
4568                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4569                         permutation |= SHADERPERMUTATION_GLOW;
4570                 if (r_refdef.fogenabled)
4571                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4572                 if (rsurface.texture->colormapping)
4573                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4574                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4575                 {
4576                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4577                         if (r_shadow_usingshadowmaprect)
4578                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4579                         if (r_shadow_usingshadowmap2d)
4580                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4581
4582                         if (r_shadow_shadowmapsampler)
4583                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4584                         if (r_shadow_shadowmappcf > 1)
4585                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4586                         else if (r_shadow_shadowmappcf)
4587                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4588                 }
4589                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4590                         permutation |= SHADERPERMUTATION_REFLECTION;
4591                 if (rsurface.texture->reflectmasktexture)
4592                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4593                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4594                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4595                 {
4596                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4597                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4598                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4599                 }
4600                 else
4601                 {
4602                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4603                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4604                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4605                 }
4606                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4608                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4609                 else
4610                         R_Mesh_ColorPointer(NULL, 0, 0);
4611                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4612                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4613         }
4614         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4615         {
4616                 if (r_glsl_offsetmapping.integer)
4617                 {
4618                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4619                         if (r_glsl_offsetmapping_reliefmapping.integer)
4620                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4621                 }
4622                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4623                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4624                 // directional model lighting
4625                 mode = SHADERMODE_LIGHTDIRECTION;
4626                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4627                         permutation |= SHADERPERMUTATION_GLOW;
4628                 permutation |= SHADERPERMUTATION_DIFFUSE;
4629                 if (specularscale > 0)
4630                 {
4631                         permutation |= SHADERPERMUTATION_SPECULAR;
4632                         if (r_shadow_glossexact.integer)
4633                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4634                 }
4635                 if (r_refdef.fogenabled)
4636                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4637                 if (rsurface.texture->colormapping)
4638                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4639                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4640                 {
4641                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4642                         if (r_shadow_usingshadowmaprect)
4643                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4644                         if (r_shadow_usingshadowmap2d)
4645                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4646
4647                         if (r_shadow_shadowmapsampler)
4648                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4649                         if (r_shadow_shadowmappcf > 1)
4650                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4651                         else if (r_shadow_shadowmappcf)
4652                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4653                 }
4654                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4655                         permutation |= SHADERPERMUTATION_REFLECTION;
4656                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4657                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4658                 if (rsurface.texture->reflectmasktexture)
4659                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4660                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4661                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4662                 {
4663                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4664                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4665                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4666                 }
4667                 else
4668                 {
4669                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4670                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4671                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4672                 }
4673                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4674                 R_Mesh_ColorPointer(NULL, 0, 0);
4675                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4676                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4677         }
4678         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4679         {
4680                 if (r_glsl_offsetmapping.integer)
4681                 {
4682                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683                         if (r_glsl_offsetmapping_reliefmapping.integer)
4684                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685                 }
4686                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4687                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4688                 // ambient model lighting
4689                 mode = SHADERMODE_LIGHTDIRECTION;
4690                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4691                         permutation |= SHADERPERMUTATION_GLOW;
4692                 if (r_refdef.fogenabled)
4693                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4694                 if (rsurface.texture->colormapping)
4695                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4696                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4697                 {
4698                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4699                         if (r_shadow_usingshadowmaprect)
4700                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4701                         if (r_shadow_usingshadowmap2d)
4702                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4703
4704                         if (r_shadow_shadowmapsampler)
4705                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4706                         if (r_shadow_shadowmappcf > 1)
4707                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4708                         else if (r_shadow_shadowmappcf)
4709                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4710                 }
4711                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4712                         permutation |= SHADERPERMUTATION_REFLECTION;
4713                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4714                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4715                 if (rsurface.texture->reflectmasktexture)
4716                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4717                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4718                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4719                 {
4720                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4721                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4722                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4723                 }
4724                 else
4725                 {
4726                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4727                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4728                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4729                 }
4730                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4731                 R_Mesh_ColorPointer(NULL, 0, 0);
4732                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4733                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4734         }
4735         else
4736         {
4737                 if (r_glsl_offsetmapping.integer)
4738                 {
4739                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4740                         if (r_glsl_offsetmapping_reliefmapping.integer)
4741                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4742                 }
4743                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4744                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4745                 // lightmapped wall
4746                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4747                         permutation |= SHADERPERMUTATION_GLOW;
4748                 if (r_refdef.fogenabled)
4749                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4750                 if (rsurface.texture->colormapping)
4751                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4752                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4753                 {
4754                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4755                         if (r_shadow_usingshadowmaprect)
4756                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4757                         if (r_shadow_usingshadowmap2d)
4758                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4759
4760                         if (r_shadow_shadowmapsampler)
4761                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4762                         if (r_shadow_shadowmappcf > 1)
4763                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4764                         else if (r_shadow_shadowmappcf)
4765                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4766                 }
4767                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4768                         permutation |= SHADERPERMUTATION_REFLECTION;
4769                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4770                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4771                 if (rsurface.texture->reflectmasktexture)
4772                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4773                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4774                 {
4775                         // deluxemapping (light direction texture)
4776                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4777                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4778                         else
4779                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4780                         permutation |= SHADERPERMUTATION_DIFFUSE;
4781                         if (specularscale > 0)
4782                         {
4783                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4784                                 if (r_shadow_glossexact.integer)
4785                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4786                         }
4787                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4788                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4789                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4790                         else
4791                                 R_Mesh_ColorPointer(NULL, 0, 0);
4792                 }
4793                 else if (r_glsl_deluxemapping.integer >= 2)
4794                 {
4795                         // fake deluxemapping (uniform light direction in tangentspace)
4796                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4797                         permutation |= SHADERPERMUTATION_DIFFUSE;
4798                         if (specularscale > 0)
4799                         {
4800                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4801                                 if (r_shadow_glossexact.integer)
4802                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4803                         }
4804                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4805                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4806                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4807                         else
4808                                 R_Mesh_ColorPointer(NULL, 0, 0);
4809                 }
4810                 else if (rsurface.uselightmaptexture)
4811                 {
4812                         // ordinary lightmapping (q1bsp, q3bsp)
4813                         mode = SHADERMODE_LIGHTMAP;
4814                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4815                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4816                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4817                         else
4818                                 R_Mesh_ColorPointer(NULL, 0, 0);
4819                 }
4820                 else
4821                 {
4822                         // ordinary vertex coloring (q3bsp)
4823                         mode = SHADERMODE_VERTEXCOLOR;
4824                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4825                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4826                 }
4827                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4828                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4829                 {
4830                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4831                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4832                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4833                 }
4834                 else
4835                 {
4836                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4837                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4838                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4839                 }
4840                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4841                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4842         }
4843         switch(vid.renderpath)
4844         {
4845         case RENDERPATH_GL20:
4846                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4847                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4848                 if (mode == SHADERMODE_LIGHTSOURCE)
4849                 {
4850                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4851                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4852                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4853                         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);
4854                         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);
4855                         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);
4856         
4857                         // additive passes are only darkened by fog, not tinted
4858                         if (r_glsl_permutation->loc_FogColor >= 0)
4859                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4860                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4861                 }
4862                 else
4863                 {
4864                         if (mode == SHADERMODE_FLATCOLOR)
4865                         {
4866                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4867                         }
4868                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4869                         {
4870                                 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]);
4871                                 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]);
4872                                 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);
4873                                 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);
4874                                 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);
4875                                 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]);
4876                                 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]);
4877                         }
4878                         else
4879                         {
4880                                 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]);
4881                                 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]);
4882                                 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);
4883                                 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);
4884                                 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);
4885                         }
4886                         // additive passes are only darkened by fog, not tinted
4887                         if (r_glsl_permutation->loc_FogColor >= 0)
4888                         {
4889                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4890                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4891                                 else
4892                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4893                         }
4894                         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);
4895                         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]);
4896                         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]);
4897                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4898                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4899                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4900                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4901                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4902                 }
4903                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4904                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4905                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4906                 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]);
4907                 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]);
4908
4909                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4910                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4911                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4912                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4913                 {
4914                         if (rsurface.texture->pantstexture)
4915                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4916                         else
4917                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4918                 }
4919                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4920                 {
4921                         if (rsurface.texture->shirttexture)
4922                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4923                         else
4924                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4925                 }
4926                 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]);
4927                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4928                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4929                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4930                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4931                 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]);
4932                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4933
4934         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4935         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4936         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4937                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4938                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4939                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4940                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4941                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4942                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4943                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4944                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4945                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4946                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4947                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4948                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4949                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4950                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4951                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4952                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4953                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4954                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4955                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4956                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4957                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4958                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4959                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4960                 {
4961                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
4962                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
4963                         if (rsurface.rtlight)
4964                         {
4965                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4966                                 if (r_shadow_usingshadowmapcube)
4967                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4968                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4969                         }
4970                 }
4971                 CHECKGLERROR
4972                 break;
4973         case RENDERPATH_CGGL:
4974 #ifdef SUPPORTCG
4975                 R_SetupShader_SetPermutationCG(mode, permutation);
4976                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4977                 if (mode == SHADERMODE_LIGHTSOURCE)
4978                 {
4979                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4980                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4981                 }
4982                 else
4983                 {
4984                         if (mode == SHADERMODE_LIGHTDIRECTION)
4985                         {
4986                                 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
4987                         }
4988                 }
4989                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4990                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4991                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
4992                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4993                 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
4994                 CHECKGLERROR
4995
4996                 if (mode == SHADERMODE_LIGHTSOURCE)
4997                 {
4998                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4999                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5000                         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
5001                         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
5002                         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
5003
5004                         // additive passes are only darkened by fog, not tinted
5005                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5006                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5007                 }
5008                 else
5009                 {
5010                         if (mode == SHADERMODE_FLATCOLOR)
5011                         {
5012                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5013                         }
5014                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5015                         {
5016                                 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
5017                                 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
5018                                 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
5019                                 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
5020                                 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
5021                                 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
5022                                 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
5023                         }
5024                         else
5025                         {
5026                                 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
5027                                 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
5028                                 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
5029                                 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
5030                                 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
5031                         }
5032                         // additive passes are only darkened by fog, not tinted
5033                         if (r_cg_permutation->fp_FogColor)
5034                         {
5035                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5036                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5037                                 else
5038                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5039                                 CHECKCGERROR
5040                         }
5041                         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
5042                         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
5043                         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
5044                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5045                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5046                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5047                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5048                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5049                 }
5050                 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
5051                 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
5052                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5053                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5054                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5055                 if (r_cg_permutation->fp_Color_Pants)
5056                 {
5057                         if (rsurface.texture->pantstexture)
5058                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5059                         else
5060                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5061                         CHECKCGERROR
5062                 }
5063                 if (r_cg_permutation->fp_Color_Shirt)
5064                 {
5065                         if (rsurface.texture->shirttexture)
5066                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5067                         else
5068                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5069                         CHECKCGERROR
5070                 }
5071                 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
5072                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5073                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5074                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5075                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5076                 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
5077                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5078
5079         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5080         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5081         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5082                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5083                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5084                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5085                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5086                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5087                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5088                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5089                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5090                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5091                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5092                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5093                 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
5094                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5095                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5096                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5097                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5098                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5099                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5100                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5101                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5102                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5103                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5104                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5105                 {
5106                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5107                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5108                         if (rsurface.rtlight)
5109                         {
5110                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5111                                 if (r_shadow_usingshadowmapcube)
5112                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5113                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5114                         }
5115                 }
5116
5117                 CHECKGLERROR
5118 #endif
5119                 break;
5120         case RENDERPATH_GL13:
5121         case RENDERPATH_GL11:
5122                 break;
5123         }
5124 }
5125
5126 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5127 {
5128         // select a permutation of the lighting shader appropriate to this
5129         // combination of texture, entity, light source, and fogging, only use the
5130         // minimum features necessary to avoid wasting rendering time in the
5131         // fragment shader on features that are not being used
5132         unsigned int permutation = 0;
5133         unsigned int mode = 0;
5134         const float *lightcolorbase = rtlight->currentcolor;
5135         float ambientscale = rtlight->ambientscale;
5136         float diffusescale = rtlight->diffusescale;
5137         float specularscale = rtlight->specularscale;
5138         // this is the location of the light in view space
5139         vec3_t viewlightorigin;
5140         // this transforms from view space (camera) to light space (cubemap)
5141         matrix4x4_t viewtolight;
5142         matrix4x4_t lighttoview;
5143         float viewtolight16f[16];
5144         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5145         // light source
5146         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5147         if (rtlight->currentcubemap != r_texture_whitecube)
5148                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5149         if (diffusescale > 0)
5150                 permutation |= SHADERPERMUTATION_DIFFUSE;
5151         if (specularscale > 0)
5152         {
5153                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5154                 if (r_shadow_glossexact.integer)
5155                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5156         }
5157         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5158         {
5159                 if (r_shadow_usingshadowmaprect)
5160                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5161                 if (r_shadow_usingshadowmap2d)
5162                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5163                 if (r_shadow_usingshadowmapcube)
5164                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5165                 else if(r_shadow_shadowmapvsdct)
5166                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5167
5168                 if (r_shadow_shadowmapsampler)
5169                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5170                 if (r_shadow_shadowmappcf > 1)
5171                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5172                 else if (r_shadow_shadowmappcf)
5173                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5174         }
5175         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5176         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5177         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5178         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5179         switch(vid.renderpath)
5180         {
5181         case RENDERPATH_GL20:
5182                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5183                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5184                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5185                 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);
5186                 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);
5187                 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);
5188                 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]);
5189                 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]);
5190                 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));
5191                 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]);
5192                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5193
5194                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5195                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5196                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5197                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5198                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5199                 if (r_shadow_usingshadowmapcube)
5200                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5201                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5202                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5203                 break;
5204         case RENDERPATH_CGGL:
5205 #ifdef SUPPORTCG
5206                 R_SetupShader_SetPermutationCG(mode, permutation);
5207                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5208                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5209                 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
5210                 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
5211                 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
5212                 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
5213                 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
5214                 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
5215                 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
5216                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5217
5218                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5222                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5223                 if (r_shadow_usingshadowmapcube)
5224                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5225                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5226                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5227 #endif
5228                 break;
5229         case RENDERPATH_GL13:
5230         case RENDERPATH_GL11:
5231                 break;
5232         }
5233 }
5234
5235 #define SKINFRAME_HASH 1024
5236
5237 typedef struct
5238 {
5239         int loadsequence; // incremented each level change
5240         memexpandablearray_t array;
5241         skinframe_t *hash[SKINFRAME_HASH];
5242 }
5243 r_skinframe_t;
5244 r_skinframe_t r_skinframe;
5245
5246 void R_SkinFrame_PrepareForPurge(void)
5247 {
5248         r_skinframe.loadsequence++;
5249         // wrap it without hitting zero
5250         if (r_skinframe.loadsequence >= 200)
5251                 r_skinframe.loadsequence = 1;
5252 }
5253
5254 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5255 {
5256         if (!skinframe)
5257                 return;
5258         // mark the skinframe as used for the purging code
5259         skinframe->loadsequence = r_skinframe.loadsequence;
5260 }
5261
5262 void R_SkinFrame_Purge(void)
5263 {
5264         int i;
5265         skinframe_t *s;
5266         for (i = 0;i < SKINFRAME_HASH;i++)
5267         {
5268                 for (s = r_skinframe.hash[i];s;s = s->next)
5269                 {
5270                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5271                         {
5272                                 if (s->merged == s->base)
5273                                         s->merged = NULL;
5274                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5275                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5276                                 R_PurgeTexture(s->merged);s->merged = NULL;
5277                                 R_PurgeTexture(s->base  );s->base   = NULL;
5278                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5279                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5280                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5281                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5282                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5283                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5284                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5285                                 s->loadsequence = 0;
5286                         }
5287                 }
5288         }
5289 }
5290
5291 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5292         skinframe_t *item;
5293         char basename[MAX_QPATH];
5294
5295         Image_StripImageExtension(name, basename, sizeof(basename));
5296
5297         if( last == NULL ) {
5298                 int hashindex;
5299                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5300                 item = r_skinframe.hash[hashindex];
5301         } else {
5302                 item = last->next;
5303         }
5304
5305         // linearly search through the hash bucket
5306         for( ; item ; item = item->next ) {
5307                 if( !strcmp( item->basename, basename ) ) {
5308                         return item;
5309                 }
5310         }
5311         return NULL;
5312 }
5313
5314 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5315 {
5316         skinframe_t *item;
5317         int hashindex;
5318         char basename[MAX_QPATH];
5319
5320         Image_StripImageExtension(name, basename, sizeof(basename));
5321
5322         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5323         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5324                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5325                         break;
5326
5327         if (!item) {
5328                 rtexture_t *dyntexture;
5329                 // check whether its a dynamic texture
5330                 dyntexture = CL_GetDynTexture( basename );
5331                 if (!add && !dyntexture)
5332                         return NULL;
5333                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5334                 memset(item, 0, sizeof(*item));
5335                 strlcpy(item->basename, basename, sizeof(item->basename));
5336                 item->base = dyntexture; // either NULL or dyntexture handle
5337                 item->textureflags = textureflags;
5338                 item->comparewidth = comparewidth;
5339                 item->compareheight = compareheight;
5340                 item->comparecrc = comparecrc;
5341                 item->next = r_skinframe.hash[hashindex];
5342                 r_skinframe.hash[hashindex] = item;
5343         }
5344         else if( item->base == NULL )
5345         {
5346                 rtexture_t *dyntexture;
5347                 // check whether its a dynamic texture
5348                 // 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]
5349                 dyntexture = CL_GetDynTexture( basename );
5350                 item->base = dyntexture; // either NULL or dyntexture handle
5351         }
5352
5353         R_SkinFrame_MarkUsed(item);
5354         return item;
5355 }
5356
5357 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5358         { \
5359                 unsigned long long avgcolor[5], wsum; \
5360                 int pix, comp, w; \
5361                 avgcolor[0] = 0; \
5362                 avgcolor[1] = 0; \
5363                 avgcolor[2] = 0; \
5364                 avgcolor[3] = 0; \
5365                 avgcolor[4] = 0; \
5366                 wsum = 0; \
5367                 for(pix = 0; pix < cnt; ++pix) \
5368                 { \
5369                         w = 0; \
5370                         for(comp = 0; comp < 3; ++comp) \
5371                                 w += getpixel; \
5372                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5373                         { \
5374                                 ++wsum; \
5375                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5376                                 w = getpixel; \
5377                                 for(comp = 0; comp < 3; ++comp) \
5378                                         avgcolor[comp] += getpixel * w; \
5379                                 avgcolor[3] += w; \
5380                         } \
5381                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5382                         avgcolor[4] += getpixel; \
5383                 } \
5384                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5385                         avgcolor[3] = 1; \
5386                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5387                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5388                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5389                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5390         }
5391
5392 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5393 {
5394         int j;
5395         unsigned char *pixels;
5396         unsigned char *bumppixels;
5397         unsigned char *basepixels = NULL;
5398         int basepixels_width = 0;
5399         int basepixels_height = 0;
5400         skinframe_t *skinframe;
5401         rtexture_t *ddsbase = NULL;
5402         qboolean ddshasalpha = false;
5403         float ddsavgcolor[4];
5404         char basename[MAX_QPATH];
5405
5406         if (cls.state == ca_dedicated)
5407                 return NULL;
5408
5409         // return an existing skinframe if already loaded
5410         // if loading of the first image fails, don't make a new skinframe as it
5411         // would cause all future lookups of this to be missing
5412         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5413         if (skinframe && skinframe->base)
5414                 return skinframe;
5415
5416         Image_StripImageExtension(name, basename, sizeof(basename));
5417
5418         // check for DDS texture file first
5419         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5420         {
5421                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5422                 if (basepixels == NULL)
5423                         return NULL;
5424         }
5425
5426         if (developer_loading.integer)
5427                 Con_Printf("loading skin \"%s\"\n", name);
5428
5429         // we've got some pixels to store, so really allocate this new texture now
5430         if (!skinframe)
5431                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5432         skinframe->stain = NULL;
5433         skinframe->merged = NULL;
5434         skinframe->base = NULL;
5435         skinframe->pants = NULL;
5436         skinframe->shirt = NULL;
5437         skinframe->nmap = NULL;
5438         skinframe->gloss = NULL;
5439         skinframe->glow = NULL;
5440         skinframe->fog = NULL;
5441         skinframe->reflect = NULL;
5442         skinframe->hasalpha = false;
5443
5444         if (ddsbase)
5445         {
5446                 skinframe->base = ddsbase;
5447                 skinframe->hasalpha = ddshasalpha;
5448                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5449                 if (r_loadfog && skinframe->hasalpha)
5450                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5451                 //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]);
5452         }
5453         else
5454         {
5455                 basepixels_width = image_width;
5456                 basepixels_height = image_height;
5457                 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);
5458                 if (textureflags & TEXF_ALPHA)
5459                 {
5460                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5461                         {
5462                                 if (basepixels[j] < 255)
5463                                 {
5464                                         skinframe->hasalpha = true;
5465                                         break;
5466                                 }
5467                         }
5468                         if (r_loadfog && skinframe->hasalpha)
5469                         {
5470                                 // has transparent pixels
5471                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5472                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5473                                 {
5474                                         pixels[j+0] = 255;
5475                                         pixels[j+1] = 255;
5476                                         pixels[j+2] = 255;
5477                                         pixels[j+3] = basepixels[j+3];
5478                                 }
5479                                 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);
5480                                 Mem_Free(pixels);
5481                         }
5482                 }
5483                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5484                 //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]);
5485                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5486                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5487                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5488                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5489         }
5490
5491         if (r_loaddds)
5492         {
5493                 if (r_loadnormalmap)
5494                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5495                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5496                 if (r_loadgloss)
5497                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5498                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5499                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5500                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5501         }
5502
5503         // _norm is the name used by tenebrae and has been adopted as standard
5504         if (r_loadnormalmap && skinframe->nmap == NULL)
5505         {
5506                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5507                 {
5508                         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);
5509                         Mem_Free(pixels);
5510                         pixels = NULL;
5511                 }
5512                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5513                 {
5514                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5515                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5516                         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);
5517                         Mem_Free(pixels);
5518                         Mem_Free(bumppixels);
5519                 }
5520                 else if (r_shadow_bumpscale_basetexture.value > 0)
5521                 {
5522                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5523                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5524                         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);
5525                         Mem_Free(pixels);
5526                 }
5527                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5528                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5529         }
5530
5531         // _luma is supported only for tenebrae compatibility
5532         // _glow is the preferred name
5533         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5534         {
5535                 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);
5536                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5537                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5538                 Mem_Free(pixels);pixels = NULL;
5539         }
5540
5541         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5542         {
5543                 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);
5544                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5545                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5546                 Mem_Free(pixels);
5547                 pixels = NULL;
5548         }
5549
5550         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5551         {
5552                 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);
5553                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5554                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5555                 Mem_Free(pixels);
5556                 pixels = NULL;
5557         }
5558
5559         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5560         {
5561                 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);
5562                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5563                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5564                 Mem_Free(pixels);
5565                 pixels = NULL;
5566         }
5567
5568         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5569         {
5570                 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);
5571                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5572                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5573                 Mem_Free(pixels);
5574                 pixels = NULL;
5575         }
5576
5577         if (basepixels)
5578                 Mem_Free(basepixels);
5579
5580         return skinframe;
5581 }
5582
5583 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5584 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5585 {
5586         int i;
5587         unsigned char *temp1, *temp2;
5588         skinframe_t *skinframe;
5589
5590         if (cls.state == ca_dedicated)
5591                 return NULL;
5592
5593         // if already loaded just return it, otherwise make a new skinframe
5594         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5595         if (skinframe && skinframe->base)
5596                 return skinframe;
5597
5598         skinframe->stain = NULL;
5599         skinframe->merged = NULL;
5600         skinframe->base = NULL;
5601         skinframe->pants = NULL;
5602         skinframe->shirt = NULL;
5603         skinframe->nmap = NULL;
5604         skinframe->gloss = NULL;
5605         skinframe->glow = NULL;
5606         skinframe->fog = NULL;
5607         skinframe->reflect = NULL;
5608         skinframe->hasalpha = false;
5609
5610         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5611         if (!skindata)
5612                 return NULL;
5613
5614         if (developer_loading.integer)
5615                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5616
5617         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5618         {
5619                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5620                 temp2 = temp1 + width * height * 4;
5621                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5622                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5623                 Mem_Free(temp1);
5624         }
5625         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5626         if (textureflags & TEXF_ALPHA)
5627         {
5628                 for (i = 3;i < width * height * 4;i += 4)
5629                 {
5630                         if (skindata[i] < 255)
5631                         {
5632                                 skinframe->hasalpha = true;
5633                                 break;
5634                         }
5635                 }
5636                 if (r_loadfog && skinframe->hasalpha)
5637                 {
5638                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5639                         memcpy(fogpixels, skindata, width * height * 4);
5640                         for (i = 0;i < width * height * 4;i += 4)
5641                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5642                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5643                         Mem_Free(fogpixels);
5644                 }
5645         }
5646
5647         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5648         //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]);
5649
5650         return skinframe;
5651 }
5652
5653 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5654 {
5655         int i;
5656         int featuresmask;
5657         skinframe_t *skinframe;
5658
5659         if (cls.state == ca_dedicated)
5660                 return NULL;
5661
5662         // if already loaded just return it, otherwise make a new skinframe
5663         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5664         if (skinframe && skinframe->base)
5665                 return skinframe;
5666
5667         skinframe->stain = NULL;
5668         skinframe->merged = NULL;
5669         skinframe->base = NULL;
5670         skinframe->pants = NULL;
5671         skinframe->shirt = NULL;
5672         skinframe->nmap = NULL;
5673         skinframe->gloss = NULL;
5674         skinframe->glow = NULL;
5675         skinframe->fog = NULL;
5676         skinframe->reflect = NULL;
5677         skinframe->hasalpha = false;
5678
5679         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5680         if (!skindata)
5681                 return NULL;
5682
5683         if (developer_loading.integer)
5684                 Con_Printf("loading quake skin \"%s\"\n", name);
5685
5686         // 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)
5687         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5688         memcpy(skinframe->qpixels, skindata, width*height);
5689         skinframe->qwidth = width;
5690         skinframe->qheight = height;
5691
5692         featuresmask = 0;
5693         for (i = 0;i < width * height;i++)
5694                 featuresmask |= palette_featureflags[skindata[i]];
5695
5696         skinframe->hasalpha = false;
5697         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5698         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5699         skinframe->qgeneratemerged = true;
5700         skinframe->qgeneratebase = skinframe->qhascolormapping;
5701         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5702
5703         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5704         //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]);
5705
5706         return skinframe;
5707 }
5708
5709 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5710 {
5711         int width;
5712         int height;
5713         unsigned char *skindata;
5714
5715         if (!skinframe->qpixels)
5716                 return;
5717
5718         if (!skinframe->qhascolormapping)
5719                 colormapped = false;
5720
5721         if (colormapped)
5722         {
5723                 if (!skinframe->qgeneratebase)
5724                         return;
5725         }
5726         else
5727         {
5728                 if (!skinframe->qgeneratemerged)
5729                         return;
5730         }
5731
5732         width = skinframe->qwidth;
5733         height = skinframe->qheight;
5734         skindata = skinframe->qpixels;
5735
5736         if (skinframe->qgeneratenmap)
5737         {
5738                 unsigned char *temp1, *temp2;
5739                 skinframe->qgeneratenmap = false;
5740                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5741                 temp2 = temp1 + width * height * 4;
5742                 // use either a custom palette or the quake palette
5743                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5744                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5745                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5746                 Mem_Free(temp1);
5747         }
5748
5749         if (skinframe->qgenerateglow)
5750         {
5751                 skinframe->qgenerateglow = false;
5752                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5753         }
5754
5755         if (colormapped)
5756         {
5757                 skinframe->qgeneratebase = false;
5758                 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);
5759                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5760                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5761         }
5762         else
5763         {
5764                 skinframe->qgeneratemerged = false;
5765                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5766         }
5767
5768         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5769         {
5770                 Mem_Free(skinframe->qpixels);
5771                 skinframe->qpixels = NULL;
5772         }
5773 }
5774
5775 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)
5776 {
5777         int i;
5778         skinframe_t *skinframe;
5779
5780         if (cls.state == ca_dedicated)
5781                 return NULL;
5782
5783         // if already loaded just return it, otherwise make a new skinframe
5784         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5785         if (skinframe && skinframe->base)
5786                 return skinframe;
5787
5788         skinframe->stain = NULL;
5789         skinframe->merged = NULL;
5790         skinframe->base = NULL;
5791         skinframe->pants = NULL;
5792         skinframe->shirt = NULL;
5793         skinframe->nmap = NULL;
5794         skinframe->gloss = NULL;
5795         skinframe->glow = NULL;
5796         skinframe->fog = NULL;
5797         skinframe->reflect = NULL;
5798         skinframe->hasalpha = false;
5799
5800         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5801         if (!skindata)
5802                 return NULL;
5803
5804         if (developer_loading.integer)
5805                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5806
5807         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5808         if (textureflags & TEXF_ALPHA)
5809         {
5810                 for (i = 0;i < width * height;i++)
5811                 {
5812                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5813                         {
5814                                 skinframe->hasalpha = true;
5815                                 break;
5816                         }
5817                 }
5818                 if (r_loadfog && skinframe->hasalpha)
5819                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5820         }
5821
5822         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5823         //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]);
5824
5825         return skinframe;
5826 }
5827
5828 skinframe_t *R_SkinFrame_LoadMissing(void)
5829 {
5830         skinframe_t *skinframe;
5831
5832         if (cls.state == ca_dedicated)
5833                 return NULL;
5834
5835         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5836         skinframe->stain = NULL;
5837         skinframe->merged = NULL;
5838         skinframe->base = NULL;
5839         skinframe->pants = NULL;
5840         skinframe->shirt = NULL;
5841         skinframe->nmap = NULL;
5842         skinframe->gloss = NULL;
5843         skinframe->glow = NULL;
5844         skinframe->fog = NULL;
5845         skinframe->reflect = NULL;
5846         skinframe->hasalpha = false;
5847
5848         skinframe->avgcolor[0] = rand() / RAND_MAX;
5849         skinframe->avgcolor[1] = rand() / RAND_MAX;
5850         skinframe->avgcolor[2] = rand() / RAND_MAX;
5851         skinframe->avgcolor[3] = 1;
5852
5853         return skinframe;
5854 }
5855
5856 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5857 typedef struct suffixinfo_s
5858 {
5859         char *suffix;
5860         qboolean flipx, flipy, flipdiagonal;
5861 }
5862 suffixinfo_t;
5863 static suffixinfo_t suffix[3][6] =
5864 {
5865         {
5866                 {"px",   false, false, false},
5867                 {"nx",   false, false, false},
5868                 {"py",   false, false, false},
5869                 {"ny",   false, false, false},
5870                 {"pz",   false, false, false},
5871                 {"nz",   false, false, false}
5872         },
5873         {
5874                 {"posx", false, false, false},
5875                 {"negx", false, false, false},
5876                 {"posy", false, false, false},
5877                 {"negy", false, false, false},
5878                 {"posz", false, false, false},
5879                 {"negz", false, false, false}
5880         },
5881         {
5882                 {"rt",    true, false,  true},
5883                 {"lf",   false,  true,  true},
5884                 {"ft",    true,  true, false},
5885                 {"bk",   false, false, false},
5886                 {"up",    true, false,  true},
5887                 {"dn",    true, false,  true}
5888         }
5889 };
5890
5891 static int componentorder[4] = {0, 1, 2, 3};
5892
5893 rtexture_t *R_LoadCubemap(const char *basename)
5894 {
5895         int i, j, cubemapsize;
5896         unsigned char *cubemappixels, *image_buffer;
5897         rtexture_t *cubemaptexture;
5898         char name[256];
5899         // must start 0 so the first loadimagepixels has no requested width/height
5900         cubemapsize = 0;
5901         cubemappixels = NULL;
5902         cubemaptexture = NULL;
5903         // keep trying different suffix groups (posx, px, rt) until one loads
5904         for (j = 0;j < 3 && !cubemappixels;j++)
5905         {
5906                 // load the 6 images in the suffix group
5907                 for (i = 0;i < 6;i++)
5908                 {
5909                         // generate an image name based on the base and and suffix
5910                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5911                         // load it
5912                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5913                         {
5914                                 // an image loaded, make sure width and height are equal
5915                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5916                                 {
5917                                         // if this is the first image to load successfully, allocate the cubemap memory
5918                                         if (!cubemappixels && image_width >= 1)
5919                                         {
5920                                                 cubemapsize = image_width;
5921                                                 // note this clears to black, so unavailable sides are black
5922                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5923                                         }
5924                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5925                                         if (cubemappixels)
5926                                                 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);
5927                                 }
5928                                 else
5929                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5930                                 // free the image
5931                                 Mem_Free(image_buffer);
5932                         }
5933                 }
5934         }
5935         // if a cubemap loaded, upload it
5936         if (cubemappixels)
5937         {
5938                 if (developer_loading.integer)
5939                         Con_Printf("loading cubemap \"%s\"\n", basename);
5940
5941                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5942                 Mem_Free(cubemappixels);
5943         }
5944         else
5945         {
5946                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5947                 if (developer_loading.integer)
5948                 {
5949                         Con_Printf("(tried tried images ");
5950                         for (j = 0;j < 3;j++)
5951                                 for (i = 0;i < 6;i++)
5952                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5953                         Con_Print(" and was unable to find any of them).\n");
5954                 }
5955         }
5956         return cubemaptexture;
5957 }
5958
5959 rtexture_t *R_GetCubemap(const char *basename)
5960 {
5961         int i;
5962         for (i = 0;i < r_texture_numcubemaps;i++)
5963                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5964                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5965         if (i >= MAX_CUBEMAPS)
5966                 return r_texture_whitecube;
5967         r_texture_numcubemaps++;
5968         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5969         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5970         return r_texture_cubemaps[i].texture;
5971 }
5972
5973 void R_FreeCubemaps(void)
5974 {
5975         int i;
5976         for (i = 0;i < r_texture_numcubemaps;i++)
5977         {
5978                 if (developer_loading.integer)
5979                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5980                 if (r_texture_cubemaps[i].texture)
5981                         R_FreeTexture(r_texture_cubemaps[i].texture);
5982         }
5983         r_texture_numcubemaps = 0;
5984 }
5985
5986 void R_Main_FreeViewCache(void)
5987 {
5988         if (r_refdef.viewcache.entityvisible)
5989                 Mem_Free(r_refdef.viewcache.entityvisible);
5990         if (r_refdef.viewcache.world_pvsbits)
5991                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5992         if (r_refdef.viewcache.world_leafvisible)
5993                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5994         if (r_refdef.viewcache.world_surfacevisible)
5995                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5996         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5997 }
5998
5999 void R_Main_ResizeViewCache(void)
6000 {
6001         int numentities = r_refdef.scene.numentities;
6002         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6003         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6004         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6005         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6006         if (r_refdef.viewcache.maxentities < numentities)
6007         {
6008                 r_refdef.viewcache.maxentities = numentities;
6009                 if (r_refdef.viewcache.entityvisible)
6010                         Mem_Free(r_refdef.viewcache.entityvisible);
6011                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6012         }
6013         if (r_refdef.viewcache.world_numclusters != numclusters)
6014         {
6015                 r_refdef.viewcache.world_numclusters = numclusters;
6016                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6017                 if (r_refdef.viewcache.world_pvsbits)
6018                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6019                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6020         }
6021         if (r_refdef.viewcache.world_numleafs != numleafs)
6022         {
6023                 r_refdef.viewcache.world_numleafs = numleafs;
6024                 if (r_refdef.viewcache.world_leafvisible)
6025                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6026                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6027         }
6028         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6029         {
6030                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6031                 if (r_refdef.viewcache.world_surfacevisible)
6032                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6033                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6034         }
6035 }
6036
6037 extern rtexture_t *loadingscreentexture;
6038 void gl_main_start(void)
6039 {
6040         loadingscreentexture = NULL;
6041         r_texture_blanknormalmap = NULL;
6042         r_texture_white = NULL;
6043         r_texture_grey128 = NULL;
6044         r_texture_black = NULL;
6045         r_texture_whitecube = NULL;
6046         r_texture_normalizationcube = NULL;
6047         r_texture_fogattenuation = NULL;
6048         r_texture_gammaramps = NULL;
6049         r_texture_numcubemaps = 0;
6050
6051         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6052         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6053
6054         switch(vid.renderpath)
6055         {
6056         case RENDERPATH_GL20:
6057         case RENDERPATH_CGGL:
6058                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6059                 Cvar_SetValueQuick(&gl_combine, 1);
6060                 Cvar_SetValueQuick(&r_glsl, 1);
6061                 r_loadnormalmap = true;
6062                 r_loadgloss = true;
6063                 r_loadfog = false;
6064                 break;
6065         case RENDERPATH_GL13:
6066                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6067                 Cvar_SetValueQuick(&gl_combine, 1);
6068                 Cvar_SetValueQuick(&r_glsl, 0);
6069                 r_loadnormalmap = false;
6070                 r_loadgloss = false;
6071                 r_loadfog = true;
6072                 break;
6073         case RENDERPATH_GL11:
6074                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6075                 Cvar_SetValueQuick(&gl_combine, 0);
6076                 Cvar_SetValueQuick(&r_glsl, 0);
6077                 r_loadnormalmap = false;
6078                 r_loadgloss = false;
6079                 r_loadfog = true;
6080                 break;
6081         }
6082
6083         R_AnimCache_Free();
6084         R_FrameData_Reset();
6085
6086         r_numqueries = 0;
6087         r_maxqueries = 0;
6088         memset(r_queries, 0, sizeof(r_queries));
6089
6090         r_qwskincache = NULL;
6091         r_qwskincache_size = 0;
6092
6093         // set up r_skinframe loading system for textures
6094         memset(&r_skinframe, 0, sizeof(r_skinframe));
6095         r_skinframe.loadsequence = 1;
6096         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6097
6098         r_main_texturepool = R_AllocTexturePool();
6099         R_BuildBlankTextures();
6100         R_BuildNoTexture();
6101         if (vid.support.arb_texture_cube_map)
6102         {
6103                 R_BuildWhiteCube();
6104                 R_BuildNormalizationCube();
6105         }
6106         r_texture_fogattenuation = NULL;
6107         r_texture_gammaramps = NULL;
6108         //r_texture_fogintensity = NULL;
6109         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6110         memset(&r_waterstate, 0, sizeof(r_waterstate));
6111         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6112         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6113         glslshaderstring = NULL;
6114 #ifdef SUPPORTCG
6115         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6116         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6117         cgshaderstring = NULL;
6118 #endif
6119         memset(&r_svbsp, 0, sizeof (r_svbsp));
6120
6121         r_refdef.fogmasktable_density = 0;
6122 }
6123
6124 void gl_main_shutdown(void)
6125 {
6126         R_AnimCache_Free();
6127         R_FrameData_Reset();
6128
6129         R_Main_FreeViewCache();
6130
6131         if (r_maxqueries)
6132                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6133
6134         r_numqueries = 0;
6135         r_maxqueries = 0;
6136         memset(r_queries, 0, sizeof(r_queries));
6137
6138         r_qwskincache = NULL;
6139         r_qwskincache_size = 0;
6140
6141         // clear out the r_skinframe state
6142         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6143         memset(&r_skinframe, 0, sizeof(r_skinframe));
6144
6145         if (r_svbsp.nodes)
6146                 Mem_Free(r_svbsp.nodes);
6147         memset(&r_svbsp, 0, sizeof (r_svbsp));
6148         R_FreeTexturePool(&r_main_texturepool);
6149         loadingscreentexture = NULL;
6150         r_texture_blanknormalmap = NULL;
6151         r_texture_white = NULL;
6152         r_texture_grey128 = NULL;
6153         r_texture_black = NULL;
6154         r_texture_whitecube = NULL;
6155         r_texture_normalizationcube = NULL;
6156         r_texture_fogattenuation = NULL;
6157         r_texture_gammaramps = NULL;
6158         r_texture_numcubemaps = 0;
6159         //r_texture_fogintensity = NULL;
6160         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6161         memset(&r_waterstate, 0, sizeof(r_waterstate));
6162         R_GLSL_Restart_f();
6163 }
6164
6165 extern void CL_ParseEntityLump(char *entitystring);
6166 void gl_main_newmap(void)
6167 {
6168         // FIXME: move this code to client
6169         int l;
6170         char *entities, entname[MAX_QPATH];
6171         if (r_qwskincache)
6172                 Mem_Free(r_qwskincache);
6173         r_qwskincache = NULL;
6174         r_qwskincache_size = 0;
6175         if (cl.worldmodel)
6176         {
6177                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6178                 l = (int)strlen(entname) - 4;
6179                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6180                 {
6181                         memcpy(entname + l, ".ent", 5);
6182                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6183                         {
6184                                 CL_ParseEntityLump(entities);
6185                                 Mem_Free(entities);
6186                                 return;
6187                         }
6188                 }
6189                 if (cl.worldmodel->brush.entities)
6190                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6191         }
6192         R_Main_FreeViewCache();
6193
6194         R_FrameData_Reset();
6195 }
6196
6197 void GL_Main_Init(void)
6198 {
6199         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6200
6201         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6202         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6203         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6204         if (gamemode == GAME_NEHAHRA)
6205         {
6206                 Cvar_RegisterVariable (&gl_fogenable);
6207                 Cvar_RegisterVariable (&gl_fogdensity);
6208                 Cvar_RegisterVariable (&gl_fogred);
6209                 Cvar_RegisterVariable (&gl_foggreen);
6210                 Cvar_RegisterVariable (&gl_fogblue);
6211                 Cvar_RegisterVariable (&gl_fogstart);
6212                 Cvar_RegisterVariable (&gl_fogend);
6213                 Cvar_RegisterVariable (&gl_skyclip);
6214         }
6215         Cvar_RegisterVariable(&r_motionblur);
6216         Cvar_RegisterVariable(&r_motionblur_maxblur);
6217         Cvar_RegisterVariable(&r_motionblur_bmin);
6218         Cvar_RegisterVariable(&r_motionblur_vmin);
6219         Cvar_RegisterVariable(&r_motionblur_vmax);
6220         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6221         Cvar_RegisterVariable(&r_motionblur_randomize);
6222         Cvar_RegisterVariable(&r_damageblur);
6223         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6224         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6225         Cvar_RegisterVariable(&r_equalize_entities_by);
6226         Cvar_RegisterVariable(&r_equalize_entities_to);
6227         Cvar_RegisterVariable(&r_depthfirst);
6228         Cvar_RegisterVariable(&r_useinfinitefarclip);
6229         Cvar_RegisterVariable(&r_farclip_base);
6230         Cvar_RegisterVariable(&r_farclip_world);
6231         Cvar_RegisterVariable(&r_nearclip);
6232         Cvar_RegisterVariable(&r_showbboxes);
6233         Cvar_RegisterVariable(&r_showsurfaces);
6234         Cvar_RegisterVariable(&r_showtris);
6235         Cvar_RegisterVariable(&r_shownormals);
6236         Cvar_RegisterVariable(&r_showlighting);
6237         Cvar_RegisterVariable(&r_showshadowvolumes);
6238         Cvar_RegisterVariable(&r_showcollisionbrushes);
6239         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6240         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6241         Cvar_RegisterVariable(&r_showdisabledepthtest);
6242         Cvar_RegisterVariable(&r_drawportals);
6243         Cvar_RegisterVariable(&r_drawentities);
6244         Cvar_RegisterVariable(&r_cullentities_trace);
6245         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6246         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6247         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6248         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6249         Cvar_RegisterVariable(&r_drawviewmodel);
6250         Cvar_RegisterVariable(&r_speeds);
6251         Cvar_RegisterVariable(&r_fullbrights);
6252         Cvar_RegisterVariable(&r_wateralpha);
6253         Cvar_RegisterVariable(&r_dynamic);
6254         Cvar_RegisterVariable(&r_fullbright);
6255         Cvar_RegisterVariable(&r_shadows);
6256         Cvar_RegisterVariable(&r_shadows_darken);
6257         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6258         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6259         Cvar_RegisterVariable(&r_shadows_throwdistance);
6260         Cvar_RegisterVariable(&r_shadows_throwdirection);
6261         Cvar_RegisterVariable(&r_shadows_focus);
6262         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6263         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6264         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6265         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6266         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6267         Cvar_RegisterVariable(&r_fog_exp2);
6268         Cvar_RegisterVariable(&r_drawfog);
6269         Cvar_RegisterVariable(&r_transparentdepthmasking);
6270         Cvar_RegisterVariable(&r_texture_dds_load);
6271         Cvar_RegisterVariable(&r_texture_dds_save);
6272         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6273         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6274         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6275         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6276         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6277         Cvar_RegisterVariable(&r_textureunits);
6278         Cvar_RegisterVariable(&gl_combine);
6279         Cvar_RegisterVariable(&r_glsl);
6280         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6281         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6282         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6283         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6284         Cvar_RegisterVariable(&r_glsl_postprocess);
6285         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6286         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6287         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6288         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6289         Cvar_RegisterVariable(&r_water);
6290         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6291         Cvar_RegisterVariable(&r_water_clippingplanebias);
6292         Cvar_RegisterVariable(&r_water_refractdistort);
6293         Cvar_RegisterVariable(&r_water_reflectdistort);
6294         Cvar_RegisterVariable(&r_lerpsprites);
6295         Cvar_RegisterVariable(&r_lerpmodels);
6296         Cvar_RegisterVariable(&r_lerplightstyles);
6297         Cvar_RegisterVariable(&r_waterscroll);
6298         Cvar_RegisterVariable(&r_bloom);
6299         Cvar_RegisterVariable(&r_bloom_colorscale);
6300         Cvar_RegisterVariable(&r_bloom_brighten);
6301         Cvar_RegisterVariable(&r_bloom_blur);
6302         Cvar_RegisterVariable(&r_bloom_resolution);
6303         Cvar_RegisterVariable(&r_bloom_colorexponent);
6304         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6305         Cvar_RegisterVariable(&r_hdr);
6306         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6307         Cvar_RegisterVariable(&r_hdr_glowintensity);
6308         Cvar_RegisterVariable(&r_hdr_range);
6309         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6310         Cvar_RegisterVariable(&developer_texturelogging);
6311         Cvar_RegisterVariable(&gl_lightmaps);
6312         Cvar_RegisterVariable(&r_test);
6313         Cvar_RegisterVariable(&r_batchmode);
6314         Cvar_RegisterVariable(&r_glsl_saturation);
6315         Cvar_RegisterVariable(&r_framedatasize);
6316         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6317                 Cvar_SetValue("r_fullbrights", 0);
6318         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6319
6320         Cvar_RegisterVariable(&r_track_sprites);
6321         Cvar_RegisterVariable(&r_track_sprites_flags);
6322         Cvar_RegisterVariable(&r_track_sprites_scalew);
6323         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6324         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6325         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6326 }
6327
6328 extern void R_Textures_Init(void);
6329 extern void GL_Draw_Init(void);
6330 extern void GL_Main_Init(void);
6331 extern void R_Shadow_Init(void);
6332 extern void R_Sky_Init(void);
6333 extern void GL_Surf_Init(void);
6334 extern void R_Particles_Init(void);
6335 extern void R_Explosion_Init(void);
6336 extern void gl_backend_init(void);
6337 extern void Sbar_Init(void);
6338 extern void R_LightningBeams_Init(void);
6339 extern void Mod_RenderInit(void);
6340 extern void Font_Init(void);
6341
6342 void Render_Init(void)
6343 {
6344         gl_backend_init();
6345         R_Textures_Init();
6346         GL_Main_Init();
6347         Font_Init();
6348         GL_Draw_Init();
6349         R_Shadow_Init();
6350         R_Sky_Init();
6351         GL_Surf_Init();
6352         Sbar_Init();
6353         R_Particles_Init();
6354         R_Explosion_Init();
6355         R_LightningBeams_Init();
6356         Mod_RenderInit();
6357 }
6358
6359 /*
6360 ===============
6361 GL_Init
6362 ===============
6363 */
6364 extern char *ENGINE_EXTENSIONS;
6365 void GL_Init (void)
6366 {
6367         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6368         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6369         gl_version = (const char *)qglGetString(GL_VERSION);
6370         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6371
6372         if (!gl_extensions)
6373                 gl_extensions = "";
6374         if (!gl_platformextensions)
6375                 gl_platformextensions = "";
6376
6377         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6378         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6379         Con_Printf("GL_VERSION: %s\n", gl_version);
6380         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6381         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6382
6383         VID_CheckExtensions();
6384
6385         // LordHavoc: report supported extensions
6386         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6387
6388         // clear to black (loading plaque will be seen over this)
6389         CHECKGLERROR
6390         qglClearColor(0,0,0,1);CHECKGLERROR
6391         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6392 }
6393
6394 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6395 {
6396         int i;
6397         mplane_t *p;
6398         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6399         {
6400                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6401                 if (i == 4)
6402                         continue;
6403                 p = r_refdef.view.frustum + i;
6404                 switch(p->signbits)
6405                 {
6406                 default:
6407                 case 0:
6408                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6409                                 return true;
6410                         break;
6411                 case 1:
6412                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6413                                 return true;
6414                         break;
6415                 case 2:
6416                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6417                                 return true;
6418                         break;
6419                 case 3:
6420                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6421                                 return true;
6422                         break;
6423                 case 4:
6424                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6425                                 return true;
6426                         break;
6427                 case 5:
6428                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6429                                 return true;
6430                         break;
6431                 case 6:
6432                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6433                                 return true;
6434                         break;
6435                 case 7:
6436                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6437                                 return true;
6438                         break;
6439                 }
6440         }
6441         return false;
6442 }
6443
6444 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6445 {
6446         int i;
6447         const mplane_t *p;
6448         for (i = 0;i < numplanes;i++)
6449         {
6450                 p = planes + i;
6451                 switch(p->signbits)
6452                 {
6453                 default:
6454                 case 0:
6455                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6456                                 return true;
6457                         break;
6458                 case 1:
6459                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6460                                 return true;
6461                         break;
6462                 case 2:
6463                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6464                                 return true;
6465                         break;
6466                 case 3:
6467                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6468                                 return true;
6469                         break;
6470                 case 4:
6471                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6472                                 return true;
6473                         break;
6474                 case 5:
6475                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6476                                 return true;
6477                         break;
6478                 case 6:
6479                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6480                                 return true;
6481                         break;
6482                 case 7:
6483                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6484                                 return true;
6485                         break;
6486                 }
6487         }
6488         return false;
6489 }
6490
6491 //==================================================================================
6492
6493 // LordHavoc: this stores temporary data used within the same frame
6494
6495 qboolean r_framedata_failed;
6496 static size_t r_framedata_size;
6497 static size_t r_framedata_current;
6498 static void *r_framedata_base;
6499
6500 void R_FrameData_Reset(void)
6501 {
6502         if (r_framedata_base)
6503                 Mem_Free(r_framedata_base);
6504         r_framedata_base = NULL;
6505         r_framedata_size = 0;
6506         r_framedata_current = 0;
6507         r_framedata_failed = false;
6508 }
6509
6510 void R_FrameData_NewFrame(void)
6511 {
6512         size_t wantedsize;
6513         if (r_framedata_failed)
6514                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6515         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6516         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6517         if (r_framedata_size != wantedsize)
6518         {
6519                 r_framedata_size = wantedsize;
6520                 if (r_framedata_base)
6521                         Mem_Free(r_framedata_base);
6522                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6523         }
6524         r_framedata_current = 0;
6525         r_framedata_failed = false;
6526 }
6527
6528 void *R_FrameData_Alloc(size_t size)
6529 {
6530         void *data;
6531
6532         // align to 16 byte boundary
6533         size = (size + 15) & ~15;
6534         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6535         r_framedata_current += size;
6536
6537         // check overflow
6538         if (r_framedata_current > r_framedata_size)
6539                 r_framedata_failed = true;
6540
6541         // return NULL on everything after a failure
6542         if (r_framedata_failed)
6543                 return NULL;
6544
6545         return data;
6546 }
6547
6548 void *R_FrameData_Store(size_t size, void *data)
6549 {
6550         void *d = R_FrameData_Alloc(size);
6551         if (d)
6552                 memcpy(d, data, size);
6553         return d;
6554 }
6555
6556 //==================================================================================
6557
6558 // LordHavoc: animcache originally written by Echon, rewritten since then
6559
6560 /**
6561  * Animation cache prevents re-generating mesh data for an animated model
6562  * multiple times in one frame for lighting, shadowing, reflections, etc.
6563  */
6564
6565 void R_AnimCache_Free(void)
6566 {
6567 }
6568
6569 void R_AnimCache_ClearCache(void)
6570 {
6571         int i;
6572         entity_render_t *ent;
6573
6574         for (i = 0;i < r_refdef.scene.numentities;i++)
6575         {
6576                 ent = r_refdef.scene.entities[i];
6577                 ent->animcache_vertex3f = NULL;
6578                 ent->animcache_normal3f = NULL;
6579                 ent->animcache_svector3f = NULL;
6580                 ent->animcache_tvector3f = NULL;
6581         }
6582 }
6583
6584 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6585 {
6586         dp_model_t *model = ent->model;
6587         int numvertices;
6588         // see if it's already cached this frame
6589         if (ent->animcache_vertex3f)
6590         {
6591                 // add normals/tangents if needed
6592                 if (wantnormals || wanttangents)
6593                 {
6594                         if (ent->animcache_normal3f)
6595                                 wantnormals = false;
6596                         if (ent->animcache_svector3f)
6597                                 wanttangents = false;
6598                         if (wantnormals || wanttangents)
6599                         {
6600                                 numvertices = model->surfmesh.num_vertices;
6601                                 if (wantnormals)
6602                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6603                                 if (wanttangents)
6604                                 {
6605                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6606                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6607                                 }
6608                                 if (!r_framedata_failed)
6609                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6610                         }
6611                 }
6612         }
6613         else
6614         {
6615                 // see if this ent is worth caching
6616                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6617                         return false;
6618                 // get some memory for this entity and generate mesh data
6619                 numvertices = model->surfmesh.num_vertices;
6620                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6621                 if (wantnormals)
6622                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6623                 if (wanttangents)
6624                 {
6625                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6626                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6627                 }
6628                 if (!r_framedata_failed)
6629                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6630         }
6631         return !r_framedata_failed;
6632 }
6633
6634 void R_AnimCache_CacheVisibleEntities(void)
6635 {
6636         int i;
6637         qboolean wantnormals = !r_showsurfaces.integer;
6638         qboolean wanttangents = !r_showsurfaces.integer;
6639
6640         switch(vid.renderpath)
6641         {
6642         case RENDERPATH_GL20:
6643         case RENDERPATH_CGGL:
6644                 break;
6645         case RENDERPATH_GL13:
6646         case RENDERPATH_GL11:
6647                 wanttangents = false;
6648                 break;
6649         }
6650
6651         // TODO: thread this
6652         // NOTE: R_PrepareRTLights() also caches entities
6653
6654         for (i = 0;i < r_refdef.scene.numentities;i++)
6655                 if (r_refdef.viewcache.entityvisible[i])
6656                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6657 }
6658
6659 //==================================================================================
6660
6661 static void R_View_UpdateEntityLighting (void)
6662 {
6663         int i;
6664         entity_render_t *ent;
6665         vec3_t tempdiffusenormal, avg;
6666         vec_t f, fa, fd, fdd;
6667         qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6668
6669         for (i = 0;i < r_refdef.scene.numentities;i++)
6670         {
6671                 ent = r_refdef.scene.entities[i];
6672
6673                 // skip unseen models
6674                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6675                         continue;
6676
6677                 // skip bsp models
6678                 if (ent->model && ent->model->brush.num_leafs)
6679                 {
6680                         // TODO: use modellight for r_ambient settings on world?
6681                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6682                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6683                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6684                         continue;
6685                 }
6686
6687                 // fetch the lighting from the worldmodel data
6688                 VectorClear(ent->modellight_ambient);
6689                 VectorClear(ent->modellight_diffuse);
6690                 VectorClear(tempdiffusenormal);
6691                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6692                 {
6693                         vec3_t org;
6694                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6695                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6696                         if(ent->flags & RENDER_EQUALIZE)
6697                         {
6698                                 // first fix up ambient lighting...
6699                                 if(r_equalize_entities_minambient.value > 0)
6700                                 {
6701                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6702                                         if(fd > 0)
6703                                         {
6704                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6705                                                 if(fa < r_equalize_entities_minambient.value * fd)
6706                                                 {
6707                                                         // solve:
6708                                                         //   fa'/fd' = minambient
6709                                                         //   fa'+0.25*fd' = fa+0.25*fd
6710                                                         //   ...
6711                                                         //   fa' = fd' * minambient
6712                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6713                                                         //   ...
6714                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6715                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6716                                                         //   ...
6717                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6718                                                         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
6719                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6720                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6721                                                 }
6722                                         }
6723                                 }
6724
6725                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6726                                 {
6727                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6728                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6729                                         if(f > 0)
6730                                         {
6731                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6732                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6733                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6734                                         }
6735                                 }
6736                         }
6737                 }
6738                 else // highly rare
6739                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6740
6741                 // move the light direction into modelspace coordinates for lighting code
6742                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6743                 if(VectorLength2(ent->modellight_lightdir) == 0)
6744                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6745                 VectorNormalize(ent->modellight_lightdir);
6746         }
6747 }
6748
6749 #define MAX_LINEOFSIGHTTRACES 64
6750
6751 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6752 {
6753         int i;
6754         vec3_t boxmins, boxmaxs;
6755         vec3_t start;
6756         vec3_t end;
6757         dp_model_t *model = r_refdef.scene.worldmodel;
6758
6759         if (!model || !model->brush.TraceLineOfSight)
6760                 return true;
6761
6762         // expand the box a little
6763         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6764         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6765         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6766         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6767         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6768         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6769
6770         // return true if eye is inside enlarged box
6771         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6772                 return true;
6773
6774         // try center
6775         VectorCopy(eye, start);
6776         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6777         if (model->brush.TraceLineOfSight(model, start, end))
6778                 return true;
6779
6780         // try various random positions
6781         for (i = 0;i < numsamples;i++)
6782         {
6783                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6784                 if (model->brush.TraceLineOfSight(model, start, end))
6785                         return true;
6786         }
6787
6788         return false;
6789 }
6790
6791
6792 static void R_View_UpdateEntityVisible (void)
6793 {
6794         int i;
6795         int renderimask;
6796         int samples;
6797         entity_render_t *ent;
6798
6799         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6800         if (!r_drawviewmodel.integer)
6801                 renderimask |= RENDER_VIEWMODEL;
6802         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6803         {
6804                 // worldmodel can check visibility
6805                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6806                 for (i = 0;i < r_refdef.scene.numentities;i++)
6807                 {
6808                         ent = r_refdef.scene.entities[i];
6809                         if (!(ent->flags & renderimask))
6810                         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)))
6811                         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))
6812                                 r_refdef.viewcache.entityvisible[i] = true;
6813                 }
6814                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6815                 {
6816                         for (i = 0;i < r_refdef.scene.numentities;i++)
6817                         {
6818                                 ent = r_refdef.scene.entities[i];
6819                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6820                                 {
6821                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6822                                         if (samples < 0)
6823                                                 continue; // temp entities do pvs only
6824                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6825                                                 ent->last_trace_visibility = realtime;
6826                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6827                                                 r_refdef.viewcache.entityvisible[i] = 0;
6828                                 }
6829                         }
6830                 }
6831         }
6832         else
6833         {
6834                 // no worldmodel or it can't check visibility
6835                 for (i = 0;i < r_refdef.scene.numentities;i++)
6836                 {
6837                         ent = r_refdef.scene.entities[i];
6838                         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));
6839                 }
6840         }
6841 }
6842
6843 /// only used if skyrendermasked, and normally returns false
6844 int R_DrawBrushModelsSky (void)
6845 {
6846         int i, sky;
6847         entity_render_t *ent;
6848
6849         sky = false;
6850         for (i = 0;i < r_refdef.scene.numentities;i++)
6851         {
6852                 if (!r_refdef.viewcache.entityvisible[i])
6853                         continue;
6854                 ent = r_refdef.scene.entities[i];
6855                 if (!ent->model || !ent->model->DrawSky)
6856                         continue;
6857                 ent->model->DrawSky(ent);
6858                 sky = true;
6859         }
6860         return sky;
6861 }
6862
6863 static void R_DrawNoModel(entity_render_t *ent);
6864 static void R_DrawModels(void)
6865 {
6866         int i;
6867         entity_render_t *ent;
6868
6869         for (i = 0;i < r_refdef.scene.numentities;i++)
6870         {
6871                 if (!r_refdef.viewcache.entityvisible[i])
6872                         continue;
6873                 ent = r_refdef.scene.entities[i];
6874                 r_refdef.stats.entities++;
6875                 if (ent->model && ent->model->Draw != NULL)
6876                         ent->model->Draw(ent);
6877                 else
6878                         R_DrawNoModel(ent);
6879         }
6880 }
6881
6882 static void R_DrawModelsDepth(void)
6883 {
6884         int i;
6885         entity_render_t *ent;
6886
6887         for (i = 0;i < r_refdef.scene.numentities;i++)
6888         {
6889                 if (!r_refdef.viewcache.entityvisible[i])
6890                         continue;
6891                 ent = r_refdef.scene.entities[i];
6892                 if (ent->model && ent->model->DrawDepth != NULL)
6893                         ent->model->DrawDepth(ent);
6894         }
6895 }
6896
6897 static void R_DrawModelsDebug(void)
6898 {
6899         int i;
6900         entity_render_t *ent;
6901
6902         for (i = 0;i < r_refdef.scene.numentities;i++)
6903         {
6904                 if (!r_refdef.viewcache.entityvisible[i])
6905                         continue;
6906                 ent = r_refdef.scene.entities[i];
6907                 if (ent->model && ent->model->DrawDebug != NULL)
6908                         ent->model->DrawDebug(ent);
6909         }
6910 }
6911
6912 static void R_DrawModelsAddWaterPlanes(void)
6913 {
6914         int i;
6915         entity_render_t *ent;
6916
6917         for (i = 0;i < r_refdef.scene.numentities;i++)
6918         {
6919                 if (!r_refdef.viewcache.entityvisible[i])
6920                         continue;
6921                 ent = r_refdef.scene.entities[i];
6922                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6923                         ent->model->DrawAddWaterPlanes(ent);
6924         }
6925 }
6926
6927 static void R_View_SetFrustum(void)
6928 {
6929         int i;
6930         double slopex, slopey;
6931         vec3_t forward, left, up, origin;
6932
6933         // we can't trust r_refdef.view.forward and friends in reflected scenes
6934         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6935
6936 #if 0
6937         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6938         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6939         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6940         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6941         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6942         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6943         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6944         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6945         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6946         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6947         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6948         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6949 #endif
6950
6951 #if 0
6952         zNear = r_refdef.nearclip;
6953         nudge = 1.0 - 1.0 / (1<<23);
6954         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6955         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6956         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6957         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6958         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6959         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6960         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6961         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6962 #endif
6963
6964
6965
6966 #if 0
6967         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6968         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6969         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6970         r_refdef.view.frustum[0].dist = m[15] - m[12];
6971
6972         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6973         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6974         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6975         r_refdef.view.frustum[1].dist = m[15] + m[12];
6976
6977         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6978         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6979         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6980         r_refdef.view.frustum[2].dist = m[15] - m[13];
6981
6982         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6983         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6984         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6985         r_refdef.view.frustum[3].dist = m[15] + m[13];
6986
6987         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6988         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6989         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6990         r_refdef.view.frustum[4].dist = m[15] - m[14];
6991
6992         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6993         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6994         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6995         r_refdef.view.frustum[5].dist = m[15] + m[14];
6996 #endif
6997
6998         if (r_refdef.view.useperspective)
6999         {
7000                 slopex = 1.0 / r_refdef.view.frustum_x;
7001                 slopey = 1.0 / r_refdef.view.frustum_y;
7002                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7003                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7004                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7005                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7006                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7007
7008                 // Leaving those out was a mistake, those were in the old code, and they
7009                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7010                 // I couldn't reproduce it after adding those normalizations. --blub
7011                 VectorNormalize(r_refdef.view.frustum[0].normal);
7012                 VectorNormalize(r_refdef.view.frustum[1].normal);
7013                 VectorNormalize(r_refdef.view.frustum[2].normal);
7014                 VectorNormalize(r_refdef.view.frustum[3].normal);
7015
7016                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7017                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7018                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7019                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7020                 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]);
7021
7022                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7023                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7024                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7025                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7026                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7027         }
7028         else
7029         {
7030                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7031                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7032                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7033                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7034                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7035                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7036                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7037                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7038                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7039                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7040         }
7041         r_refdef.view.numfrustumplanes = 5;
7042
7043         if (r_refdef.view.useclipplane)
7044         {
7045                 r_refdef.view.numfrustumplanes = 6;
7046                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7047         }
7048
7049         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7050                 PlaneClassify(r_refdef.view.frustum + i);
7051
7052         // LordHavoc: note to all quake engine coders, Quake had a special case
7053         // for 90 degrees which assumed a square view (wrong), so I removed it,
7054         // Quake2 has it disabled as well.
7055
7056         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7057         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7058         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7059         //PlaneClassify(&frustum[0]);
7060
7061         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7062         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7063         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7064         //PlaneClassify(&frustum[1]);
7065
7066         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7067         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7068         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7069         //PlaneClassify(&frustum[2]);
7070
7071         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7072         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7073         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7074         //PlaneClassify(&frustum[3]);
7075
7076         // nearclip plane
7077         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7078         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7079         //PlaneClassify(&frustum[4]);
7080 }
7081
7082 void R_View_Update(void)
7083 {
7084         R_Main_ResizeViewCache();
7085         R_View_SetFrustum();
7086         R_View_WorldVisibility(r_refdef.view.useclipplane);
7087         R_View_UpdateEntityVisible();
7088         R_View_UpdateEntityLighting();
7089 }
7090
7091 void R_SetupView(qboolean allowwaterclippingplane)
7092 {
7093         const float *customclipplane = NULL;
7094         float plane[4];
7095         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7096         {
7097                 // LordHavoc: couldn't figure out how to make this approach the
7098                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7099                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7100                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7101                         dist = r_refdef.view.clipplane.dist;
7102                 plane[0] = r_refdef.view.clipplane.normal[0];
7103                 plane[1] = r_refdef.view.clipplane.normal[1];
7104                 plane[2] = r_refdef.view.clipplane.normal[2];
7105                 plane[3] = dist;
7106                 customclipplane = plane;
7107         }
7108
7109         if (!r_refdef.view.useperspective)
7110                 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);
7111         else if (vid.stencil && r_useinfinitefarclip.integer)
7112                 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);
7113         else
7114                 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);
7115         R_SetViewport(&r_refdef.view.viewport);
7116 }
7117
7118 void R_EntityMatrix(const matrix4x4_t *matrix)
7119 {
7120         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7121         {
7122                 gl_modelmatrixchanged = false;
7123                 gl_modelmatrix = *matrix;
7124                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7125                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7126                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7127                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7128                 CHECKGLERROR
7129                 switch(vid.renderpath)
7130                 {
7131                 case RENDERPATH_GL20:
7132                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7133                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7134                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7135                         break;
7136                 case RENDERPATH_CGGL:
7137 #ifdef SUPPORTCG
7138                         CHECKCGERROR
7139                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7140                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7141                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7142 #endif
7143                         break;
7144                 case RENDERPATH_GL13:
7145                 case RENDERPATH_GL11:
7146                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7147                         break;
7148                 }
7149         }
7150 }
7151
7152 void R_ResetViewRendering2D(void)
7153 {
7154         r_viewport_t viewport;
7155         DrawQ_Finish();
7156
7157         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7158         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);
7159         R_SetViewport(&viewport);
7160         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7161         GL_Color(1, 1, 1, 1);
7162         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7163         GL_BlendFunc(GL_ONE, GL_ZERO);
7164         GL_AlphaTest(false);
7165         GL_ScissorTest(false);
7166         GL_DepthMask(false);
7167         GL_DepthRange(0, 1);
7168         GL_DepthTest(false);
7169         R_EntityMatrix(&identitymatrix);
7170         R_Mesh_ResetTextureState();
7171         GL_PolygonOffset(0, 0);
7172         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7173         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7174         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7175         qglStencilMask(~0);CHECKGLERROR
7176         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7177         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7178         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7179 }
7180
7181 void R_ResetViewRendering3D(void)
7182 {
7183         DrawQ_Finish();
7184
7185         R_SetupView(true);
7186         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7187         GL_Color(1, 1, 1, 1);
7188         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7189         GL_BlendFunc(GL_ONE, GL_ZERO);
7190         GL_AlphaTest(false);
7191         GL_ScissorTest(true);
7192         GL_DepthMask(true);
7193         GL_DepthRange(0, 1);
7194         GL_DepthTest(true);
7195         R_EntityMatrix(&identitymatrix);
7196         R_Mesh_ResetTextureState();
7197         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7198         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7199         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7200         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7201         qglStencilMask(~0);CHECKGLERROR
7202         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7203         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7204         GL_CullFace(r_refdef.view.cullface_back);
7205 }
7206
7207 void R_RenderScene(void);
7208 void R_RenderWaterPlanes(void);
7209
7210 static void R_Water_StartFrame(void)
7211 {
7212         int i;
7213         int waterwidth, waterheight, texturewidth, textureheight;
7214         r_waterstate_waterplane_t *p;
7215
7216         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7217                 return;
7218
7219         switch(vid.renderpath)
7220         {
7221         case RENDERPATH_GL20:
7222         case RENDERPATH_CGGL:
7223                 break;
7224         case RENDERPATH_GL13:
7225         case RENDERPATH_GL11:
7226                 return;
7227         }
7228
7229         // set waterwidth and waterheight to the water resolution that will be
7230         // used (often less than the screen resolution for faster rendering)
7231         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7232         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7233
7234         // calculate desired texture sizes
7235         // can't use water if the card does not support the texture size
7236         if (!r_water.integer || r_showsurfaces.integer)
7237                 texturewidth = textureheight = waterwidth = waterheight = 0;
7238         else if (vid.support.arb_texture_non_power_of_two)
7239         {
7240                 texturewidth = waterwidth;
7241                 textureheight = waterheight;
7242         }
7243         else
7244         {
7245                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7246                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7247         }
7248
7249         // allocate textures as needed
7250         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7251         {
7252                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7253                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7254                 {
7255                         if (p->texture_refraction)
7256                                 R_FreeTexture(p->texture_refraction);
7257                         p->texture_refraction = NULL;
7258                         if (p->texture_reflection)
7259                                 R_FreeTexture(p->texture_reflection);
7260                         p->texture_reflection = NULL;
7261                 }
7262                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7263                 r_waterstate.texturewidth = texturewidth;
7264                 r_waterstate.textureheight = textureheight;
7265         }
7266
7267         if (r_waterstate.texturewidth)
7268         {
7269                 r_waterstate.enabled = true;
7270
7271                 // when doing a reduced render (HDR) we want to use a smaller area
7272                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7273                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7274
7275                 // set up variables that will be used in shader setup
7276                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7277                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7278                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7279                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7280         }
7281
7282         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7283         r_waterstate.numwaterplanes = 0;
7284 }
7285
7286 void R_Water_AddWaterPlane(msurface_t *surface)
7287 {
7288         int triangleindex, planeindex;
7289         const int *e;
7290         vec3_t vert[3];
7291         vec3_t normal;
7292         vec3_t center;
7293         mplane_t plane;
7294         r_waterstate_waterplane_t *p;
7295         texture_t *t = R_GetCurrentTexture(surface->texture);
7296         // just use the first triangle with a valid normal for any decisions
7297         VectorClear(normal);
7298         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7299         {
7300                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7301                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7302                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7303                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7304                 if (VectorLength2(normal) >= 0.001)
7305                         break;
7306         }
7307
7308         VectorCopy(normal, plane.normal);
7309         VectorNormalize(plane.normal);
7310         plane.dist = DotProduct(vert[0], plane.normal);
7311         PlaneClassify(&plane);
7312         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7313         {
7314                 // skip backfaces (except if nocullface is set)
7315                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7316                         return;
7317                 VectorNegate(plane.normal, plane.normal);
7318                 plane.dist *= -1;
7319                 PlaneClassify(&plane);
7320         }
7321
7322
7323         // find a matching plane if there is one
7324         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7325                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7326                         break;
7327         if (planeindex >= r_waterstate.maxwaterplanes)
7328                 return; // nothing we can do, out of planes
7329
7330         // if this triangle does not fit any known plane rendered this frame, add one
7331         if (planeindex >= r_waterstate.numwaterplanes)
7332         {
7333                 // store the new plane
7334                 r_waterstate.numwaterplanes++;
7335                 p->plane = plane;
7336                 // clear materialflags and pvs
7337                 p->materialflags = 0;
7338                 p->pvsvalid = false;
7339         }
7340         // merge this surface's materialflags into the waterplane
7341         p->materialflags |= t->currentmaterialflags;
7342         // merge this surface's PVS into the waterplane
7343         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7344         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7345          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7346         {
7347                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7348                 p->pvsvalid = true;
7349         }
7350 }
7351
7352 static void R_Water_ProcessPlanes(void)
7353 {
7354         r_refdef_view_t originalview;
7355         r_refdef_view_t myview;
7356         int planeindex;
7357         r_waterstate_waterplane_t *p;
7358
7359         originalview = r_refdef.view;
7360
7361         // make sure enough textures are allocated
7362         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7363         {
7364                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7365                 {
7366                         if (!p->texture_refraction)
7367                                 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);
7368                         if (!p->texture_refraction)
7369                                 goto error;
7370                 }
7371
7372                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7373                 {
7374                         if (!p->texture_reflection)
7375                                 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);
7376                         if (!p->texture_reflection)
7377                                 goto error;
7378                 }
7379         }
7380
7381         // render views
7382         r_refdef.view = originalview;
7383         r_refdef.view.showdebug = false;
7384         r_refdef.view.width = r_waterstate.waterwidth;
7385         r_refdef.view.height = r_waterstate.waterheight;
7386         r_refdef.view.useclipplane = true;
7387         myview = r_refdef.view;
7388         r_waterstate.renderingscene = true;
7389         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7390         {
7391                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7392                 {
7393                         r_refdef.view = myview;
7394                         // render reflected scene and copy into texture
7395                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7396                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7397                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7398                         r_refdef.view.clipplane = p->plane;
7399                         // reverse the cullface settings for this render
7400                         r_refdef.view.cullface_front = GL_FRONT;
7401                         r_refdef.view.cullface_back = GL_BACK;
7402                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7403                         {
7404                                 r_refdef.view.usecustompvs = true;
7405                                 if (p->pvsvalid)
7406                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7407                                 else
7408                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7409                         }
7410
7411                         R_ResetViewRendering3D();
7412                         R_ClearScreen(r_refdef.fogenabled);
7413                         R_View_Update();
7414                         R_RenderScene();
7415
7416                         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);
7417                 }
7418
7419                 // render the normal view scene and copy into texture
7420                 // (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)
7421                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7422                 {
7423                         r_refdef.view = myview;
7424                         r_refdef.view.clipplane = p->plane;
7425                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7426                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7427                         PlaneClassify(&r_refdef.view.clipplane);
7428
7429                         R_ResetViewRendering3D();
7430                         R_ClearScreen(r_refdef.fogenabled);
7431                         R_View_Update();
7432                         R_RenderScene();
7433
7434                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7435                 }
7436
7437         }
7438         r_waterstate.renderingscene = false;
7439         r_refdef.view = originalview;
7440         R_ResetViewRendering3D();
7441         R_ClearScreen(r_refdef.fogenabled);
7442         R_View_Update();
7443         return;
7444 error:
7445         r_refdef.view = originalview;
7446         r_waterstate.renderingscene = false;
7447         Cvar_SetValueQuick(&r_water, 0);
7448         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7449         return;
7450 }
7451
7452 void R_Bloom_StartFrame(void)
7453 {
7454         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7455
7456         switch(vid.renderpath)
7457         {
7458         case RENDERPATH_GL20:
7459         case RENDERPATH_CGGL:
7460                 break;
7461         case RENDERPATH_GL13:
7462         case RENDERPATH_GL11:
7463                 return;
7464         }
7465
7466         // set bloomwidth and bloomheight to the bloom resolution that will be
7467         // used (often less than the screen resolution for faster rendering)
7468         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7469         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7470         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7471         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7472         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7473
7474         // calculate desired texture sizes
7475         if (vid.support.arb_texture_non_power_of_two)
7476         {
7477                 screentexturewidth = r_refdef.view.width;
7478                 screentextureheight = r_refdef.view.height;
7479                 bloomtexturewidth = r_bloomstate.bloomwidth;
7480                 bloomtextureheight = r_bloomstate.bloomheight;
7481         }
7482         else
7483         {
7484                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7485                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7486                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7487                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7488         }
7489
7490         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))
7491         {
7492                 Cvar_SetValueQuick(&r_hdr, 0);
7493                 Cvar_SetValueQuick(&r_bloom, 0);
7494                 Cvar_SetValueQuick(&r_motionblur, 0);
7495                 Cvar_SetValueQuick(&r_damageblur, 0);
7496         }
7497
7498         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)))
7499                 screentexturewidth = screentextureheight = 0;
7500         if (!r_hdr.integer && !r_bloom.integer)
7501                 bloomtexturewidth = bloomtextureheight = 0;
7502
7503         // allocate textures as needed
7504         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7505         {
7506                 if (r_bloomstate.texture_screen)
7507                         R_FreeTexture(r_bloomstate.texture_screen);
7508                 r_bloomstate.texture_screen = NULL;
7509                 r_bloomstate.screentexturewidth = screentexturewidth;
7510                 r_bloomstate.screentextureheight = screentextureheight;
7511                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7512                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7513         }
7514         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7515         {
7516                 if (r_bloomstate.texture_bloom)
7517                         R_FreeTexture(r_bloomstate.texture_bloom);
7518                 r_bloomstate.texture_bloom = NULL;
7519                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7520                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7521                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7522                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7523         }
7524
7525         // when doing a reduced render (HDR) we want to use a smaller area
7526         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7527         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7528         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7529         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7530         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7531
7532         // set up a texcoord array for the full resolution screen image
7533         // (we have to keep this around to copy back during final render)
7534         r_bloomstate.screentexcoord2f[0] = 0;
7535         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7536         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7537         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7538         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7539         r_bloomstate.screentexcoord2f[5] = 0;
7540         r_bloomstate.screentexcoord2f[6] = 0;
7541         r_bloomstate.screentexcoord2f[7] = 0;
7542
7543         // set up a texcoord array for the reduced resolution bloom image
7544         // (which will be additive blended over the screen image)
7545         r_bloomstate.bloomtexcoord2f[0] = 0;
7546         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7547         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7548         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7549         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7550         r_bloomstate.bloomtexcoord2f[5] = 0;
7551         r_bloomstate.bloomtexcoord2f[6] = 0;
7552         r_bloomstate.bloomtexcoord2f[7] = 0;
7553
7554         if (r_hdr.integer || r_bloom.integer)
7555         {
7556                 r_bloomstate.enabled = true;
7557                 r_bloomstate.hdr = r_hdr.integer != 0;
7558         }
7559
7560         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);
7561 }
7562
7563 void R_Bloom_CopyBloomTexture(float colorscale)
7564 {
7565         r_refdef.stats.bloom++;
7566
7567         // scale down screen texture to the bloom texture size
7568         CHECKGLERROR
7569         R_SetViewport(&r_bloomstate.viewport);
7570         GL_BlendFunc(GL_ONE, GL_ZERO);
7571         GL_Color(colorscale, colorscale, colorscale, 1);
7572         // TODO: optimize with multitexture or GLSL
7573         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7574         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7575         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7576         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7577
7578         // we now have a bloom image in the framebuffer
7579         // copy it into the bloom image texture for later processing
7580         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);
7581         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7582 }
7583
7584 void R_Bloom_CopyHDRTexture(void)
7585 {
7586         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);
7587         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7588 }
7589
7590 void R_Bloom_MakeTexture(void)
7591 {
7592         int x, range, dir;
7593         float xoffset, yoffset, r, brighten;
7594
7595         r_refdef.stats.bloom++;
7596
7597         R_ResetViewRendering2D();
7598         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7599         R_Mesh_ColorPointer(NULL, 0, 0);
7600
7601         // we have a bloom image in the framebuffer
7602         CHECKGLERROR
7603         R_SetViewport(&r_bloomstate.viewport);
7604
7605         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7606         {
7607                 x *= 2;
7608                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7609                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7610                 GL_Color(r, r, r, 1);
7611                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7612                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7613                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7614                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7615
7616                 // copy the vertically blurred bloom view to a texture
7617                 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);
7618                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7619         }
7620
7621         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7622         brighten = r_bloom_brighten.value;
7623         if (r_hdr.integer)
7624                 brighten *= r_hdr_range.value;
7625         brighten = sqrt(brighten);
7626         if(range >= 1)
7627                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7628         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7629         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7630
7631         for (dir = 0;dir < 2;dir++)
7632         {
7633                 // blend on at multiple vertical offsets to achieve a vertical blur
7634                 // TODO: do offset blends using GLSL
7635                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7636                 GL_BlendFunc(GL_ONE, GL_ZERO);
7637                 for (x = -range;x <= range;x++)
7638                 {
7639                         if (!dir){xoffset = 0;yoffset = x;}
7640                         else {xoffset = x;yoffset = 0;}
7641                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7642                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7643                         // compute a texcoord array with the specified x and y offset
7644                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7645                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7646                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7647                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7648                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7649                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7650                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7651                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7652                         // this r value looks like a 'dot' particle, fading sharply to
7653                         // black at the edges
7654                         // (probably not realistic but looks good enough)
7655                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7656                         //r = brighten/(range*2+1);
7657                         r = brighten / (range * 2 + 1);
7658                         if(range >= 1)
7659                                 r *= (1 - x*x/(float)(range*range));
7660                         GL_Color(r, r, r, 1);
7661                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7662                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7663                         GL_BlendFunc(GL_ONE, GL_ONE);
7664                 }
7665
7666                 // copy the vertically blurred bloom view to a texture
7667                 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);
7668                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7669         }
7670
7671         // apply subtract last
7672         // (just like it would be in a GLSL shader)
7673         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7674         {
7675                 GL_BlendFunc(GL_ONE, GL_ZERO);
7676                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7677                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7678                 GL_Color(1, 1, 1, 1);
7679                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7680                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7681
7682                 GL_BlendFunc(GL_ONE, GL_ONE);
7683                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7684                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7685                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7686                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7687                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7688                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7689                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7690
7691                 // copy the darkened bloom view to a texture
7692                 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);
7693                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7694         }
7695 }
7696
7697 void R_HDR_RenderBloomTexture(void)
7698 {
7699         int oldwidth, oldheight;
7700         float oldcolorscale;
7701
7702         oldcolorscale = r_refdef.view.colorscale;
7703         oldwidth = r_refdef.view.width;
7704         oldheight = r_refdef.view.height;
7705         r_refdef.view.width = r_bloomstate.bloomwidth;
7706         r_refdef.view.height = r_bloomstate.bloomheight;
7707
7708         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7709         // TODO: add exposure compensation features
7710         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7711
7712         r_refdef.view.showdebug = false;
7713         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7714
7715         R_ResetViewRendering3D();
7716
7717         R_ClearScreen(r_refdef.fogenabled);
7718         if (r_timereport_active)
7719                 R_TimeReport("HDRclear");
7720
7721         R_View_Update();
7722         if (r_timereport_active)
7723                 R_TimeReport("visibility");
7724
7725         // only do secondary renders with HDR if r_hdr is 2 or higher
7726         r_waterstate.numwaterplanes = 0;
7727         if (r_waterstate.enabled && r_hdr.integer >= 2)
7728                 R_RenderWaterPlanes();
7729
7730         r_refdef.view.showdebug = true;
7731         R_RenderScene();
7732         r_waterstate.numwaterplanes = 0;
7733
7734         R_ResetViewRendering2D();
7735
7736         R_Bloom_CopyHDRTexture();
7737         R_Bloom_MakeTexture();
7738
7739         // restore the view settings
7740         r_refdef.view.width = oldwidth;
7741         r_refdef.view.height = oldheight;
7742         r_refdef.view.colorscale = oldcolorscale;
7743
7744         R_ResetViewRendering3D();
7745
7746         R_ClearScreen(r_refdef.fogenabled);
7747         if (r_timereport_active)
7748                 R_TimeReport("viewclear");
7749 }
7750
7751 static void R_BlendView(void)
7752 {
7753         unsigned int permutation;
7754         float uservecs[4][4];
7755
7756         switch (vid.renderpath)
7757         {
7758         case RENDERPATH_GL20:
7759         case RENDERPATH_CGGL:
7760                 permutation =
7761                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7762                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7763                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7764                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7765                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7766
7767                 if (r_bloomstate.texture_screen)
7768                 {
7769                         // make sure the buffer is available
7770                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7771
7772                         R_ResetViewRendering2D();
7773                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7774                         R_Mesh_ColorPointer(NULL, 0, 0);
7775
7776                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7777                         {
7778                                 // declare variables
7779                                 float speed;
7780                                 static float avgspeed;
7781
7782                                 speed = VectorLength(cl.movement_velocity);
7783
7784                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7785                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7786
7787                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7788                                 speed = bound(0, speed, 1);
7789                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7790
7791                                 // calculate values into a standard alpha
7792                                 cl.motionbluralpha = 1 - exp(-
7793                                                 (
7794                                                  (r_motionblur.value * speed / 80)
7795                                                  +
7796                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7797                                                 )
7798                                                 /
7799                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7800                                            );
7801
7802                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7803                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7804                                 // apply the blur
7805                                 if (cl.motionbluralpha > 0)
7806                                 {
7807                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7808                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7809                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7810                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7811                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7812                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7813                                 }
7814                         }
7815
7816                         // copy view into the screen texture
7817                         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);
7818                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7819                 }
7820                 else if (!r_bloomstate.texture_bloom)
7821                 {
7822                         // we may still have to do view tint...
7823                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7824                         {
7825                                 // apply a color tint to the whole view
7826                                 R_ResetViewRendering2D();
7827                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7828                                 R_Mesh_ColorPointer(NULL, 0, 0);
7829                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7830                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7831                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7832                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7833                         }
7834                         break; // no screen processing, no bloom, skip it
7835                 }
7836
7837                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7838                 {
7839                         // render simple bloom effect
7840                         // copy the screen and shrink it and darken it for the bloom process
7841                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7842                         // make the bloom texture
7843                         R_Bloom_MakeTexture();
7844                 }
7845
7846 #if _MSC_VER >= 1400
7847 #define sscanf sscanf_s
7848 #endif
7849                 memset(uservecs, 0, sizeof(uservecs));
7850                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7851                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7852                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7853                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7854
7855                 R_ResetViewRendering2D();
7856                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7857                 R_Mesh_ColorPointer(NULL, 0, 0);
7858                 GL_Color(1, 1, 1, 1);
7859                 GL_BlendFunc(GL_ONE, GL_ZERO);
7860                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7861                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7862
7863                 switch(vid.renderpath)
7864                 {
7865                 case RENDERPATH_GL20:
7866                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7867                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7868                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7869                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7870                         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]);
7871                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7872                         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]);
7873                         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]);
7874                         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]);
7875                         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]);
7876                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7877                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7878                         break;
7879                 case RENDERPATH_CGGL:
7880 #ifdef SUPPORTCG
7881                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7882                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7883                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7884                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7885                         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
7886                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7887                         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
7888                         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
7889                         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
7890                         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
7891                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7892                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7893 #endif
7894                         break;
7895                 default:
7896                         break;
7897                 }
7898                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7899                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7900                 break;
7901         case RENDERPATH_GL13:
7902         case RENDERPATH_GL11:
7903                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7904                 {
7905                         // apply a color tint to the whole view
7906                         R_ResetViewRendering2D();
7907                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7908                         R_Mesh_ColorPointer(NULL, 0, 0);
7909                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7910                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7911                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7912                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7913                 }
7914                 break;
7915         }
7916 }
7917
7918 matrix4x4_t r_waterscrollmatrix;
7919
7920 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7921 {
7922         if (r_refdef.fog_density)
7923         {
7924                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7925                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7926                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7927
7928                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7929                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7930                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7931                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7932
7933                 {
7934                         vec3_t fogvec;
7935                         VectorCopy(r_refdef.fogcolor, fogvec);
7936                         //   color.rgb *= ContrastBoost * SceneBrightness;
7937                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7938                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7939                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7940                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7941                 }
7942         }
7943 }
7944
7945 void R_UpdateVariables(void)
7946 {
7947         R_Textures_Frame();
7948
7949         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7950
7951         r_refdef.farclip = r_farclip_base.value;
7952         if (r_refdef.scene.worldmodel)
7953                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7954         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7955
7956         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7957                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7958         r_refdef.polygonfactor = 0;
7959         r_refdef.polygonoffset = 0;
7960         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7961         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7962
7963         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7964         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7965         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7966         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7967         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7968         if (r_showsurfaces.integer)
7969         {
7970                 r_refdef.scene.rtworld = false;
7971                 r_refdef.scene.rtworldshadows = false;
7972                 r_refdef.scene.rtdlight = false;
7973                 r_refdef.scene.rtdlightshadows = false;
7974                 r_refdef.lightmapintensity = 0;
7975         }
7976
7977         if (gamemode == GAME_NEHAHRA)
7978         {
7979                 if (gl_fogenable.integer)
7980                 {
7981                         r_refdef.oldgl_fogenable = true;
7982                         r_refdef.fog_density = gl_fogdensity.value;
7983                         r_refdef.fog_red = gl_fogred.value;
7984                         r_refdef.fog_green = gl_foggreen.value;
7985                         r_refdef.fog_blue = gl_fogblue.value;
7986                         r_refdef.fog_alpha = 1;
7987                         r_refdef.fog_start = 0;
7988                         r_refdef.fog_end = gl_skyclip.value;
7989                         r_refdef.fog_height = 1<<30;
7990                         r_refdef.fog_fadedepth = 128;
7991                 }
7992                 else if (r_refdef.oldgl_fogenable)
7993                 {
7994                         r_refdef.oldgl_fogenable = false;
7995                         r_refdef.fog_density = 0;
7996                         r_refdef.fog_red = 0;
7997                         r_refdef.fog_green = 0;
7998                         r_refdef.fog_blue = 0;
7999                         r_refdef.fog_alpha = 0;
8000                         r_refdef.fog_start = 0;
8001                         r_refdef.fog_end = 0;
8002                         r_refdef.fog_height = 1<<30;
8003                         r_refdef.fog_fadedepth = 128;
8004                 }
8005         }
8006
8007         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8008         r_refdef.fog_start = max(0, r_refdef.fog_start);
8009         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8010
8011         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8012
8013         if (r_refdef.fog_density && r_drawfog.integer)
8014         {
8015                 r_refdef.fogenabled = true;
8016                 // this is the point where the fog reaches 0.9986 alpha, which we
8017                 // consider a good enough cutoff point for the texture
8018                 // (0.9986 * 256 == 255.6)
8019                 if (r_fog_exp2.integer)
8020                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8021                 else
8022                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8023                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8024                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8025                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8026                 // fog color was already set
8027                 // update the fog texture
8028                 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)
8029                         R_BuildFogTexture();
8030         }
8031         else
8032                 r_refdef.fogenabled = false;
8033
8034         switch(vid.renderpath)
8035         {
8036         case RENDERPATH_GL20:
8037         case RENDERPATH_CGGL:
8038                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8039                 {
8040                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8041                         {
8042                                 // build GLSL gamma texture
8043 #define RAMPWIDTH 256
8044                                 unsigned short ramp[RAMPWIDTH * 3];
8045                                 unsigned char rampbgr[RAMPWIDTH][4];
8046                                 int i;
8047
8048                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8049
8050                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8051                                 for(i = 0; i < RAMPWIDTH; ++i)
8052                                 {
8053                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8054                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8055                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8056                                         rampbgr[i][3] = 0;
8057                                 }
8058                                 if (r_texture_gammaramps)
8059                                 {
8060                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8061                                 }
8062                                 else
8063                                 {
8064                                         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);
8065                                 }
8066                         }
8067                 }
8068                 else
8069                 {
8070                         // remove GLSL gamma texture
8071                 }
8072                 break;
8073         case RENDERPATH_GL13:
8074         case RENDERPATH_GL11:
8075                 break;
8076         }
8077 }
8078
8079 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8080 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8081 /*
8082 ================
8083 R_SelectScene
8084 ================
8085 */
8086 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8087         if( scenetype != r_currentscenetype ) {
8088                 // store the old scenetype
8089                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8090                 r_currentscenetype = scenetype;
8091                 // move in the new scene
8092                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8093         }
8094 }
8095
8096 /*
8097 ================
8098 R_GetScenePointer
8099 ================
8100 */
8101 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8102 {
8103         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8104         if( scenetype == r_currentscenetype ) {
8105                 return &r_refdef.scene;
8106         } else {
8107                 return &r_scenes_store[ scenetype ];
8108         }
8109 }
8110
8111 /*
8112 ================
8113 R_RenderView
8114 ================
8115 */
8116 void R_RenderView(void)
8117 {
8118         if (r_timereport_active)
8119                 R_TimeReport("start");
8120         r_textureframe++; // used only by R_GetCurrentTexture
8121         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8122
8123         if (!r_drawentities.integer)
8124                 r_refdef.scene.numentities = 0;
8125
8126         R_AnimCache_ClearCache();
8127         R_FrameData_NewFrame();
8128
8129         if (r_refdef.view.isoverlay)
8130         {
8131                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8132                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8133                 R_TimeReport("depthclear");
8134
8135                 r_refdef.view.showdebug = false;
8136
8137                 r_waterstate.enabled = false;
8138                 r_waterstate.numwaterplanes = 0;
8139
8140                 R_RenderScene();
8141
8142                 CHECKGLERROR
8143                 return;
8144         }
8145
8146         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8147                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8148
8149         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8150
8151         // break apart the view matrix into vectors for various purposes
8152         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8153         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8154         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8155         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8156         // make an inverted copy of the view matrix for tracking sprites
8157         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8158
8159         R_Shadow_UpdateWorldLightSelection();
8160
8161         R_Bloom_StartFrame();
8162         R_Water_StartFrame();
8163
8164         CHECKGLERROR
8165         if (r_timereport_active)
8166                 R_TimeReport("viewsetup");
8167
8168         R_ResetViewRendering3D();
8169
8170         if (r_refdef.view.clear || r_refdef.fogenabled)
8171         {
8172                 R_ClearScreen(r_refdef.fogenabled);
8173                 if (r_timereport_active)
8174                         R_TimeReport("viewclear");
8175         }
8176         r_refdef.view.clear = true;
8177
8178         // this produces a bloom texture to be used in R_BlendView() later
8179         if (r_hdr.integer && r_bloomstate.bloomwidth)
8180         {
8181                 R_HDR_RenderBloomTexture();
8182                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8183                 r_textureframe++; // used only by R_GetCurrentTexture
8184         }
8185
8186         r_refdef.view.showdebug = true;
8187
8188         R_View_Update();
8189         if (r_timereport_active)
8190                 R_TimeReport("visibility");
8191
8192         r_waterstate.numwaterplanes = 0;
8193         if (r_waterstate.enabled)
8194                 R_RenderWaterPlanes();
8195
8196         R_RenderScene();
8197         r_waterstate.numwaterplanes = 0;
8198
8199         R_BlendView();
8200         if (r_timereport_active)
8201                 R_TimeReport("blendview");
8202
8203         GL_Scissor(0, 0, vid.width, vid.height);
8204         GL_ScissorTest(false);
8205         CHECKGLERROR
8206 }
8207
8208 void R_RenderWaterPlanes(void)
8209 {
8210         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8211         {
8212                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8213                 if (r_timereport_active)
8214                         R_TimeReport("waterworld");
8215         }
8216
8217         // don't let sound skip if going slow
8218         if (r_refdef.scene.extraupdate)
8219                 S_ExtraUpdate ();
8220
8221         R_DrawModelsAddWaterPlanes();
8222         if (r_timereport_active)
8223                 R_TimeReport("watermodels");
8224
8225         if (r_waterstate.numwaterplanes)
8226         {
8227                 R_Water_ProcessPlanes();
8228                 if (r_timereport_active)
8229                         R_TimeReport("waterscenes");
8230         }
8231 }
8232
8233 extern void R_DrawLightningBeams (void);
8234 extern void VM_CL_AddPolygonsToMeshQueue (void);
8235 extern void R_DrawPortals (void);
8236 extern cvar_t cl_locs_show;
8237 static void R_DrawLocs(void);
8238 static void R_DrawEntityBBoxes(void);
8239 static void R_DrawModelDecals(void);
8240 extern void R_DrawModelShadows(void);
8241 extern void R_DrawModelShadowMaps(void);
8242 extern cvar_t cl_decals_newsystem;
8243 extern qboolean r_shadow_usingdeferredprepass;
8244 void R_RenderScene(void)
8245 {
8246         qboolean shadowmapping = false;
8247
8248         r_refdef.stats.renders++;
8249
8250         R_UpdateFogColor();
8251
8252         // don't let sound skip if going slow
8253         if (r_refdef.scene.extraupdate)
8254                 S_ExtraUpdate ();
8255
8256         R_MeshQueue_BeginScene();
8257
8258         R_SkyStartFrame();
8259
8260         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);
8261
8262         if (cl.csqc_vidvars.drawworld)
8263         {
8264                 // don't let sound skip if going slow
8265                 if (r_refdef.scene.extraupdate)
8266                         S_ExtraUpdate ();
8267
8268                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8269                 {
8270                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8271                         if (r_timereport_active)
8272                                 R_TimeReport("worldsky");
8273                 }
8274
8275                 if (R_DrawBrushModelsSky() && r_timereport_active)
8276                         R_TimeReport("bmodelsky");
8277
8278                 if (skyrendermasked && skyrenderlater)
8279                 {
8280                         // we have to force off the water clipping plane while rendering sky
8281                         R_SetupView(false);
8282                         R_Sky();
8283                         R_SetupView(true);
8284                         if (r_timereport_active)
8285                                 R_TimeReport("sky");
8286                 }
8287         }
8288
8289         R_AnimCache_CacheVisibleEntities();
8290         if (r_timereport_active)
8291                 R_TimeReport("animation");
8292
8293         R_Shadow_PrepareLights();
8294         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8295                 R_Shadow_PrepareModelShadows();
8296         if (r_timereport_active)
8297                 R_TimeReport("preparelights");
8298
8299         if (R_Shadow_ShadowMappingEnabled())
8300                 shadowmapping = true;
8301
8302         if (r_shadow_usingdeferredprepass)
8303                 R_Shadow_DrawPrepass();
8304
8305         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8306         {
8307                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8308                 if (r_timereport_active)
8309                         R_TimeReport("worlddepth");
8310         }
8311         if (r_depthfirst.integer >= 2)
8312         {
8313                 R_DrawModelsDepth();
8314                 if (r_timereport_active)
8315                         R_TimeReport("modeldepth");
8316         }
8317
8318         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8319         {
8320                 R_DrawModelShadowMaps();
8321                 R_ResetViewRendering3D();
8322                 // don't let sound skip if going slow
8323                 if (r_refdef.scene.extraupdate)
8324                         S_ExtraUpdate ();
8325         }
8326
8327         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8328         {
8329                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8330                 if (r_timereport_active)
8331                         R_TimeReport("world");
8332         }
8333
8334         // don't let sound skip if going slow
8335         if (r_refdef.scene.extraupdate)
8336                 S_ExtraUpdate ();
8337
8338         R_DrawModels();
8339         if (r_timereport_active)
8340                 R_TimeReport("models");
8341
8342         // don't let sound skip if going slow
8343         if (r_refdef.scene.extraupdate)
8344                 S_ExtraUpdate ();
8345
8346         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8347         {
8348                 R_DrawModelShadows();
8349                 R_ResetViewRendering3D();
8350                 // don't let sound skip if going slow
8351                 if (r_refdef.scene.extraupdate)
8352                         S_ExtraUpdate ();
8353         }
8354
8355         if (!r_shadow_usingdeferredprepass)
8356         {
8357                 R_Shadow_DrawLights();
8358                 if (r_timereport_active)
8359                         R_TimeReport("rtlights");
8360         }
8361
8362         // don't let sound skip if going slow
8363         if (r_refdef.scene.extraupdate)
8364                 S_ExtraUpdate ();
8365
8366         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8367         {
8368                 R_DrawModelShadows();
8369                 R_ResetViewRendering3D();
8370                 // don't let sound skip if going slow
8371                 if (r_refdef.scene.extraupdate)
8372                         S_ExtraUpdate ();
8373         }
8374
8375         if (cl.csqc_vidvars.drawworld)
8376         {
8377                 if (cl_decals_newsystem.integer)
8378                 {
8379                         R_DrawModelDecals();
8380                         if (r_timereport_active)
8381                                 R_TimeReport("modeldecals");
8382                 }
8383                 else
8384                 {
8385                         R_DrawDecals();
8386                         if (r_timereport_active)
8387                                 R_TimeReport("decals");
8388                 }
8389
8390                 R_DrawParticles();
8391                 if (r_timereport_active)
8392                         R_TimeReport("particles");
8393
8394                 R_DrawExplosions();
8395                 if (r_timereport_active)
8396                         R_TimeReport("explosions");
8397
8398                 R_DrawLightningBeams();
8399                 if (r_timereport_active)
8400                         R_TimeReport("lightning");
8401         }
8402
8403         VM_CL_AddPolygonsToMeshQueue();
8404
8405         if (r_refdef.view.showdebug)
8406         {
8407                 if (cl_locs_show.integer)
8408                 {
8409                         R_DrawLocs();
8410                         if (r_timereport_active)
8411                                 R_TimeReport("showlocs");
8412                 }
8413
8414                 if (r_drawportals.integer)
8415                 {
8416                         R_DrawPortals();
8417                         if (r_timereport_active)
8418                                 R_TimeReport("portals");
8419                 }
8420
8421                 if (r_showbboxes.value > 0)
8422                 {
8423                         R_DrawEntityBBoxes();
8424                         if (r_timereport_active)
8425                                 R_TimeReport("bboxes");
8426                 }
8427         }
8428
8429         R_MeshQueue_RenderTransparent();
8430         if (r_timereport_active)
8431                 R_TimeReport("drawtrans");
8432
8433         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))
8434         {
8435                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8436                 if (r_timereport_active)
8437                         R_TimeReport("worlddebug");
8438                 R_DrawModelsDebug();
8439                 if (r_timereport_active)
8440                         R_TimeReport("modeldebug");
8441         }
8442
8443         if (cl.csqc_vidvars.drawworld)
8444         {
8445                 R_Shadow_DrawCoronas();
8446                 if (r_timereport_active)
8447                         R_TimeReport("coronas");
8448         }
8449
8450         // don't let sound skip if going slow
8451         if (r_refdef.scene.extraupdate)
8452                 S_ExtraUpdate ();
8453
8454         R_ResetViewRendering2D();
8455 }
8456
8457 static const unsigned short bboxelements[36] =
8458 {
8459         5, 1, 3, 5, 3, 7,
8460         6, 2, 0, 6, 0, 4,
8461         7, 3, 2, 7, 2, 6,
8462         4, 0, 1, 4, 1, 5,
8463         4, 5, 7, 4, 7, 6,
8464         1, 0, 2, 1, 2, 3,
8465 };
8466
8467 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8468 {
8469         int i;
8470         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8471
8472         RSurf_ActiveWorldEntity();
8473
8474         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8475         GL_DepthMask(false);
8476         GL_DepthRange(0, 1);
8477         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8478         R_Mesh_ResetTextureState();
8479
8480         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8481         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8482         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8483         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8484         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8485         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8486         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8487         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8488         R_FillColors(color4f, 8, cr, cg, cb, ca);
8489         if (r_refdef.fogenabled)
8490         {
8491                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8492                 {
8493                         f1 = RSurf_FogVertex(v);
8494                         f2 = 1 - f1;
8495                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8496                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8497                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8498                 }
8499         }
8500         R_Mesh_VertexPointer(vertex3f, 0, 0);
8501         R_Mesh_ColorPointer(color4f, 0, 0);
8502         R_Mesh_ResetTextureState();
8503         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8504         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8505 }
8506
8507 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8508 {
8509         int i;
8510         float color[4];
8511         prvm_edict_t *edict;
8512         prvm_prog_t *prog_save = prog;
8513
8514         // this function draws bounding boxes of server entities
8515         if (!sv.active)
8516                 return;
8517
8518         GL_CullFace(GL_NONE);
8519         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8520
8521         prog = 0;
8522         SV_VM_Begin();
8523         for (i = 0;i < numsurfaces;i++)
8524         {
8525                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8526                 switch ((int)edict->fields.server->solid)
8527                 {
8528                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8529                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8530                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8531                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8532                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8533                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8534                 }
8535                 color[3] *= r_showbboxes.value;
8536                 color[3] = bound(0, color[3], 1);
8537                 GL_DepthTest(!r_showdisabledepthtest.integer);
8538                 GL_CullFace(r_refdef.view.cullface_front);
8539                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8540         }
8541         SV_VM_End();
8542         prog = prog_save;
8543 }
8544
8545 static void R_DrawEntityBBoxes(void)
8546 {
8547         int i;
8548         prvm_edict_t *edict;
8549         vec3_t center;
8550         prvm_prog_t *prog_save = prog;
8551
8552         // this function draws bounding boxes of server entities
8553         if (!sv.active)
8554                 return;
8555
8556         prog = 0;
8557         SV_VM_Begin();
8558         for (i = 0;i < prog->num_edicts;i++)
8559         {
8560                 edict = PRVM_EDICT_NUM(i);
8561                 if (edict->priv.server->free)
8562                         continue;
8563                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8564                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8565                         continue;
8566                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8567                         continue;
8568                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8569                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8570         }
8571         SV_VM_End();
8572         prog = prog_save;
8573 }
8574
8575 static const int nomodelelement3i[24] =
8576 {
8577         5, 2, 0,
8578         5, 1, 2,
8579         5, 0, 3,
8580         5, 3, 1,
8581         0, 2, 4,
8582         2, 1, 4,
8583         3, 0, 4,
8584         1, 3, 4
8585 };
8586
8587 static const unsigned short nomodelelement3s[24] =
8588 {
8589         5, 2, 0,
8590         5, 1, 2,
8591         5, 0, 3,
8592         5, 3, 1,
8593         0, 2, 4,
8594         2, 1, 4,
8595         3, 0, 4,
8596         1, 3, 4
8597 };
8598
8599 static const float nomodelvertex3f[6*3] =
8600 {
8601         -16,   0,   0,
8602          16,   0,   0,
8603           0, -16,   0,
8604           0,  16,   0,
8605           0,   0, -16,
8606           0,   0,  16
8607 };
8608
8609 static const float nomodelcolor4f[6*4] =
8610 {
8611         0.0f, 0.0f, 0.5f, 1.0f,
8612         0.0f, 0.0f, 0.5f, 1.0f,
8613         0.0f, 0.5f, 0.0f, 1.0f,
8614         0.0f, 0.5f, 0.0f, 1.0f,
8615         0.5f, 0.0f, 0.0f, 1.0f,
8616         0.5f, 0.0f, 0.0f, 1.0f
8617 };
8618
8619 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8620 {
8621         int i;
8622         float f1, f2, *c;
8623         float color4f[6*4];
8624
8625         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);
8626
8627         // this is only called once per entity so numsurfaces is always 1, and
8628         // surfacelist is always {0}, so this code does not handle batches
8629
8630         if (rsurface.ent_flags & RENDER_ADDITIVE)
8631         {
8632                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8633                 GL_DepthMask(false);
8634         }
8635         else if (rsurface.colormod[3] < 1)
8636         {
8637                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8638                 GL_DepthMask(false);
8639         }
8640         else
8641         {
8642                 GL_BlendFunc(GL_ONE, GL_ZERO);
8643                 GL_DepthMask(true);
8644         }
8645         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8646         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8647         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8648         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8649         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8650         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8651         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8652         R_Mesh_ColorPointer(color4f, 0, 0);
8653         for (i = 0, c = color4f;i < 6;i++, c += 4)
8654         {
8655                 c[0] *= rsurface.colormod[0];
8656                 c[1] *= rsurface.colormod[1];
8657                 c[2] *= rsurface.colormod[2];
8658                 c[3] *= rsurface.colormod[3];
8659         }
8660         if (r_refdef.fogenabled)
8661         {
8662                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8663                 {
8664                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8665                         f2 = 1 - f1;
8666                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8667                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8668                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8669                 }
8670         }
8671         R_Mesh_ResetTextureState();
8672         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8673 }
8674
8675 void R_DrawNoModel(entity_render_t *ent)
8676 {
8677         vec3_t org;
8678         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8679         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8680                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8681         else
8682                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8683 }
8684
8685 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8686 {
8687         vec3_t right1, right2, diff, normal;
8688
8689         VectorSubtract (org2, org1, normal);
8690
8691         // calculate 'right' vector for start
8692         VectorSubtract (r_refdef.view.origin, org1, diff);
8693         CrossProduct (normal, diff, right1);
8694         VectorNormalize (right1);
8695
8696         // calculate 'right' vector for end
8697         VectorSubtract (r_refdef.view.origin, org2, diff);
8698         CrossProduct (normal, diff, right2);
8699         VectorNormalize (right2);
8700
8701         vert[ 0] = org1[0] + width * right1[0];
8702         vert[ 1] = org1[1] + width * right1[1];
8703         vert[ 2] = org1[2] + width * right1[2];
8704         vert[ 3] = org1[0] - width * right1[0];
8705         vert[ 4] = org1[1] - width * right1[1];
8706         vert[ 5] = org1[2] - width * right1[2];
8707         vert[ 6] = org2[0] - width * right2[0];
8708         vert[ 7] = org2[1] - width * right2[1];
8709         vert[ 8] = org2[2] - width * right2[2];
8710         vert[ 9] = org2[0] + width * right2[0];
8711         vert[10] = org2[1] + width * right2[1];
8712         vert[11] = org2[2] + width * right2[2];
8713 }
8714
8715 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)
8716 {
8717         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8718         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8719         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8720         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8721         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8722         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8723         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8724         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8725         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8726         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8727         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8728         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8729 }
8730
8731 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8732 {
8733         int i;
8734         float *vertex3f;
8735         float v[3];
8736         VectorSet(v, x, y, z);
8737         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8738                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8739                         break;
8740         if (i == mesh->numvertices)
8741         {
8742                 if (mesh->numvertices < mesh->maxvertices)
8743                 {
8744                         VectorCopy(v, vertex3f);
8745                         mesh->numvertices++;
8746                 }
8747                 return mesh->numvertices;
8748         }
8749         else
8750                 return i;
8751 }
8752
8753 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8754 {
8755         int i;
8756         int *e, element[3];
8757         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8758         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8759         e = mesh->element3i + mesh->numtriangles * 3;
8760         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8761         {
8762                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8763                 if (mesh->numtriangles < mesh->maxtriangles)
8764                 {
8765                         *e++ = element[0];
8766                         *e++ = element[1];
8767                         *e++ = element[2];
8768                         mesh->numtriangles++;
8769                 }
8770                 element[1] = element[2];
8771         }
8772 }
8773
8774 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8775 {
8776         int i;
8777         int *e, element[3];
8778         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8779         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8780         e = mesh->element3i + mesh->numtriangles * 3;
8781         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8782         {
8783                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8784                 if (mesh->numtriangles < mesh->maxtriangles)
8785                 {
8786                         *e++ = element[0];
8787                         *e++ = element[1];
8788                         *e++ = element[2];
8789                         mesh->numtriangles++;
8790                 }
8791                 element[1] = element[2];
8792         }
8793 }
8794
8795 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8796 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8797 {
8798         int planenum, planenum2;
8799         int w;
8800         int tempnumpoints;
8801         mplane_t *plane, *plane2;
8802         double maxdist;
8803         double temppoints[2][256*3];
8804         // figure out how large a bounding box we need to properly compute this brush
8805         maxdist = 0;
8806         for (w = 0;w < numplanes;w++)
8807                 maxdist = max(maxdist, fabs(planes[w].dist));
8808         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8809         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8810         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8811         {
8812                 w = 0;
8813                 tempnumpoints = 4;
8814                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8815                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8816                 {
8817                         if (planenum2 == planenum)
8818                                 continue;
8819                         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);
8820                         w = !w;
8821                 }
8822                 if (tempnumpoints < 3)
8823                         continue;
8824                 // generate elements forming a triangle fan for this polygon
8825                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8826         }
8827 }
8828
8829 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)
8830 {
8831         texturelayer_t *layer;
8832         layer = t->currentlayers + t->currentnumlayers++;
8833         layer->type = type;
8834         layer->depthmask = depthmask;
8835         layer->blendfunc1 = blendfunc1;
8836         layer->blendfunc2 = blendfunc2;
8837         layer->texture = texture;
8838         layer->texmatrix = *matrix;
8839         layer->color[0] = r;
8840         layer->color[1] = g;
8841         layer->color[2] = b;
8842         layer->color[3] = a;
8843 }
8844
8845 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8846 {
8847         double index, f;
8848         index = parms[2] + r_refdef.scene.time * parms[3];
8849         index -= floor(index);
8850         switch (func)
8851         {
8852         default:
8853         case Q3WAVEFUNC_NONE:
8854         case Q3WAVEFUNC_NOISE:
8855         case Q3WAVEFUNC_COUNT:
8856                 f = 0;
8857                 break;
8858         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8859         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8860         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8861         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8862         case Q3WAVEFUNC_TRIANGLE:
8863                 index *= 4;
8864                 f = index - floor(index);
8865                 if (index < 1)
8866                         f = f;
8867                 else if (index < 2)
8868                         f = 1 - f;
8869                 else if (index < 3)
8870                         f = -f;
8871                 else
8872                         f = -(1 - f);
8873                 break;
8874         }
8875         return (float)(parms[0] + parms[1] * f);
8876 }
8877
8878 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8879 {
8880         int w, h, idx;
8881         float f;
8882         float tcmat[12];
8883         matrix4x4_t matrix, temp;
8884         switch(tcmod->tcmod)
8885         {
8886                 case Q3TCMOD_COUNT:
8887                 case Q3TCMOD_NONE:
8888                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8889                                 matrix = r_waterscrollmatrix;
8890                         else
8891                                 matrix = identitymatrix;
8892                         break;
8893                 case Q3TCMOD_ENTITYTRANSLATE:
8894                         // this is used in Q3 to allow the gamecode to control texcoord
8895                         // scrolling on the entity, which is not supported in darkplaces yet.
8896                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8897                         break;
8898                 case Q3TCMOD_ROTATE:
8899                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8900                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8901                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8902                         break;
8903                 case Q3TCMOD_SCALE:
8904                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8905                         break;
8906                 case Q3TCMOD_SCROLL:
8907                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8908                         break;
8909                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8910                         w = (int) tcmod->parms[0];
8911                         h = (int) tcmod->parms[1];
8912                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8913                         f = f - floor(f);
8914                         idx = (int) floor(f * w * h);
8915                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8916                         break;
8917                 case Q3TCMOD_STRETCH:
8918                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8919                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8920                         break;
8921                 case Q3TCMOD_TRANSFORM:
8922                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8923                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8924                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8925                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8926                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8927                         break;
8928                 case Q3TCMOD_TURBULENT:
8929                         // this is handled in the RSurf_PrepareVertices function
8930                         matrix = identitymatrix;
8931                         break;
8932         }
8933         temp = *texmatrix;
8934         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8935 }
8936
8937 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8938 {
8939         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8940         char name[MAX_QPATH];
8941         skinframe_t *skinframe;
8942         unsigned char pixels[296*194];
8943         strlcpy(cache->name, skinname, sizeof(cache->name));
8944         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8945         if (developer_loading.integer)
8946                 Con_Printf("loading %s\n", name);
8947         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8948         if (!skinframe || !skinframe->base)
8949         {
8950                 unsigned char *f;
8951                 fs_offset_t filesize;
8952                 skinframe = NULL;
8953                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8954                 if (f)
8955                 {
8956                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8957                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8958                         Mem_Free(f);
8959                 }
8960         }
8961         cache->skinframe = skinframe;
8962 }
8963
8964 texture_t *R_GetCurrentTexture(texture_t *t)
8965 {
8966         int i;
8967         const entity_render_t *ent = rsurface.entity;
8968         dp_model_t *model = ent->model;
8969         q3shaderinfo_layer_tcmod_t *tcmod;
8970
8971         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8972                 return t->currentframe;
8973         t->update_lastrenderframe = r_textureframe;
8974         t->update_lastrenderentity = (void *)ent;
8975
8976         // switch to an alternate material if this is a q1bsp animated material
8977         {
8978                 texture_t *texture = t;
8979                 int s = rsurface.ent_skinnum;
8980                 if ((unsigned int)s >= (unsigned int)model->numskins)
8981                         s = 0;
8982                 if (model->skinscenes)
8983                 {
8984                         if (model->skinscenes[s].framecount > 1)
8985                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8986                         else
8987                                 s = model->skinscenes[s].firstframe;
8988                 }
8989                 if (s > 0)
8990                         t = t + s * model->num_surfaces;
8991                 if (t->animated)
8992                 {
8993                         // use an alternate animation if the entity's frame is not 0,
8994                         // and only if the texture has an alternate animation
8995                         if (rsurface.ent_alttextures && t->anim_total[1])
8996                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8997                         else
8998                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8999                 }
9000                 texture->currentframe = t;
9001         }
9002
9003         // update currentskinframe to be a qw skin or animation frame
9004         if (rsurface.ent_qwskin >= 0)
9005         {
9006                 i = rsurface.ent_qwskin;
9007                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9008                 {
9009                         r_qwskincache_size = cl.maxclients;
9010                         if (r_qwskincache)
9011                                 Mem_Free(r_qwskincache);
9012                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9013                 }
9014                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9015                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9016                 t->currentskinframe = r_qwskincache[i].skinframe;
9017                 if (t->currentskinframe == NULL)
9018                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9019         }
9020         else if (t->numskinframes >= 2)
9021                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9022         if (t->backgroundnumskinframes >= 2)
9023                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9024
9025         t->currentmaterialflags = t->basematerialflags;
9026         t->currentalpha = rsurface.colormod[3];
9027         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9028                 t->currentalpha *= r_wateralpha.value;
9029         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9030                 t->currentalpha *= t->r_water_wateralpha;
9031         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9032                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9033         if (!(rsurface.ent_flags & RENDER_LIGHT))
9034                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9035         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9036         {
9037                 // pick a model lighting mode
9038                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9039                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9040                 else
9041                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9042         }
9043         if (rsurface.ent_flags & RENDER_ADDITIVE)
9044                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9045         else if (t->currentalpha < 1)
9046                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9047         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9048                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9049         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9050                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9051         if (t->backgroundnumskinframes)
9052                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9053         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9054         {
9055                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9056                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9057         }
9058         else
9059                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9060         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9061                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9062
9063         // there is no tcmod
9064         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9065         {
9066                 t->currenttexmatrix = r_waterscrollmatrix;
9067                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9068         }
9069         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9070         {
9071                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9072                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9073         }
9074
9075         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9076                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9077         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9078                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9079
9080         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9081         if (t->currentskinframe->qpixels)
9082                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9083         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9084         if (!t->basetexture)
9085                 t->basetexture = r_texture_notexture;
9086         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9087         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9088         t->nmaptexture = t->currentskinframe->nmap;
9089         if (!t->nmaptexture)
9090                 t->nmaptexture = r_texture_blanknormalmap;
9091         t->glosstexture = r_texture_black;
9092         t->glowtexture = t->currentskinframe->glow;
9093         t->fogtexture = t->currentskinframe->fog;
9094         t->reflectmasktexture = t->currentskinframe->reflect;
9095         if (t->backgroundnumskinframes)
9096         {
9097                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9098                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9099                 t->backgroundglosstexture = r_texture_black;
9100                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9101                 if (!t->backgroundnmaptexture)
9102                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9103         }
9104         else
9105         {
9106                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9107                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9108                 t->backgroundglosstexture = r_texture_black;
9109                 t->backgroundglowtexture = NULL;
9110         }
9111         t->specularpower = r_shadow_glossexponent.value;
9112         // TODO: store reference values for these in the texture?
9113         t->specularscale = 0;
9114         if (r_shadow_gloss.integer > 0)
9115         {
9116                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9117                 {
9118                         if (r_shadow_glossintensity.value > 0)
9119                         {
9120                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9121                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9122                                 t->specularscale = r_shadow_glossintensity.value;
9123                         }
9124                 }
9125                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9126                 {
9127                         t->glosstexture = r_texture_white;
9128                         t->backgroundglosstexture = r_texture_white;
9129                         t->specularscale = r_shadow_gloss2intensity.value;
9130                         t->specularpower = r_shadow_gloss2exponent.value;
9131                 }
9132         }
9133         t->specularscale *= t->specularscalemod;
9134         t->specularpower *= t->specularpowermod;
9135
9136         // lightmaps mode looks bad with dlights using actual texturing, so turn
9137         // off the colormap and glossmap, but leave the normalmap on as it still
9138         // accurately represents the shading involved
9139         if (gl_lightmaps.integer)
9140         {
9141                 t->basetexture = r_texture_grey128;
9142                 t->pantstexture = r_texture_black;
9143                 t->shirttexture = r_texture_black;
9144                 t->nmaptexture = r_texture_blanknormalmap;
9145                 t->glosstexture = r_texture_black;
9146                 t->glowtexture = NULL;
9147                 t->fogtexture = NULL;
9148                 t->reflectmasktexture = NULL;
9149                 t->backgroundbasetexture = NULL;
9150                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9151                 t->backgroundglosstexture = r_texture_black;
9152                 t->backgroundglowtexture = NULL;
9153                 t->specularscale = 0;
9154                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9155         }
9156
9157         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9158         VectorClear(t->dlightcolor);
9159         t->currentnumlayers = 0;
9160         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9161         {
9162                 int blendfunc1, blendfunc2;
9163                 qboolean depthmask;
9164                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9165                 {
9166                         blendfunc1 = GL_SRC_ALPHA;
9167                         blendfunc2 = GL_ONE;
9168                 }
9169                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9170                 {
9171                         blendfunc1 = GL_SRC_ALPHA;
9172                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9173                 }
9174                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9175                 {
9176                         blendfunc1 = t->customblendfunc[0];
9177                         blendfunc2 = t->customblendfunc[1];
9178                 }
9179                 else
9180                 {
9181                         blendfunc1 = GL_ONE;
9182                         blendfunc2 = GL_ZERO;
9183                 }
9184                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9185                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9186                 {
9187                         // fullbright is not affected by r_refdef.lightmapintensity
9188                         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]);
9189                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9190                                 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]);
9191                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9192                                 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]);
9193                 }
9194                 else
9195                 {
9196                         vec3_t ambientcolor;
9197                         float colorscale;
9198                         // set the color tint used for lights affecting this surface
9199                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9200                         colorscale = 2;
9201                         // q3bsp has no lightmap updates, so the lightstylevalue that
9202                         // would normally be baked into the lightmap must be
9203                         // applied to the color
9204                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9205                         if (model->type == mod_brushq3)
9206                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9207                         colorscale *= r_refdef.lightmapintensity;
9208                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9209                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9210                         // basic lit geometry
9211                         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]);
9212                         // add pants/shirt if needed
9213                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9214                                 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]);
9215                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9216                                 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]);
9217                         // now add ambient passes if needed
9218                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9219                         {
9220                                 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]);
9221                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9222                                         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]);
9223                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9224                                         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]);
9225                         }
9226                 }
9227                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9228                         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]);
9229                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9230                 {
9231                         // if this is opaque use alpha blend which will darken the earlier
9232                         // passes cheaply.
9233                         //
9234                         // if this is an alpha blended material, all the earlier passes
9235                         // were darkened by fog already, so we only need to add the fog
9236                         // color ontop through the fog mask texture
9237                         //
9238                         // if this is an additive blended material, all the earlier passes
9239                         // were darkened by fog already, and we should not add fog color
9240                         // (because the background was not darkened, there is no fog color
9241                         // that was lost behind it).
9242                         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]);
9243                 }
9244         }
9245
9246         return t->currentframe;
9247 }
9248
9249 rsurfacestate_t rsurface;
9250
9251 void R_Mesh_ResizeArrays(int newvertices)
9252 {
9253         float *base;
9254         if (rsurface.array_size >= newvertices)
9255                 return;
9256         if (rsurface.array_modelvertex3f)
9257                 Mem_Free(rsurface.array_modelvertex3f);
9258         rsurface.array_size = (newvertices + 1023) & ~1023;
9259         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9260         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9261         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9262         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9263         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9264         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9265         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9266         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9267         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9268         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9269         rsurface.array_color4f           = base + rsurface.array_size * 27;
9270         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9271 }
9272
9273 void RSurf_ActiveWorldEntity(void)
9274 {
9275         dp_model_t *model = r_refdef.scene.worldmodel;
9276         //if (rsurface.entity == r_refdef.scene.worldentity)
9277         //      return;
9278         rsurface.entity = r_refdef.scene.worldentity;
9279         rsurface.skeleton = NULL;
9280         rsurface.ent_skinnum = 0;
9281         rsurface.ent_qwskin = -1;
9282         rsurface.ent_shadertime = 0;
9283         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9284         if (rsurface.array_size < model->surfmesh.num_vertices)
9285                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9286         rsurface.matrix = identitymatrix;
9287         rsurface.inversematrix = identitymatrix;
9288         rsurface.matrixscale = 1;
9289         rsurface.inversematrixscale = 1;
9290         R_EntityMatrix(&identitymatrix);
9291         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9292         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9293         rsurface.fograngerecip = r_refdef.fograngerecip;
9294         rsurface.fogheightfade = r_refdef.fogheightfade;
9295         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9296         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9297         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9298         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9299         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9300         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9301         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9302         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9303         rsurface.colormod[3] = 1;
9304         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);
9305         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9306         rsurface.frameblend[0].lerp = 1;
9307         rsurface.ent_alttextures = false;
9308         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9309         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9310         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9311         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9312         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9313         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9314         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9315         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9316         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9317         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9318         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9319         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9320         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9321         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9322         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9323         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9324         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9325         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9326         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9327         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9328         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9329         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9330         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9331         rsurface.modelelement3i = model->surfmesh.data_element3i;
9332         rsurface.modelelement3s = model->surfmesh.data_element3s;
9333         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9334         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9335         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9336         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9337         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9338         rsurface.modelsurfaces = model->data_surfaces;
9339         rsurface.generatedvertex = false;
9340         rsurface.vertex3f  = rsurface.modelvertex3f;
9341         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9342         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9343         rsurface.svector3f = rsurface.modelsvector3f;
9344         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9345         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9346         rsurface.tvector3f = rsurface.modeltvector3f;
9347         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9348         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9349         rsurface.normal3f  = rsurface.modelnormal3f;
9350         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9351         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9352         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9353 }
9354
9355 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9356 {
9357         dp_model_t *model = ent->model;
9358         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9359         //      return;
9360         rsurface.entity = (entity_render_t *)ent;
9361         rsurface.skeleton = ent->skeleton;
9362         rsurface.ent_skinnum = ent->skinnum;
9363         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;
9364         rsurface.ent_shadertime = ent->shadertime;
9365         rsurface.ent_flags = ent->flags;
9366         if (rsurface.array_size < model->surfmesh.num_vertices)
9367                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9368         rsurface.matrix = ent->matrix;
9369         rsurface.inversematrix = ent->inversematrix;
9370         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9371         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9372         R_EntityMatrix(&rsurface.matrix);
9373         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9374         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9375         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9376         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9377         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9378         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9379         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9380         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9381         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9382         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9383         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9384         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9385         rsurface.colormod[3] = ent->alpha;
9386         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9387         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9388         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9389         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9390         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9391         if (ent->model->brush.submodel && !prepass)
9392         {
9393                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9394                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9395         }
9396         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9397         {
9398                 if (ent->animcache_vertex3f && !r_framedata_failed)
9399                 {
9400                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9401                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9402                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9403                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9404                 }
9405                 else if (wanttangents)
9406                 {
9407                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9408                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9409                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9410                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9411                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9412                 }
9413                 else if (wantnormals)
9414                 {
9415                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9416                         rsurface.modelsvector3f = NULL;
9417                         rsurface.modeltvector3f = NULL;
9418                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9419                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9420                 }
9421                 else
9422                 {
9423                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9424                         rsurface.modelsvector3f = NULL;
9425                         rsurface.modeltvector3f = NULL;
9426                         rsurface.modelnormal3f = NULL;
9427                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9428                 }
9429                 rsurface.modelvertex3f_bufferobject = 0;
9430                 rsurface.modelvertex3f_bufferoffset = 0;
9431                 rsurface.modelsvector3f_bufferobject = 0;
9432                 rsurface.modelsvector3f_bufferoffset = 0;
9433                 rsurface.modeltvector3f_bufferobject = 0;
9434                 rsurface.modeltvector3f_bufferoffset = 0;
9435                 rsurface.modelnormal3f_bufferobject = 0;
9436                 rsurface.modelnormal3f_bufferoffset = 0;
9437                 rsurface.generatedvertex = true;
9438         }
9439         else
9440         {
9441                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9442                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9443                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9444                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9445                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9446                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9447                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9448                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9449                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9450                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9451                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9452                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9453                 rsurface.generatedvertex = false;
9454         }
9455         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9456         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9457         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9458         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9459         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9460         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9461         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9462         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9463         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9464         rsurface.modelelement3i = model->surfmesh.data_element3i;
9465         rsurface.modelelement3s = model->surfmesh.data_element3s;
9466         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9467         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9468         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9469         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9470         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9471         rsurface.modelsurfaces = model->data_surfaces;
9472         rsurface.vertex3f  = rsurface.modelvertex3f;
9473         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9474         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9475         rsurface.svector3f = rsurface.modelsvector3f;
9476         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9477         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9478         rsurface.tvector3f = rsurface.modeltvector3f;
9479         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9480         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9481         rsurface.normal3f  = rsurface.modelnormal3f;
9482         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9483         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9484         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9485 }
9486
9487 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)
9488 {
9489         rsurface.entity = r_refdef.scene.worldentity;
9490         rsurface.skeleton = NULL;
9491         rsurface.ent_skinnum = 0;
9492         rsurface.ent_qwskin = -1;
9493         rsurface.ent_shadertime = shadertime;
9494         rsurface.ent_flags = entflags;
9495         rsurface.modelnum_vertices = numvertices;
9496         rsurface.modelnum_triangles = numtriangles;
9497         if (rsurface.array_size < rsurface.modelnum_vertices)
9498                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9499         rsurface.matrix = *matrix;
9500         rsurface.inversematrix = *inversematrix;
9501         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9502         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9503         R_EntityMatrix(&rsurface.matrix);
9504         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9505         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9506         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9507         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9508         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9509         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9510         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9511         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9512         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9513         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9514         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9515         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9516         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);
9517         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9518         rsurface.frameblend[0].lerp = 1;
9519         rsurface.ent_alttextures = false;
9520         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9521         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9522         if (wanttangents)
9523         {
9524                 rsurface.modelvertex3f = vertex3f;
9525                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9526                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9527                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9528         }
9529         else if (wantnormals)
9530         {
9531                 rsurface.modelvertex3f = vertex3f;
9532                 rsurface.modelsvector3f = NULL;
9533                 rsurface.modeltvector3f = NULL;
9534                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9535         }
9536         else
9537         {
9538                 rsurface.modelvertex3f = vertex3f;
9539                 rsurface.modelsvector3f = NULL;
9540                 rsurface.modeltvector3f = NULL;
9541                 rsurface.modelnormal3f = NULL;
9542         }
9543         rsurface.modelvertex3f_bufferobject = 0;
9544         rsurface.modelvertex3f_bufferoffset = 0;
9545         rsurface.modelsvector3f_bufferobject = 0;
9546         rsurface.modelsvector3f_bufferoffset = 0;
9547         rsurface.modeltvector3f_bufferobject = 0;
9548         rsurface.modeltvector3f_bufferoffset = 0;
9549         rsurface.modelnormal3f_bufferobject = 0;
9550         rsurface.modelnormal3f_bufferoffset = 0;
9551         rsurface.generatedvertex = true;
9552         rsurface.modellightmapcolor4f  = color4f;
9553         rsurface.modellightmapcolor4f_bufferobject = 0;
9554         rsurface.modellightmapcolor4f_bufferoffset = 0;
9555         rsurface.modeltexcoordtexture2f  = texcoord2f;
9556         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9557         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9558         rsurface.modeltexcoordlightmap2f  = NULL;
9559         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9560         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9561         rsurface.modelelement3i = element3i;
9562         rsurface.modelelement3s = element3s;
9563         rsurface.modelelement3i_bufferobject = 0;
9564         rsurface.modelelement3s_bufferobject = 0;
9565         rsurface.modellightmapoffsets = NULL;
9566         rsurface.modelsurfaces = NULL;
9567         rsurface.vertex3f  = rsurface.modelvertex3f;
9568         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9569         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9570         rsurface.svector3f = rsurface.modelsvector3f;
9571         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9572         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9573         rsurface.tvector3f = rsurface.modeltvector3f;
9574         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9575         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9576         rsurface.normal3f  = rsurface.modelnormal3f;
9577         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9578         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9579         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9580
9581         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9582         {
9583                 if ((wantnormals || wanttangents) && !normal3f)
9584                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9585                 if (wanttangents && !svector3f)
9586                         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);
9587         }
9588 }
9589
9590 float RSurf_FogPoint(const float *v)
9591 {
9592         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9593         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9594         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9595         float FogHeightFade = r_refdef.fogheightfade;
9596         float fogfrac;
9597         unsigned int fogmasktableindex;
9598         if (r_refdef.fogplaneviewabove)
9599                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9600         else
9601                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9602         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9603         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9604 }
9605
9606 float RSurf_FogVertex(const float *v)
9607 {
9608         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9609         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9610         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9611         float FogHeightFade = rsurface.fogheightfade;
9612         float fogfrac;
9613         unsigned int fogmasktableindex;
9614         if (r_refdef.fogplaneviewabove)
9615                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9616         else
9617                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9618         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9619         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9620 }
9621
9622 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9623 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9624 {
9625         int deformindex;
9626         int texturesurfaceindex;
9627         int i, j;
9628         float amplitude;
9629         float animpos;
9630         float scale;
9631         const float *v1, *in_tc;
9632         float *out_tc;
9633         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9634         float waveparms[4];
9635         q3shaderinfo_deform_t *deform;
9636         // 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
9637         if (rsurface.generatedvertex)
9638         {
9639                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9640                         generatenormals = true;
9641                 for (i = 0;i < Q3MAXDEFORMS;i++)
9642                 {
9643                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9644                         {
9645                                 generatetangents = true;
9646                                 generatenormals = true;
9647                         }
9648                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9649                                 generatenormals = true;
9650                 }
9651                 if (generatenormals && !rsurface.modelnormal3f)
9652                 {
9653                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9654                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9655                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9656                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9657                 }
9658                 if (generatetangents && !rsurface.modelsvector3f)
9659                 {
9660                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9661                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9662                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9663                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9664                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9665                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9666                         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);
9667                 }
9668         }
9669         rsurface.vertex3f  = rsurface.modelvertex3f;
9670         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9671         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9672         rsurface.svector3f = rsurface.modelsvector3f;
9673         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9674         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9675         rsurface.tvector3f = rsurface.modeltvector3f;
9676         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9677         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9678         rsurface.normal3f  = rsurface.modelnormal3f;
9679         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9680         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9681         // if vertices are deformed (sprite flares and things in maps, possibly
9682         // water waves, bulges and other deformations), generate them into
9683         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9684         // (may be static model data or generated data for an animated model, or
9685         //  the previous deform pass)
9686         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9687         {
9688                 switch (deform->deform)
9689                 {
9690                 default:
9691                 case Q3DEFORM_PROJECTIONSHADOW:
9692                 case Q3DEFORM_TEXT0:
9693                 case Q3DEFORM_TEXT1:
9694                 case Q3DEFORM_TEXT2:
9695                 case Q3DEFORM_TEXT3:
9696                 case Q3DEFORM_TEXT4:
9697                 case Q3DEFORM_TEXT5:
9698                 case Q3DEFORM_TEXT6:
9699                 case Q3DEFORM_TEXT7:
9700                 case Q3DEFORM_NONE:
9701                         break;
9702                 case Q3DEFORM_AUTOSPRITE:
9703                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9704                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9705                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9706                         VectorNormalize(newforward);
9707                         VectorNormalize(newright);
9708                         VectorNormalize(newup);
9709                         // make deformed versions of only the model vertices used by the specified surfaces
9710                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9711                         {
9712                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9713                                 // a single autosprite surface can contain multiple sprites...
9714                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9715                                 {
9716                                         VectorClear(center);
9717                                         for (i = 0;i < 4;i++)
9718                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9719                                         VectorScale(center, 0.25f, center);
9720                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9721                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9722                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9723                                         for (i = 0;i < 4;i++)
9724                                         {
9725                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9726                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9727                                         }
9728                                 }
9729                                 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);
9730                                 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);
9731                         }
9732                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9733                         rsurface.vertex3f_bufferobject = 0;
9734                         rsurface.vertex3f_bufferoffset = 0;
9735                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9736                         rsurface.svector3f_bufferobject = 0;
9737                         rsurface.svector3f_bufferoffset = 0;
9738                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9739                         rsurface.tvector3f_bufferobject = 0;
9740                         rsurface.tvector3f_bufferoffset = 0;
9741                         rsurface.normal3f = rsurface.array_deformednormal3f;
9742                         rsurface.normal3f_bufferobject = 0;
9743                         rsurface.normal3f_bufferoffset = 0;
9744                         break;
9745                 case Q3DEFORM_AUTOSPRITE2:
9746                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9747                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9748                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9749                         VectorNormalize(newforward);
9750                         VectorNormalize(newright);
9751                         VectorNormalize(newup);
9752                         // make deformed versions of only the model vertices used by the specified surfaces
9753                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9754                         {
9755                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9756                                 const float *v1, *v2;
9757                                 vec3_t start, end;
9758                                 float f, l;
9759                                 struct
9760                                 {
9761                                         float length2;
9762                                         const float *v1;
9763                                         const float *v2;
9764                                 }
9765                                 shortest[2];
9766                                 memset(shortest, 0, sizeof(shortest));
9767                                 // a single autosprite surface can contain multiple sprites...
9768                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9769                                 {
9770                                         VectorClear(center);
9771                                         for (i = 0;i < 4;i++)
9772                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9773                                         VectorScale(center, 0.25f, center);
9774                                         // find the two shortest edges, then use them to define the
9775                                         // axis vectors for rotating around the central axis
9776                                         for (i = 0;i < 6;i++)
9777                                         {
9778                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9779                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9780 #if 0
9781                                                 Debug_PolygonBegin(NULL, 0);
9782                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9783                                                 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);
9784                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9785                                                 Debug_PolygonEnd();
9786 #endif
9787                                                 l = VectorDistance2(v1, v2);
9788                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9789                                                 if (v1[2] != v2[2])
9790                                                         l += (1.0f / 1024.0f);
9791                                                 if (shortest[0].length2 > l || i == 0)
9792                                                 {
9793                                                         shortest[1] = shortest[0];
9794                                                         shortest[0].length2 = l;
9795                                                         shortest[0].v1 = v1;
9796                                                         shortest[0].v2 = v2;
9797                                                 }
9798                                                 else if (shortest[1].length2 > l || i == 1)
9799                                                 {
9800                                                         shortest[1].length2 = l;
9801                                                         shortest[1].v1 = v1;
9802                                                         shortest[1].v2 = v2;
9803                                                 }
9804                                         }
9805                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9806                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9807 #if 0
9808                                         Debug_PolygonBegin(NULL, 0);
9809                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9810                                         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);
9811                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9812                                         Debug_PolygonEnd();
9813 #endif
9814                                         // this calculates the right vector from the shortest edge
9815                                         // and the up vector from the edge midpoints
9816                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9817                                         VectorNormalize(right);
9818                                         VectorSubtract(end, start, up);
9819                                         VectorNormalize(up);
9820                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9821                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9822                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9823                                         VectorNegate(forward, forward);
9824                                         VectorReflect(forward, 0, up, forward);
9825                                         VectorNormalize(forward);
9826                                         CrossProduct(up, forward, newright);
9827                                         VectorNormalize(newright);
9828 #if 0
9829                                         Debug_PolygonBegin(NULL, 0);
9830                                         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);
9831                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9832                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9833                                         Debug_PolygonEnd();
9834 #endif
9835 #if 0
9836                                         Debug_PolygonBegin(NULL, 0);
9837                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9838                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9839                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9840                                         Debug_PolygonEnd();
9841 #endif
9842                                         // rotate the quad around the up axis vector, this is made
9843                                         // especially easy by the fact we know the quad is flat,
9844                                         // so we only have to subtract the center position and
9845                                         // measure distance along the right vector, and then
9846                                         // multiply that by the newright vector and add back the
9847                                         // center position
9848                                         // we also need to subtract the old position to undo the
9849                                         // displacement from the center, which we do with a
9850                                         // DotProduct, the subtraction/addition of center is also
9851                                         // optimized into DotProducts here
9852                                         l = DotProduct(right, center);
9853                                         for (i = 0;i < 4;i++)
9854                                         {
9855                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9856                                                 f = DotProduct(right, v1) - l;
9857                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9858                                         }
9859                                 }
9860                                 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);
9861                                 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);
9862                         }
9863                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9864                         rsurface.vertex3f_bufferobject = 0;
9865                         rsurface.vertex3f_bufferoffset = 0;
9866                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9867                         rsurface.svector3f_bufferobject = 0;
9868                         rsurface.svector3f_bufferoffset = 0;
9869                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9870                         rsurface.tvector3f_bufferobject = 0;
9871                         rsurface.tvector3f_bufferoffset = 0;
9872                         rsurface.normal3f = rsurface.array_deformednormal3f;
9873                         rsurface.normal3f_bufferobject = 0;
9874                         rsurface.normal3f_bufferoffset = 0;
9875                         break;
9876                 case Q3DEFORM_NORMAL:
9877                         // deform the normals to make reflections wavey
9878                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9879                         {
9880                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9881                                 for (j = 0;j < surface->num_vertices;j++)
9882                                 {
9883                                         float vertex[3];
9884                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9885                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9886                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9887                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9888                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9889                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9890                                         VectorNormalize(normal);
9891                                 }
9892                                 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);
9893                         }
9894                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9895                         rsurface.svector3f_bufferobject = 0;
9896                         rsurface.svector3f_bufferoffset = 0;
9897                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9898                         rsurface.tvector3f_bufferobject = 0;
9899                         rsurface.tvector3f_bufferoffset = 0;
9900                         rsurface.normal3f = rsurface.array_deformednormal3f;
9901                         rsurface.normal3f_bufferobject = 0;
9902                         rsurface.normal3f_bufferoffset = 0;
9903                         break;
9904                 case Q3DEFORM_WAVE:
9905                         // deform vertex array to make wavey water and flags and such
9906                         waveparms[0] = deform->waveparms[0];
9907                         waveparms[1] = deform->waveparms[1];
9908                         waveparms[2] = deform->waveparms[2];
9909                         waveparms[3] = deform->waveparms[3];
9910                         // this is how a divisor of vertex influence on deformation
9911                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9912                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9913                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9914                         {
9915                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9916                                 for (j = 0;j < surface->num_vertices;j++)
9917                                 {
9918                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9919                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9920                                         // if the wavefunc depends on time, evaluate it per-vertex
9921                                         if (waveparms[3])
9922                                         {
9923                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9924                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9925                                         }
9926                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9927                                 }
9928                         }
9929                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9930                         rsurface.vertex3f_bufferobject = 0;
9931                         rsurface.vertex3f_bufferoffset = 0;
9932                         break;
9933                 case Q3DEFORM_BULGE:
9934                         // deform vertex array to make the surface have moving bulges
9935                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9936                         {
9937                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9938                                 for (j = 0;j < surface->num_vertices;j++)
9939                                 {
9940                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9941                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9942                                 }
9943                         }
9944                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9945                         rsurface.vertex3f_bufferobject = 0;
9946                         rsurface.vertex3f_bufferoffset = 0;
9947                         break;
9948                 case Q3DEFORM_MOVE:
9949                         // deform vertex array
9950                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9951                         VectorScale(deform->parms, scale, waveparms);
9952                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9953                         {
9954                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9955                                 for (j = 0;j < surface->num_vertices;j++)
9956                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9957                         }
9958                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9959                         rsurface.vertex3f_bufferobject = 0;
9960                         rsurface.vertex3f_bufferoffset = 0;
9961                         break;
9962                 }
9963         }
9964         // generate texcoords based on the chosen texcoord source
9965         switch(rsurface.texture->tcgen.tcgen)
9966         {
9967         default:
9968         case Q3TCGEN_TEXTURE:
9969                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9970                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9971                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9972                 break;
9973         case Q3TCGEN_LIGHTMAP:
9974                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9975                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9976                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9977                 break;
9978         case Q3TCGEN_VECTOR:
9979                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9980                 {
9981                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9982                         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)
9983                         {
9984                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9985                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9986                         }
9987                 }
9988                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9989                 rsurface.texcoordtexture2f_bufferobject  = 0;
9990                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9991                 break;
9992         case Q3TCGEN_ENVIRONMENT:
9993                 // make environment reflections using a spheremap
9994                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9995                 {
9996                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9997                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9998                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9999                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10000                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10001                         {
10002                                 // identical to Q3A's method, but executed in worldspace so
10003                                 // carried models can be shiny too
10004
10005                                 float viewer[3], d, reflected[3], worldreflected[3];
10006
10007                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10008                                 // VectorNormalize(viewer);
10009
10010                                 d = DotProduct(normal, viewer);
10011
10012                                 reflected[0] = normal[0]*2*d - viewer[0];
10013                                 reflected[1] = normal[1]*2*d - viewer[1];
10014                                 reflected[2] = normal[2]*2*d - viewer[2];
10015                                 // note: this is proportinal to viewer, so we can normalize later
10016
10017                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10018                                 VectorNormalize(worldreflected);
10019
10020                                 // note: this sphere map only uses world x and z!
10021                                 // so positive and negative y will LOOK THE SAME.
10022                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10023                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10024                         }
10025                 }
10026                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10027                 rsurface.texcoordtexture2f_bufferobject  = 0;
10028                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10029                 break;
10030         }
10031         // the only tcmod that needs software vertex processing is turbulent, so
10032         // check for it here and apply the changes if needed
10033         // and we only support that as the first one
10034         // (handling a mixture of turbulent and other tcmods would be problematic
10035         //  without punting it entirely to a software path)
10036         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10037         {
10038                 amplitude = rsurface.texture->tcmods[0].parms[1];
10039                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10040                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10041                 {
10042                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10043                         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)
10044                         {
10045                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10046                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10047                         }
10048                 }
10049                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10050                 rsurface.texcoordtexture2f_bufferobject  = 0;
10051                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10052         }
10053         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10054         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10055         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10056         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10057 }
10058
10059 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10060 {
10061         int i, j;
10062         const msurface_t *surface = texturesurfacelist[0];
10063         const msurface_t *surface2;
10064         int firstvertex;
10065         int endvertex;
10066         int numvertices;
10067         int numtriangles;
10068         // TODO: lock all array ranges before render, rather than on each surface
10069         if (texturenumsurfaces == 1)
10070                 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);
10071         else if (r_batchmode.integer == 2)
10072         {
10073                 #define MAXBATCHTRIANGLES 4096
10074                 int batchtriangles = 0;
10075                 static int batchelements[MAXBATCHTRIANGLES*3];
10076                 for (i = 0;i < texturenumsurfaces;i = j)
10077                 {
10078                         surface = texturesurfacelist[i];
10079                         j = i + 1;
10080                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10081                         {
10082                                 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);
10083                                 continue;
10084                         }
10085                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10086                         batchtriangles = surface->num_triangles;
10087                         firstvertex = surface->num_firstvertex;
10088                         endvertex = surface->num_firstvertex + surface->num_vertices;
10089                         for (;j < texturenumsurfaces;j++)
10090                         {
10091                                 surface2 = texturesurfacelist[j];
10092                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10093                                         break;
10094                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10095                                 batchtriangles += surface2->num_triangles;
10096                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10097                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10098                         }
10099                         surface2 = texturesurfacelist[j-1];
10100                         numvertices = endvertex - firstvertex;
10101                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10102                 }
10103         }
10104         else if (r_batchmode.integer == 1)
10105         {
10106                 for (i = 0;i < texturenumsurfaces;i = j)
10107                 {
10108                         surface = texturesurfacelist[i];
10109                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10110                                 if (texturesurfacelist[j] != surface2)
10111                                         break;
10112                         surface2 = texturesurfacelist[j-1];
10113                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10114                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10115                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10116                 }
10117         }
10118         else
10119         {
10120                 for (i = 0;i < texturenumsurfaces;i++)
10121                 {
10122                         surface = texturesurfacelist[i];
10123                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10124                 }
10125         }
10126 }
10127
10128 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10129 {
10130         switch(vid.renderpath)
10131         {
10132         case RENDERPATH_CGGL:
10133 #ifdef SUPPORTCG
10134                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10135                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10136 #endif
10137                 break;
10138         case RENDERPATH_GL20:
10139                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10140                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10141                 break;
10142         case RENDERPATH_GL13:
10143         case RENDERPATH_GL11:
10144                 R_Mesh_TexBind(0, surface->lightmaptexture);
10145                 break;
10146         }
10147 }
10148
10149 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10150 {
10151         // pick the closest matching water plane and bind textures
10152         int planeindex, vertexindex;
10153         float d, bestd;
10154         vec3_t vert;
10155         const float *v;
10156         r_waterstate_waterplane_t *p, *bestp;
10157         bestd = 0;
10158         bestp = NULL;
10159         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10160         {
10161                 d = 0;
10162                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10163                 {
10164                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10165                         d += fabs(PlaneDiff(vert, &p->plane));
10166                 }
10167                 if (bestd > d || !bestp)
10168                 {
10169                         bestd = d;
10170                         bestp = p;
10171                 }
10172         }
10173         switch(vid.renderpath)
10174         {
10175         case RENDERPATH_CGGL:
10176 #ifdef SUPPORTCG
10177                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10178                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10179 #endif
10180                 break;
10181         case RENDERPATH_GL20:
10182                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10183                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10184                 break;
10185         case RENDERPATH_GL13:
10186         case RENDERPATH_GL11:
10187                 break;
10188         }
10189 }
10190
10191 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10192 {
10193         int i;
10194         const msurface_t *surface;
10195         if (r_waterstate.renderingscene)
10196                 return;
10197         for (i = 0;i < texturenumsurfaces;i++)
10198         {
10199                 surface = texturesurfacelist[i];
10200                 RSurf_BindLightmapForSurface(surface);
10201                 RSurf_BindReflectionForSurface(surface);
10202                 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);
10203         }
10204 }
10205
10206 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10207 {
10208         int i;
10209         int j;
10210         const msurface_t *surface = texturesurfacelist[0];
10211         const msurface_t *surface2;
10212         int firstvertex;
10213         int endvertex;
10214         int numvertices;
10215         int numtriangles;
10216         if (texturenumsurfaces == 1)
10217         {
10218                 RSurf_BindLightmapForSurface(surface);
10219                 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);
10220         }
10221         else if (r_batchmode.integer == 2)
10222         {
10223 #define MAXBATCHTRIANGLES 4096
10224                 int batchtriangles = 0;
10225                 static int batchelements[MAXBATCHTRIANGLES*3];
10226                 for (i = 0;i < texturenumsurfaces;i = j)
10227                 {
10228                         surface = texturesurfacelist[i];
10229                         RSurf_BindLightmapForSurface(surface);
10230                         j = i + 1;
10231                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10232                         {
10233                                 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);
10234                                 continue;
10235                         }
10236                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10237                         batchtriangles = surface->num_triangles;
10238                         firstvertex = surface->num_firstvertex;
10239                         endvertex = surface->num_firstvertex + surface->num_vertices;
10240                         for (;j < texturenumsurfaces;j++)
10241                         {
10242                                 surface2 = texturesurfacelist[j];
10243                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10244                                         break;
10245                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10246                                 batchtriangles += surface2->num_triangles;
10247                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10248                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10249                         }
10250                         surface2 = texturesurfacelist[j-1];
10251                         numvertices = endvertex - firstvertex;
10252                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10253                 }
10254         }
10255         else if (r_batchmode.integer == 1)
10256         {
10257 #if 0
10258                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10259                 for (i = 0;i < texturenumsurfaces;i = j)
10260                 {
10261                         surface = texturesurfacelist[i];
10262                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10263                                 if (texturesurfacelist[j] != surface2)
10264                                         break;
10265                         Con_Printf(" %i", j - i);
10266                 }
10267                 Con_Printf("\n");
10268                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10269 #endif
10270                 for (i = 0;i < texturenumsurfaces;i = j)
10271                 {
10272                         surface = texturesurfacelist[i];
10273                         RSurf_BindLightmapForSurface(surface);
10274                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10275                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10276                                         break;
10277 #if 0
10278                         Con_Printf(" %i", j - i);
10279 #endif
10280                         surface2 = texturesurfacelist[j-1];
10281                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10282                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10283                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10284                 }
10285 #if 0
10286                 Con_Printf("\n");
10287 #endif
10288         }
10289         else
10290         {
10291                 for (i = 0;i < texturenumsurfaces;i++)
10292                 {
10293                         surface = texturesurfacelist[i];
10294                         RSurf_BindLightmapForSurface(surface);
10295                         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);
10296                 }
10297         }
10298 }
10299
10300 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10301 {
10302         int j;
10303         int texturesurfaceindex;
10304         if (r_showsurfaces.integer == 2)
10305         {
10306                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10307                 {
10308                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10309                         for (j = 0;j < surface->num_triangles;j++)
10310                         {
10311                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10312                                 GL_Color(f, f, f, 1);
10313                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10314                         }
10315                 }
10316         }
10317         else
10318         {
10319                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10320                 {
10321                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10322                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10323                         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);
10324                         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);
10325                 }
10326         }
10327 }
10328
10329 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10330 {
10331         int texturesurfaceindex;
10332         int i;
10333         const float *v;
10334         float *c2;
10335         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10336         {
10337                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10338                 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)
10339                 {
10340                         c2[0] = 0.5;
10341                         c2[1] = 0.5;
10342                         c2[2] = 0.5;
10343                         c2[3] = 1;
10344                 }
10345         }
10346         rsurface.lightmapcolor4f = rsurface.array_color4f;
10347         rsurface.lightmapcolor4f_bufferobject = 0;
10348         rsurface.lightmapcolor4f_bufferoffset = 0;
10349 }
10350
10351 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10352 {
10353         int texturesurfaceindex;
10354         int i;
10355         float f;
10356         const float *v;
10357         const float *c;
10358         float *c2;
10359         if (rsurface.lightmapcolor4f)
10360         {
10361                 // generate color arrays for the surfaces in this list
10362                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10363                 {
10364                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10365                         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)
10366                         {
10367                                 f = RSurf_FogVertex(v);
10368                                 c2[0] = c[0] * f;
10369                                 c2[1] = c[1] * f;
10370                                 c2[2] = c[2] * f;
10371                                 c2[3] = c[3];
10372                         }
10373                 }
10374         }
10375         else
10376         {
10377                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10378                 {
10379                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10380                         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)
10381                         {
10382                                 f = RSurf_FogVertex(v);
10383                                 c2[0] = f;
10384                                 c2[1] = f;
10385                                 c2[2] = f;
10386                                 c2[3] = 1;
10387                         }
10388                 }
10389         }
10390         rsurface.lightmapcolor4f = rsurface.array_color4f;
10391         rsurface.lightmapcolor4f_bufferobject = 0;
10392         rsurface.lightmapcolor4f_bufferoffset = 0;
10393 }
10394
10395 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10396 {
10397         int texturesurfaceindex;
10398         int i;
10399         float f;
10400         const float *v;
10401         const float *c;
10402         float *c2;
10403         if (!rsurface.lightmapcolor4f)
10404                 return;
10405         // generate color arrays for the surfaces in this list
10406         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10407         {
10408                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10409                 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)
10410                 {
10411                         f = RSurf_FogVertex(v);
10412                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10413                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10414                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10415                         c2[3] = c[3];
10416                 }
10417         }
10418         rsurface.lightmapcolor4f = rsurface.array_color4f;
10419         rsurface.lightmapcolor4f_bufferobject = 0;
10420         rsurface.lightmapcolor4f_bufferoffset = 0;
10421 }
10422
10423 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10424 {
10425         int texturesurfaceindex;
10426         int i;
10427         const float *c;
10428         float *c2;
10429         if (!rsurface.lightmapcolor4f)
10430                 return;
10431         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10432         {
10433                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10434                 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)
10435                 {
10436                         c2[0] = c[0] * r;
10437                         c2[1] = c[1] * g;
10438                         c2[2] = c[2] * b;
10439                         c2[3] = c[3] * a;
10440                 }
10441         }
10442         rsurface.lightmapcolor4f = rsurface.array_color4f;
10443         rsurface.lightmapcolor4f_bufferobject = 0;
10444         rsurface.lightmapcolor4f_bufferoffset = 0;
10445 }
10446
10447 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10448 {
10449         int texturesurfaceindex;
10450         int i;
10451         const float *c;
10452         float *c2;
10453         if (!rsurface.lightmapcolor4f)
10454                 return;
10455         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10456         {
10457                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10458                 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)
10459                 {
10460                         c2[0] = c[0] + r_refdef.scene.ambient;
10461                         c2[1] = c[1] + r_refdef.scene.ambient;
10462                         c2[2] = c[2] + r_refdef.scene.ambient;
10463                         c2[3] = c[3];
10464                 }
10465         }
10466         rsurface.lightmapcolor4f = rsurface.array_color4f;
10467         rsurface.lightmapcolor4f_bufferobject = 0;
10468         rsurface.lightmapcolor4f_bufferoffset = 0;
10469 }
10470
10471 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10472 {
10473         // TODO: optimize
10474         rsurface.lightmapcolor4f = NULL;
10475         rsurface.lightmapcolor4f_bufferobject = 0;
10476         rsurface.lightmapcolor4f_bufferoffset = 0;
10477         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10478         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10479         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10480         GL_Color(r, g, b, a);
10481         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10482 }
10483
10484 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10485 {
10486         // TODO: optimize applyfog && applycolor case
10487         // just apply fog if necessary, and tint the fog color array if necessary
10488         rsurface.lightmapcolor4f = NULL;
10489         rsurface.lightmapcolor4f_bufferobject = 0;
10490         rsurface.lightmapcolor4f_bufferoffset = 0;
10491         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10492         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10493         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10494         GL_Color(r, g, b, a);
10495         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10496 }
10497
10498 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10499 {
10500         int texturesurfaceindex;
10501         int i;
10502         float *c;
10503         // TODO: optimize
10504         if (texturesurfacelist[0]->lightmapinfo)
10505         {
10506                 // generate color arrays for the surfaces in this list
10507                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10508                 {
10509                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10510                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10511                         {
10512                                 if (surface->lightmapinfo->samples)
10513                                 {
10514                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10515                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10516                                         VectorScale(lm, scale, c);
10517                                         if (surface->lightmapinfo->styles[1] != 255)
10518                                         {
10519                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10520                                                 lm += size3;
10521                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10522                                                 VectorMA(c, scale, lm, c);
10523                                                 if (surface->lightmapinfo->styles[2] != 255)
10524                                                 {
10525                                                         lm += size3;
10526                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10527                                                         VectorMA(c, scale, lm, c);
10528                                                         if (surface->lightmapinfo->styles[3] != 255)
10529                                                         {
10530                                                                 lm += size3;
10531                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10532                                                                 VectorMA(c, scale, lm, c);
10533                                                         }
10534                                                 }
10535                                         }
10536                                 }
10537                                 else
10538                                         VectorClear(c);
10539                                 c[3] = 1;
10540                         }
10541                 }
10542                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10543                 rsurface.lightmapcolor4f_bufferobject = 0;
10544                 rsurface.lightmapcolor4f_bufferoffset = 0;
10545         }
10546         else
10547         {
10548                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10549                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10550                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10551         }
10552         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10553         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10554         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10555         GL_Color(r, g, b, a);
10556         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10557 }
10558
10559 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10560 {
10561         int texturesurfaceindex;
10562         int i;
10563         float f;
10564         float alpha;
10565         const float *v;
10566         const float *n;
10567         float *c;
10568         vec3_t ambientcolor;
10569         vec3_t diffusecolor;
10570         vec3_t lightdir;
10571         // TODO: optimize
10572         // model lighting
10573         VectorCopy(rsurface.modellight_lightdir, lightdir);
10574         f = 0.5f * r_refdef.lightmapintensity;
10575         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10576         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10577         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10578         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10579         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10580         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10581         alpha = *a;
10582         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10583         {
10584                 // generate color arrays for the surfaces in this list
10585                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10586                 {
10587                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10588                         int numverts = surface->num_vertices;
10589                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10590                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10591                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10592                         // q3-style directional shading
10593                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10594                         {
10595                                 if ((f = DotProduct(n, lightdir)) > 0)
10596                                         VectorMA(ambientcolor, f, diffusecolor, c);
10597                                 else
10598                                         VectorCopy(ambientcolor, c);
10599                                 c[3] = alpha;
10600                         }
10601                 }
10602                 *r = 1;
10603                 *g = 1;
10604                 *b = 1;
10605                 *a = 1;
10606                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10607                 rsurface.lightmapcolor4f_bufferobject = 0;
10608                 rsurface.lightmapcolor4f_bufferoffset = 0;
10609                 *applycolor = false;
10610         }
10611         else
10612         {
10613                 *r = ambientcolor[0];
10614                 *g = ambientcolor[1];
10615                 *b = ambientcolor[2];
10616                 rsurface.lightmapcolor4f = NULL;
10617                 rsurface.lightmapcolor4f_bufferobject = 0;
10618                 rsurface.lightmapcolor4f_bufferoffset = 0;
10619         }
10620 }
10621
10622 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10623 {
10624         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10625         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10626         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10627         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10628         GL_Color(r, g, b, a);
10629         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10630 }
10631
10632 void RSurf_SetupDepthAndCulling(void)
10633 {
10634         // submodels are biased to avoid z-fighting with world surfaces that they
10635         // may be exactly overlapping (avoids z-fighting artifacts on certain
10636         // doors and things in Quake maps)
10637         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10638         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10639         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10640         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10641 }
10642
10643 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10644 {
10645         // transparent sky would be ridiculous
10646         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10647                 return;
10648         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10649         skyrenderlater = true;
10650         RSurf_SetupDepthAndCulling();
10651         GL_DepthMask(true);
10652         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10653         // skymasking on them, and Quake3 never did sky masking (unlike
10654         // software Quake and software Quake2), so disable the sky masking
10655         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10656         // and skymasking also looks very bad when noclipping outside the
10657         // level, so don't use it then either.
10658         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10659         {
10660                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10661                 R_Mesh_ColorPointer(NULL, 0, 0);
10662                 R_Mesh_ResetTextureState();
10663                 if (skyrendermasked)
10664                 {
10665                         R_SetupShader_DepthOrShadow();
10666                         // depth-only (masking)
10667                         GL_ColorMask(0,0,0,0);
10668                         // just to make sure that braindead drivers don't draw
10669                         // anything despite that colormask...
10670                         GL_BlendFunc(GL_ZERO, GL_ONE);
10671                 }
10672                 else
10673                 {
10674                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10675                         // fog sky
10676                         GL_BlendFunc(GL_ONE, GL_ZERO);
10677                 }
10678                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10679                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10680                 if (skyrendermasked)
10681                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10682         }
10683         R_Mesh_ResetTextureState();
10684         GL_Color(1, 1, 1, 1);
10685 }
10686
10687 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10688 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10689 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10690 {
10691         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10692                 return;
10693         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10694         if (prepass)
10695         {
10696                 // render screenspace normalmap to texture
10697                 GL_DepthMask(true);
10698                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10699                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10700         }
10701         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10702         {
10703                 // render water or distortion background, then blend surface on top
10704                 GL_DepthMask(true);
10705                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10706                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10707                 GL_DepthMask(false);
10708                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10709                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10710                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10711                 else
10712                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10713         }
10714         else
10715         {
10716                 // render surface normally
10717                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10718                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10719                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10720                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10721                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10722                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10723                 else
10724                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10725         }
10726 }
10727
10728 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10729 {
10730         // OpenGL 1.3 path - anything not completely ancient
10731         int texturesurfaceindex;
10732         qboolean applycolor;
10733         qboolean applyfog;
10734         int layerindex;
10735         const texturelayer_t *layer;
10736         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10737
10738         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10739         {
10740                 vec4_t layercolor;
10741                 int layertexrgbscale;
10742                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10743                 {
10744                         if (layerindex == 0)
10745                                 GL_AlphaTest(true);
10746                         else
10747                         {
10748                                 GL_AlphaTest(false);
10749                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10750                         }
10751                 }
10752                 GL_DepthMask(layer->depthmask && writedepth);
10753                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10754                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10755                 {
10756                         layertexrgbscale = 4;
10757                         VectorScale(layer->color, 0.25f, layercolor);
10758                 }
10759                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10760                 {
10761                         layertexrgbscale = 2;
10762                         VectorScale(layer->color, 0.5f, layercolor);
10763                 }
10764                 else
10765                 {
10766                         layertexrgbscale = 1;
10767                         VectorScale(layer->color, 1.0f, layercolor);
10768                 }
10769                 layercolor[3] = layer->color[3];
10770                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10771                 R_Mesh_ColorPointer(NULL, 0, 0);
10772                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10773                 switch (layer->type)
10774                 {
10775                 case TEXTURELAYERTYPE_LITTEXTURE:
10776                         // single-pass lightmapped texture with 2x rgbscale
10777                         R_Mesh_TexBind(0, r_texture_white);
10778                         R_Mesh_TexMatrix(0, NULL);
10779                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10780                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10781                         R_Mesh_TexBind(1, layer->texture);
10782                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10783                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10784                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10785                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10786                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10787                         else if (rsurface.uselightmaptexture)
10788                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10789                         else
10790                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10791                         break;
10792                 case TEXTURELAYERTYPE_TEXTURE:
10793                         // singletexture unlit texture with transparency support
10794                         R_Mesh_TexBind(0, layer->texture);
10795                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10796                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10797                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10798                         R_Mesh_TexBind(1, 0);
10799                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10800                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10801                         break;
10802                 case TEXTURELAYERTYPE_FOG:
10803                         // singletexture fogging
10804                         if (layer->texture)
10805                         {
10806                                 R_Mesh_TexBind(0, layer->texture);
10807                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10808                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10809                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10810                         }
10811                         else
10812                         {
10813                                 R_Mesh_TexBind(0, 0);
10814                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10815                         }
10816                         R_Mesh_TexBind(1, 0);
10817                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10818                         // generate a color array for the fog pass
10819                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10820                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10821                         {
10822                                 int i;
10823                                 float f;
10824                                 const float *v;
10825                                 float *c;
10826                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10827                                 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)
10828                                 {
10829                                         f = 1 - RSurf_FogVertex(v);
10830                                         c[0] = layercolor[0];
10831                                         c[1] = layercolor[1];
10832                                         c[2] = layercolor[2];
10833                                         c[3] = f * layercolor[3];
10834                                 }
10835                         }
10836                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10837                         break;
10838                 default:
10839                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10840                 }
10841         }
10842         CHECKGLERROR
10843         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10844         {
10845                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10846                 GL_AlphaTest(false);
10847         }
10848 }
10849
10850 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10851 {
10852         // OpenGL 1.1 - crusty old voodoo path
10853         int texturesurfaceindex;
10854         qboolean applyfog;
10855         int layerindex;
10856         const texturelayer_t *layer;
10857         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10858
10859         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10860         {
10861                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10862                 {
10863                         if (layerindex == 0)
10864                                 GL_AlphaTest(true);
10865                         else
10866                         {
10867                                 GL_AlphaTest(false);
10868                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10869                         }
10870                 }
10871                 GL_DepthMask(layer->depthmask && writedepth);
10872                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10873                 R_Mesh_ColorPointer(NULL, 0, 0);
10874                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10875                 switch (layer->type)
10876                 {
10877                 case TEXTURELAYERTYPE_LITTEXTURE:
10878                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10879                         {
10880                                 // two-pass lit texture with 2x rgbscale
10881                                 // first the lightmap pass
10882                                 R_Mesh_TexBind(0, r_texture_white);
10883                                 R_Mesh_TexMatrix(0, NULL);
10884                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10885                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10886                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10887                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10888                                 else if (rsurface.uselightmaptexture)
10889                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10890                                 else
10891                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10892                                 // then apply the texture to it
10893                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10894                                 R_Mesh_TexBind(0, layer->texture);
10895                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10896                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10897                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10898                                 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);
10899                         }
10900                         else
10901                         {
10902                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10903                                 R_Mesh_TexBind(0, layer->texture);
10904                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10905                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10906                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10907                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10908                                         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);
10909                                 else
10910                                         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);
10911                         }
10912                         break;
10913                 case TEXTURELAYERTYPE_TEXTURE:
10914                         // singletexture unlit texture with transparency support
10915                         R_Mesh_TexBind(0, layer->texture);
10916                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10917                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10918                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10919                         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);
10920                         break;
10921                 case TEXTURELAYERTYPE_FOG:
10922                         // singletexture fogging
10923                         if (layer->texture)
10924                         {
10925                                 R_Mesh_TexBind(0, layer->texture);
10926                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10927                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10928                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10929                         }
10930                         else
10931                         {
10932                                 R_Mesh_TexBind(0, 0);
10933                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10934                         }
10935                         // generate a color array for the fog pass
10936                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10937                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10938                         {
10939                                 int i;
10940                                 float f;
10941                                 const float *v;
10942                                 float *c;
10943                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10944                                 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)
10945                                 {
10946                                         f = 1 - RSurf_FogVertex(v);
10947                                         c[0] = layer->color[0];
10948                                         c[1] = layer->color[1];
10949                                         c[2] = layer->color[2];
10950                                         c[3] = f * layer->color[3];
10951                                 }
10952                         }
10953                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10954                         break;
10955                 default:
10956                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10957                 }
10958         }
10959         CHECKGLERROR
10960         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10961         {
10962                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10963                 GL_AlphaTest(false);
10964         }
10965 }
10966
10967 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10968 {
10969         float c[4];
10970
10971         GL_AlphaTest(false);
10972         R_Mesh_ColorPointer(NULL, 0, 0);
10973         R_Mesh_ResetTextureState();
10974         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10975
10976         if(rsurface.texture && rsurface.texture->currentskinframe)
10977         {
10978                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10979                 c[3] *= rsurface.texture->currentalpha;
10980         }
10981         else
10982         {
10983                 c[0] = 1;
10984                 c[1] = 0;
10985                 c[2] = 1;
10986                 c[3] = 1;
10987         }
10988
10989         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10990         {
10991                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10992                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10993                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10994         }
10995
10996         // brighten it up (as texture value 127 means "unlit")
10997         c[0] *= 2 * r_refdef.view.colorscale;
10998         c[1] *= 2 * r_refdef.view.colorscale;
10999         c[2] *= 2 * r_refdef.view.colorscale;
11000
11001         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11002                 c[3] *= r_wateralpha.value;
11003
11004         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11005         {
11006                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11007                 GL_DepthMask(false);
11008         }
11009         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11010         {
11011                 GL_BlendFunc(GL_ONE, GL_ONE);
11012                 GL_DepthMask(false);
11013         }
11014         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11015         {
11016                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11017                 GL_DepthMask(false);
11018         }
11019         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11020         {
11021                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11022                 GL_DepthMask(false);
11023         }
11024         else
11025         {
11026                 GL_BlendFunc(GL_ONE, GL_ZERO);
11027                 GL_DepthMask(writedepth);
11028         }
11029
11030         rsurface.lightmapcolor4f = NULL;
11031
11032         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11033         {
11034                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11035
11036                 rsurface.lightmapcolor4f = NULL;
11037                 rsurface.lightmapcolor4f_bufferobject = 0;
11038                 rsurface.lightmapcolor4f_bufferoffset = 0;
11039         }
11040         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11041         {
11042                 qboolean applycolor = true;
11043                 float one = 1.0;
11044
11045                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11046
11047                 r_refdef.lightmapintensity = 1;
11048                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11049                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11050         }
11051         else
11052         {
11053                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11054
11055                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11056                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11057                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11058         }
11059
11060         if(!rsurface.lightmapcolor4f)
11061                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11062
11063         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11064         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11065         if(r_refdef.fogenabled)
11066                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11067
11068         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11069         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11070 }
11071
11072 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11073 {
11074         CHECKGLERROR
11075         RSurf_SetupDepthAndCulling();
11076         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11077         {
11078                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11079                 return;
11080         }
11081         switch (vid.renderpath)
11082         {
11083         case RENDERPATH_GL20:
11084         case RENDERPATH_CGGL:
11085                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11086                 break;
11087         case RENDERPATH_GL13:
11088                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11089                 break;
11090         case RENDERPATH_GL11:
11091                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11092                 break;
11093         }
11094         CHECKGLERROR
11095 }
11096
11097 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11098 {
11099         CHECKGLERROR
11100         RSurf_SetupDepthAndCulling();
11101         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11102         {
11103                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11104                 return;
11105         }
11106         switch (vid.renderpath)
11107         {
11108         case RENDERPATH_GL20:
11109         case RENDERPATH_CGGL:
11110                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11111                 break;
11112         case RENDERPATH_GL13:
11113                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11114                 break;
11115         case RENDERPATH_GL11:
11116                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11117                 break;
11118         }
11119         CHECKGLERROR
11120 }
11121
11122 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11123 {
11124         int i, j;
11125         int texturenumsurfaces, endsurface;
11126         texture_t *texture;
11127         const msurface_t *surface;
11128         const msurface_t *texturesurfacelist[256];
11129
11130         // if the model is static it doesn't matter what value we give for
11131         // wantnormals and wanttangents, so this logic uses only rules applicable
11132         // to a model, knowing that they are meaningless otherwise
11133         if (ent == r_refdef.scene.worldentity)
11134                 RSurf_ActiveWorldEntity();
11135         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11136                 RSurf_ActiveModelEntity(ent, false, false, false);
11137         else
11138         {
11139                 switch (vid.renderpath)
11140                 {
11141                 case RENDERPATH_GL20:
11142                 case RENDERPATH_CGGL:
11143                         RSurf_ActiveModelEntity(ent, true, true, false);
11144                         break;
11145                 case RENDERPATH_GL13:
11146                 case RENDERPATH_GL11:
11147                         RSurf_ActiveModelEntity(ent, true, false, false);
11148                         break;
11149                 }
11150         }
11151
11152         if (r_transparentdepthmasking.integer)
11153         {
11154                 qboolean setup = false;
11155                 for (i = 0;i < numsurfaces;i = j)
11156                 {
11157                         j = i + 1;
11158                         surface = rsurface.modelsurfaces + surfacelist[i];
11159                         texture = surface->texture;
11160                         rsurface.texture = R_GetCurrentTexture(texture);
11161                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11162                         // scan ahead until we find a different texture
11163                         endsurface = min(i + 1024, numsurfaces);
11164                         texturenumsurfaces = 0;
11165                         texturesurfacelist[texturenumsurfaces++] = surface;
11166                         for (;j < endsurface;j++)
11167                         {
11168                                 surface = rsurface.modelsurfaces + surfacelist[j];
11169                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11170                                         break;
11171                                 texturesurfacelist[texturenumsurfaces++] = surface;
11172                         }
11173                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11174                                 continue;
11175                         // render the range of surfaces as depth
11176                         if (!setup)
11177                         {
11178                                 setup = true;
11179                                 GL_ColorMask(0,0,0,0);
11180                                 GL_Color(1,1,1,1);
11181                                 GL_DepthTest(true);
11182                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11183                                 GL_DepthMask(true);
11184                                 GL_AlphaTest(false);
11185                                 R_Mesh_ColorPointer(NULL, 0, 0);
11186                                 R_Mesh_ResetTextureState();
11187                                 R_SetupShader_DepthOrShadow();
11188                         }
11189                         RSurf_SetupDepthAndCulling();
11190                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11191                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11192                 }
11193                 if (setup)
11194                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11195         }
11196
11197         for (i = 0;i < numsurfaces;i = j)
11198         {
11199                 j = i + 1;
11200                 surface = rsurface.modelsurfaces + surfacelist[i];
11201                 texture = surface->texture;
11202                 rsurface.texture = R_GetCurrentTexture(texture);
11203                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11204                 // scan ahead until we find a different texture
11205                 endsurface = min(i + 1024, numsurfaces);
11206                 texturenumsurfaces = 0;
11207                 texturesurfacelist[texturenumsurfaces++] = surface;
11208                 for (;j < endsurface;j++)
11209                 {
11210                         surface = rsurface.modelsurfaces + surfacelist[j];
11211                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11212                                 break;
11213                         texturesurfacelist[texturenumsurfaces++] = surface;
11214                 }
11215                 // render the range of surfaces
11216                 if (ent == r_refdef.scene.worldentity)
11217                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11218                 else
11219                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11220         }
11221         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11222         GL_AlphaTest(false);
11223 }
11224
11225 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11226 {
11227         // transparent surfaces get pushed off into the transparent queue
11228         int surfacelistindex;
11229         const msurface_t *surface;
11230         vec3_t tempcenter, center;
11231         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11232         {
11233                 surface = texturesurfacelist[surfacelistindex];
11234                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11235                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11236                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11237                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11238                 if (queueentity->transparent_offset) // transparent offset
11239                 {
11240                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11241                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11242                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11243                 }
11244                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11245         }
11246 }
11247
11248 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11249 {
11250         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11251         CHECKGLERROR
11252         if (depthonly)
11253         {
11254                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11255                         return;
11256                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11257                         return;
11258                 RSurf_SetupDepthAndCulling();
11259                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11260                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11261         }
11262         else if (prepass)
11263         {
11264                 if (!rsurface.texture->currentnumlayers)
11265                         return;
11266                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11267                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11268                 else
11269                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11270         }
11271         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11272         {
11273                 RSurf_SetupDepthAndCulling();
11274                 GL_AlphaTest(false);
11275                 R_Mesh_ColorPointer(NULL, 0, 0);
11276                 R_Mesh_ResetTextureState();
11277                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11278                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11279                 GL_DepthMask(true);
11280                 GL_BlendFunc(GL_ONE, GL_ZERO);
11281                 GL_Color(0, 0, 0, 1);
11282                 GL_DepthTest(writedepth);
11283                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11284         }
11285         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11286         {
11287                 RSurf_SetupDepthAndCulling();
11288                 GL_AlphaTest(false);
11289                 R_Mesh_ColorPointer(NULL, 0, 0);
11290                 R_Mesh_ResetTextureState();
11291                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11292                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11293                 GL_DepthMask(true);
11294                 GL_BlendFunc(GL_ONE, GL_ZERO);
11295                 GL_DepthTest(true);
11296                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11297         }
11298         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11299                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11300         else if (!rsurface.texture->currentnumlayers)
11301                 return;
11302         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11303         {
11304                 // in the deferred case, transparent surfaces were queued during prepass
11305                 if (!r_shadow_usingdeferredprepass)
11306                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11307         }
11308         else
11309         {
11310                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11311                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11312         }
11313         CHECKGLERROR
11314 }
11315
11316 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11317 {
11318         int i, j;
11319         texture_t *texture;
11320         // break the surface list down into batches by texture and use of lightmapping
11321         for (i = 0;i < numsurfaces;i = j)
11322         {
11323                 j = i + 1;
11324                 // texture is the base texture pointer, rsurface.texture is the
11325                 // current frame/skin the texture is directing us to use (for example
11326                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11327                 // use skin 1 instead)
11328                 texture = surfacelist[i]->texture;
11329                 rsurface.texture = R_GetCurrentTexture(texture);
11330                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11331                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11332                 {
11333                         // if this texture is not the kind we want, skip ahead to the next one
11334                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11335                                 ;
11336                         continue;
11337                 }
11338                 // simply scan ahead until we find a different texture or lightmap state
11339                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11340                         ;
11341                 // render the range of surfaces
11342                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11343         }
11344 }
11345
11346 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11347 {
11348         CHECKGLERROR
11349         if (depthonly)
11350         {
11351                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11352                         return;
11353                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11354                         return;
11355                 RSurf_SetupDepthAndCulling();
11356                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11357                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11358         }
11359         else if (prepass)
11360         {
11361                 if (!rsurface.texture->currentnumlayers)
11362                         return;
11363                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11364                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11365                 else
11366                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11367         }
11368         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11369         {
11370                 RSurf_SetupDepthAndCulling();
11371                 GL_AlphaTest(false);
11372                 R_Mesh_ColorPointer(NULL, 0, 0);
11373                 R_Mesh_ResetTextureState();
11374                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11375                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11376                 GL_DepthMask(true);
11377                 GL_BlendFunc(GL_ONE, GL_ZERO);
11378                 GL_Color(0, 0, 0, 1);
11379                 GL_DepthTest(writedepth);
11380                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11381         }
11382         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11383         {
11384                 RSurf_SetupDepthAndCulling();
11385                 GL_AlphaTest(false);
11386                 R_Mesh_ColorPointer(NULL, 0, 0);
11387                 R_Mesh_ResetTextureState();
11388                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11389                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11390                 GL_DepthMask(true);
11391                 GL_BlendFunc(GL_ONE, GL_ZERO);
11392                 GL_DepthTest(true);
11393                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11394         }
11395         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11396                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11397         else if (!rsurface.texture->currentnumlayers)
11398                 return;
11399         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11400         {
11401                 // in the deferred case, transparent surfaces were queued during prepass
11402                 if (!r_shadow_usingdeferredprepass)
11403                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11404         }
11405         else
11406         {
11407                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11408                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11409         }
11410         CHECKGLERROR
11411 }
11412
11413 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11414 {
11415         int i, j;
11416         texture_t *texture;
11417         // break the surface list down into batches by texture and use of lightmapping
11418         for (i = 0;i < numsurfaces;i = j)
11419         {
11420                 j = i + 1;
11421                 // texture is the base texture pointer, rsurface.texture is the
11422                 // current frame/skin the texture is directing us to use (for example
11423                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11424                 // use skin 1 instead)
11425                 texture = surfacelist[i]->texture;
11426                 rsurface.texture = R_GetCurrentTexture(texture);
11427                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11428                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11429                 {
11430                         // if this texture is not the kind we want, skip ahead to the next one
11431                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11432                                 ;
11433                         continue;
11434                 }
11435                 // simply scan ahead until we find a different texture or lightmap state
11436                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11437                         ;
11438                 // render the range of surfaces
11439                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11440         }
11441 }
11442
11443 float locboxvertex3f[6*4*3] =
11444 {
11445         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11446         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11447         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11448         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11449         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11450         1,0,0, 0,0,0, 0,1,0, 1,1,0
11451 };
11452
11453 unsigned short locboxelements[6*2*3] =
11454 {
11455          0, 1, 2, 0, 2, 3,
11456          4, 5, 6, 4, 6, 7,
11457          8, 9,10, 8,10,11,
11458         12,13,14, 12,14,15,
11459         16,17,18, 16,18,19,
11460         20,21,22, 20,22,23
11461 };
11462
11463 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11464 {
11465         int i, j;
11466         cl_locnode_t *loc = (cl_locnode_t *)ent;
11467         vec3_t mins, size;
11468         float vertex3f[6*4*3];
11469         CHECKGLERROR
11470         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11471         GL_DepthMask(false);
11472         GL_DepthRange(0, 1);
11473         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11474         GL_DepthTest(true);
11475         GL_CullFace(GL_NONE);
11476         R_EntityMatrix(&identitymatrix);
11477
11478         R_Mesh_VertexPointer(vertex3f, 0, 0);
11479         R_Mesh_ColorPointer(NULL, 0, 0);
11480         R_Mesh_ResetTextureState();
11481         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11482
11483         i = surfacelist[0];
11484         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11485                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11486                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11487                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11488
11489         if (VectorCompare(loc->mins, loc->maxs))
11490         {
11491                 VectorSet(size, 2, 2, 2);
11492                 VectorMA(loc->mins, -0.5f, size, mins);
11493         }
11494         else
11495         {
11496                 VectorCopy(loc->mins, mins);
11497                 VectorSubtract(loc->maxs, loc->mins, size);
11498         }
11499
11500         for (i = 0;i < 6*4*3;)
11501                 for (j = 0;j < 3;j++, i++)
11502                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11503
11504         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11505 }
11506
11507 void R_DrawLocs(void)
11508 {
11509         int index;
11510         cl_locnode_t *loc, *nearestloc;
11511         vec3_t center;
11512         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11513         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11514         {
11515                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11516                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11517         }
11518 }
11519
11520 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11521 {
11522         if (decalsystem->decals)
11523                 Mem_Free(decalsystem->decals);
11524         memset(decalsystem, 0, sizeof(*decalsystem));
11525 }
11526
11527 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)
11528 {
11529         tridecal_t *decal;
11530         tridecal_t *decals;
11531         int i;
11532
11533         // expand or initialize the system
11534         if (decalsystem->maxdecals <= decalsystem->numdecals)
11535         {
11536                 decalsystem_t old = *decalsystem;
11537                 qboolean useshortelements;
11538                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11539                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11540                 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)));
11541                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11542                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11543                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11544                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11545                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11546                 if (decalsystem->numdecals)
11547                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11548                 if (old.decals)
11549                         Mem_Free(old.decals);
11550                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11551                         decalsystem->element3i[i] = i;
11552                 if (useshortelements)
11553                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11554                                 decalsystem->element3s[i] = i;
11555         }
11556
11557         // grab a decal and search for another free slot for the next one
11558         decals = decalsystem->decals;
11559         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11560         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11561                 ;
11562         decalsystem->freedecal = i;
11563         if (decalsystem->numdecals <= i)
11564                 decalsystem->numdecals = i + 1;
11565
11566         // initialize the decal
11567         decal->lived = 0;
11568         decal->triangleindex = triangleindex;
11569         decal->surfaceindex = surfaceindex;
11570         decal->decalsequence = decalsequence;
11571         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11572         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11573         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11574         decal->color4ub[0][3] = 255;
11575         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11576         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11577         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11578         decal->color4ub[1][3] = 255;
11579         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11580         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11581         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11582         decal->color4ub[2][3] = 255;
11583         decal->vertex3f[0][0] = v0[0];
11584         decal->vertex3f[0][1] = v0[1];
11585         decal->vertex3f[0][2] = v0[2];
11586         decal->vertex3f[1][0] = v1[0];
11587         decal->vertex3f[1][1] = v1[1];
11588         decal->vertex3f[1][2] = v1[2];
11589         decal->vertex3f[2][0] = v2[0];
11590         decal->vertex3f[2][1] = v2[1];
11591         decal->vertex3f[2][2] = v2[2];
11592         decal->texcoord2f[0][0] = t0[0];
11593         decal->texcoord2f[0][1] = t0[1];
11594         decal->texcoord2f[1][0] = t1[0];
11595         decal->texcoord2f[1][1] = t1[1];
11596         decal->texcoord2f[2][0] = t2[0];
11597         decal->texcoord2f[2][1] = t2[1];
11598 }
11599
11600 extern cvar_t cl_decals_bias;
11601 extern cvar_t cl_decals_models;
11602 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11603 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)
11604 {
11605         matrix4x4_t projection;
11606         decalsystem_t *decalsystem;
11607         qboolean dynamic;
11608         dp_model_t *model;
11609         const float *vertex3f;
11610         const msurface_t *surface;
11611         const msurface_t *surfaces;
11612         const int *surfacelist;
11613         const texture_t *texture;
11614         int numtriangles;
11615         int numsurfacelist;
11616         int surfacelistindex;
11617         int surfaceindex;
11618         int triangleindex;
11619         int cornerindex;
11620         int index;
11621         int numpoints;
11622         const int *e;
11623         float localorigin[3];
11624         float localnormal[3];
11625         float localmins[3];
11626         float localmaxs[3];
11627         float localsize;
11628         float v[9][3];
11629         float tc[9][2];
11630         float c[9][4];
11631         //float normal[3];
11632         float planes[6][4];
11633         float f;
11634         float points[2][9][3];
11635         float angles[3];
11636         float temp[3];
11637
11638         decalsystem = &ent->decalsystem;
11639         model = ent->model;
11640         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11641         {
11642                 R_DecalSystem_Reset(&ent->decalsystem);
11643                 return;
11644         }
11645
11646         if (!model->brush.data_nodes && !cl_decals_models.integer)
11647         {
11648                 if (decalsystem->model)
11649                         R_DecalSystem_Reset(decalsystem);
11650                 return;
11651         }
11652
11653         if (decalsystem->model != model)
11654                 R_DecalSystem_Reset(decalsystem);
11655         decalsystem->model = model;
11656
11657         RSurf_ActiveModelEntity(ent, false, false, false);
11658
11659         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11660         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11661         VectorNormalize(localnormal);
11662         localsize = worldsize*rsurface.inversematrixscale;
11663         localmins[0] = localorigin[0] - localsize;
11664         localmins[1] = localorigin[1] - localsize;
11665         localmins[2] = localorigin[2] - localsize;
11666         localmaxs[0] = localorigin[0] + localsize;
11667         localmaxs[1] = localorigin[1] + localsize;
11668         localmaxs[2] = localorigin[2] + localsize;
11669
11670         //VectorCopy(localnormal, planes[4]);
11671         //VectorVectors(planes[4], planes[2], planes[0]);
11672         AnglesFromVectors(angles, localnormal, NULL, false);
11673         AngleVectors(angles, planes[0], planes[2], planes[4]);
11674         VectorNegate(planes[0], planes[1]);
11675         VectorNegate(planes[2], planes[3]);
11676         VectorNegate(planes[4], planes[5]);
11677         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11678         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11679         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11680         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11681         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11682         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11683
11684 #if 1
11685 // works
11686 {
11687         matrix4x4_t forwardprojection;
11688         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11689         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11690 }
11691 #else
11692 // broken
11693 {
11694         float projectionvector[4][3];
11695         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11696         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11697         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11698         projectionvector[0][0] = planes[0][0] * ilocalsize;
11699         projectionvector[0][1] = planes[1][0] * ilocalsize;
11700         projectionvector[0][2] = planes[2][0] * ilocalsize;
11701         projectionvector[1][0] = planes[0][1] * ilocalsize;
11702         projectionvector[1][1] = planes[1][1] * ilocalsize;
11703         projectionvector[1][2] = planes[2][1] * ilocalsize;
11704         projectionvector[2][0] = planes[0][2] * ilocalsize;
11705         projectionvector[2][1] = planes[1][2] * ilocalsize;
11706         projectionvector[2][2] = planes[2][2] * ilocalsize;
11707         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11708         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11709         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11710         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11711 }
11712 #endif
11713
11714         dynamic = model->surfmesh.isanimated;
11715         vertex3f = rsurface.modelvertex3f;
11716         numsurfacelist = model->nummodelsurfaces;
11717         surfacelist = model->sortedmodelsurfaces;
11718         surfaces = model->data_surfaces;
11719         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11720         {
11721                 surfaceindex = surfacelist[surfacelistindex];
11722                 surface = surfaces + surfaceindex;
11723                 // check cull box first because it rejects more than any other check
11724                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11725                         continue;
11726                 // skip transparent surfaces
11727                 texture = surface->texture;
11728                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11729                         continue;
11730                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11731                         continue;
11732                 numtriangles = surface->num_triangles;
11733                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11734                 {
11735                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11736                         {
11737                                 index = 3*e[cornerindex];
11738                                 VectorCopy(vertex3f + index, v[cornerindex]);
11739                         }
11740                         // cull backfaces
11741                         //TriangleNormal(v[0], v[1], v[2], normal);
11742                         //if (DotProduct(normal, localnormal) < 0.0f)
11743                         //      continue;
11744                         // clip by each of the box planes formed from the projection matrix
11745                         // if anything survives, we emit the decal
11746                         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]);
11747                         if (numpoints < 3)
11748                                 continue;
11749                         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]);
11750                         if (numpoints < 3)
11751                                 continue;
11752                         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]);
11753                         if (numpoints < 3)
11754                                 continue;
11755                         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]);
11756                         if (numpoints < 3)
11757                                 continue;
11758                         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]);
11759                         if (numpoints < 3)
11760                                 continue;
11761                         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]);
11762                         if (numpoints < 3)
11763                                 continue;
11764                         // some part of the triangle survived, so we have to accept it...
11765                         if (dynamic)
11766                         {
11767                                 // dynamic always uses the original triangle
11768                                 numpoints = 3;
11769                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11770                                 {
11771                                         index = 3*e[cornerindex];
11772                                         VectorCopy(vertex3f + index, v[cornerindex]);
11773                                 }
11774                         }
11775                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11776                         {
11777                                 // convert vertex positions to texcoords
11778                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11779                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11780                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11781                                 // calculate distance fade from the projection origin
11782                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11783                                 f = bound(0.0f, f, 1.0f);
11784                                 c[cornerindex][0] = r * f;
11785                                 c[cornerindex][1] = g * f;
11786                                 c[cornerindex][2] = b * f;
11787                                 c[cornerindex][3] = 1.0f;
11788                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11789                         }
11790                         if (dynamic)
11791                                 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);
11792                         else
11793                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11794                                         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);
11795                 }
11796         }
11797 }
11798
11799 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11800 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)
11801 {
11802         int renderentityindex;
11803         float worldmins[3];
11804         float worldmaxs[3];
11805         entity_render_t *ent;
11806
11807         if (!cl_decals_newsystem.integer)
11808                 return;
11809
11810         worldmins[0] = worldorigin[0] - worldsize;
11811         worldmins[1] = worldorigin[1] - worldsize;
11812         worldmins[2] = worldorigin[2] - worldsize;
11813         worldmaxs[0] = worldorigin[0] + worldsize;
11814         worldmaxs[1] = worldorigin[1] + worldsize;
11815         worldmaxs[2] = worldorigin[2] + worldsize;
11816
11817         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11818
11819         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11820         {
11821                 ent = r_refdef.scene.entities[renderentityindex];
11822                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11823                         continue;
11824
11825                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11826         }
11827 }
11828
11829 typedef struct r_decalsystem_splatqueue_s
11830 {
11831         vec3_t worldorigin;
11832         vec3_t worldnormal;
11833         float color[4];
11834         float tcrange[4];
11835         float worldsize;
11836         int decalsequence;
11837 }
11838 r_decalsystem_splatqueue_t;
11839
11840 int r_decalsystem_numqueued = 0;
11841 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11842
11843 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)
11844 {
11845         r_decalsystem_splatqueue_t *queue;
11846
11847         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11848                 return;
11849
11850         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11851         VectorCopy(worldorigin, queue->worldorigin);
11852         VectorCopy(worldnormal, queue->worldnormal);
11853         Vector4Set(queue->color, r, g, b, a);
11854         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11855         queue->worldsize = worldsize;
11856         queue->decalsequence = cl.decalsequence++;
11857 }
11858
11859 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11860 {
11861         int i;
11862         r_decalsystem_splatqueue_t *queue;
11863
11864         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11865                 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);
11866         r_decalsystem_numqueued = 0;
11867 }
11868
11869 extern cvar_t cl_decals_max;
11870 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11871 {
11872         int i;
11873         decalsystem_t *decalsystem = &ent->decalsystem;
11874         int numdecals;
11875         int killsequence;
11876         tridecal_t *decal;
11877         float frametime;
11878         float lifetime;
11879
11880         if (!decalsystem->numdecals)
11881                 return;
11882
11883         if (r_showsurfaces.integer)
11884                 return;
11885
11886         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11887         {
11888                 R_DecalSystem_Reset(decalsystem);
11889                 return;
11890         }
11891
11892         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11893         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11894
11895         if (decalsystem->lastupdatetime)
11896                 frametime = (cl.time - decalsystem->lastupdatetime);
11897         else
11898                 frametime = 0;
11899         decalsystem->lastupdatetime = cl.time;
11900         decal = decalsystem->decals;
11901         numdecals = decalsystem->numdecals;
11902
11903         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11904         {
11905                 if (decal->color4ub[0][3])
11906                 {
11907                         decal->lived += frametime;
11908                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11909                         {
11910                                 memset(decal, 0, sizeof(*decal));
11911                                 if (decalsystem->freedecal > i)
11912                                         decalsystem->freedecal = i;
11913                         }
11914                 }
11915         }
11916         decal = decalsystem->decals;
11917         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11918                 numdecals--;
11919
11920         // collapse the array by shuffling the tail decals into the gaps
11921         for (;;)
11922         {
11923                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11924                         decalsystem->freedecal++;
11925                 if (decalsystem->freedecal == numdecals)
11926                         break;
11927                 decal[decalsystem->freedecal] = decal[--numdecals];
11928         }
11929
11930         decalsystem->numdecals = numdecals;
11931
11932         if (numdecals <= 0)
11933         {
11934                 // if there are no decals left, reset decalsystem
11935                 R_DecalSystem_Reset(decalsystem);
11936         }
11937 }
11938
11939 extern skinframe_t *decalskinframe;
11940 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11941 {
11942         int i;
11943         decalsystem_t *decalsystem = &ent->decalsystem;
11944         int numdecals;
11945         tridecal_t *decal;
11946         float faderate;
11947         float alpha;
11948         float *v3f;
11949         float *c4f;
11950         float *t2f;
11951         const int *e;
11952         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11953         int numtris = 0;
11954
11955         numdecals = decalsystem->numdecals;
11956         if (!numdecals)
11957                 return;
11958
11959         if (r_showsurfaces.integer)
11960                 return;
11961
11962         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11963         {
11964                 R_DecalSystem_Reset(decalsystem);
11965                 return;
11966         }
11967
11968         // if the model is static it doesn't matter what value we give for
11969         // wantnormals and wanttangents, so this logic uses only rules applicable
11970         // to a model, knowing that they are meaningless otherwise
11971         if (ent == r_refdef.scene.worldentity)
11972                 RSurf_ActiveWorldEntity();
11973         else
11974                 RSurf_ActiveModelEntity(ent, false, false, false);
11975
11976         decalsystem->lastupdatetime = cl.time;
11977         decal = decalsystem->decals;
11978
11979         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11980
11981         // update vertex positions for animated models
11982         v3f = decalsystem->vertex3f;
11983         c4f = decalsystem->color4f;
11984         t2f = decalsystem->texcoord2f;
11985         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11986         {
11987                 if (!decal->color4ub[0][3])
11988                         continue;
11989
11990                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11991                         continue;
11992
11993                 // update color values for fading decals
11994                 if (decal->lived >= cl_decals_time.value)
11995                 {
11996                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11997                         alpha *= (1.0f/255.0f);
11998                 }
11999                 else
12000                         alpha = 1.0f/255.0f;
12001
12002                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12003                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12004                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12005                 c4f[ 3] = 1;
12006                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12007                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12008                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12009                 c4f[ 7] = 1;
12010                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12011                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12012                 c4f[10] = decal->color4ub[2][2] * alpha;
12013                 c4f[11] = 1;
12014
12015                 t2f[0] = decal->texcoord2f[0][0];
12016                 t2f[1] = decal->texcoord2f[0][1];
12017                 t2f[2] = decal->texcoord2f[1][0];
12018                 t2f[3] = decal->texcoord2f[1][1];
12019                 t2f[4] = decal->texcoord2f[2][0];
12020                 t2f[5] = decal->texcoord2f[2][1];
12021
12022                 // update vertex positions for animated models
12023                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12024                 {
12025                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12026                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12027                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12028                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12029                 }
12030                 else
12031                 {
12032                         VectorCopy(decal->vertex3f[0], v3f);
12033                         VectorCopy(decal->vertex3f[1], v3f + 3);
12034                         VectorCopy(decal->vertex3f[2], v3f + 6);
12035                 }
12036
12037                 v3f += 9;
12038                 c4f += 12;
12039                 t2f += 6;
12040                 numtris++;
12041         }
12042
12043         if (numtris > 0)
12044         {
12045                 r_refdef.stats.drawndecals += numtris;
12046
12047                 if (r_refdef.fogenabled)
12048                 {
12049                         switch(vid.renderpath)
12050                         {
12051                         case RENDERPATH_GL20:
12052                         case RENDERPATH_CGGL:
12053                         case RENDERPATH_GL13:
12054                         case RENDERPATH_GL11:
12055                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12056                                 {
12057                                         alpha = RSurf_FogVertex(v3f);
12058                                         c4f[0] *= alpha;
12059                                         c4f[1] *= alpha;
12060                                         c4f[2] *= alpha;
12061                                 }
12062                                 break;
12063                         }
12064                 }
12065
12066                 // now render the decals all at once
12067                 // (this assumes they all use one particle font texture!)
12068                 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);
12069                 R_Mesh_ResetTextureState();
12070                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12071                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12072                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12073                 GL_DepthMask(false);
12074                 GL_DepthRange(0, 1);
12075                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12076                 GL_DepthTest(true);
12077                 GL_CullFace(GL_NONE);
12078                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12079                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12080                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12081         }
12082 }
12083
12084 static void R_DrawModelDecals(void)
12085 {
12086         int i, numdecals;
12087
12088         // fade faster when there are too many decals
12089         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12090         for (i = 0;i < r_refdef.scene.numentities;i++)
12091                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12092
12093         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12094         for (i = 0;i < r_refdef.scene.numentities;i++)
12095                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12096                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12097
12098         R_DecalSystem_ApplySplatEntitiesQueue();
12099
12100         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12101         for (i = 0;i < r_refdef.scene.numentities;i++)
12102                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12103
12104         r_refdef.stats.totaldecals += numdecals;
12105
12106         if (r_showsurfaces.integer)
12107                 return;
12108
12109         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12110
12111         for (i = 0;i < r_refdef.scene.numentities;i++)
12112         {
12113                 if (!r_refdef.viewcache.entityvisible[i])
12114                         continue;
12115                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12116                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12117         }
12118 }
12119
12120 void R_DrawDebugModel(void)
12121 {
12122         entity_render_t *ent = rsurface.entity;
12123         int i, j, k, l, flagsmask;
12124         q3mbrush_t *brush;
12125         const msurface_t *surface;
12126         dp_model_t *model = ent->model;
12127         vec3_t v;
12128
12129         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12130
12131         R_Mesh_ColorPointer(NULL, 0, 0);
12132         R_Mesh_ResetTextureState();
12133         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12134         GL_DepthRange(0, 1);
12135         GL_DepthTest(!r_showdisabledepthtest.integer);
12136         GL_DepthMask(false);
12137         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12138
12139         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12140         {
12141                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12142                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12143                 {
12144                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12145                         {
12146                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12147                                 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);
12148                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12149                         }
12150                 }
12151                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12152                 {
12153                         if (surface->num_collisiontriangles)
12154                         {
12155                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12156                                 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);
12157                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12158                         }
12159                 }
12160         }
12161
12162         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12163
12164         if (r_showtris.integer || r_shownormals.integer)
12165         {
12166                 if (r_showdisabledepthtest.integer)
12167                 {
12168                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12169                         GL_DepthMask(false);
12170                 }
12171                 else
12172                 {
12173                         GL_BlendFunc(GL_ONE, GL_ZERO);
12174                         GL_DepthMask(true);
12175                 }
12176                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12177                 {
12178                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12179                                 continue;
12180                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12181                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12182                         {
12183                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12184                                 if (r_showtris.value > 0)
12185                                 {
12186                                         if (!rsurface.texture->currentlayers->depthmask)
12187                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12188                                         else if (ent == r_refdef.scene.worldentity)
12189                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12190                                         else
12191                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12192                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12193                                         R_Mesh_ColorPointer(NULL, 0, 0);
12194                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12195                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12196                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12197                                         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);
12198                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12199                                         CHECKGLERROR
12200                                 }
12201                                 if (r_shownormals.value < 0)
12202                                 {
12203                                         qglBegin(GL_LINES);
12204                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12205                                         {
12206                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12207                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12208                                                 qglVertex3f(v[0], v[1], v[2]);
12209                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12210                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12211                                                 qglVertex3f(v[0], v[1], v[2]);
12212                                         }
12213                                         qglEnd();
12214                                         CHECKGLERROR
12215                                 }
12216                                 if (r_shownormals.value > 0)
12217                                 {
12218                                         qglBegin(GL_LINES);
12219                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12220                                         {
12221                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12222                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12223                                                 qglVertex3f(v[0], v[1], v[2]);
12224                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12225                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12226                                                 qglVertex3f(v[0], v[1], v[2]);
12227                                         }
12228                                         qglEnd();
12229                                         CHECKGLERROR
12230                                         qglBegin(GL_LINES);
12231                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12232                                         {
12233                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12234                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12235                                                 qglVertex3f(v[0], v[1], v[2]);
12236                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12237                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12238                                                 qglVertex3f(v[0], v[1], v[2]);
12239                                         }
12240                                         qglEnd();
12241                                         CHECKGLERROR
12242                                         qglBegin(GL_LINES);
12243                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12244                                         {
12245                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12246                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12247                                                 qglVertex3f(v[0], v[1], v[2]);
12248                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12249                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12250                                                 qglVertex3f(v[0], v[1], v[2]);
12251                                         }
12252                                         qglEnd();
12253                                         CHECKGLERROR
12254                                 }
12255                         }
12256                 }
12257                 rsurface.texture = NULL;
12258         }
12259 }
12260
12261 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12262 int r_maxsurfacelist = 0;
12263 const msurface_t **r_surfacelist = NULL;
12264 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12265 {
12266         int i, j, endj, flagsmask;
12267         dp_model_t *model = r_refdef.scene.worldmodel;
12268         msurface_t *surfaces;
12269         unsigned char *update;
12270         int numsurfacelist = 0;
12271         if (model == NULL)
12272                 return;
12273
12274         if (r_maxsurfacelist < model->num_surfaces)
12275         {
12276                 r_maxsurfacelist = model->num_surfaces;
12277                 if (r_surfacelist)
12278                         Mem_Free((msurface_t**)r_surfacelist);
12279                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12280         }
12281
12282         RSurf_ActiveWorldEntity();
12283
12284         surfaces = model->data_surfaces;
12285         update = model->brushq1.lightmapupdateflags;
12286
12287         // update light styles on this submodel
12288         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12289         {
12290                 model_brush_lightstyleinfo_t *style;
12291                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12292                 {
12293                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12294                         {
12295                                 int *list = style->surfacelist;
12296                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12297                                 for (j = 0;j < style->numsurfaces;j++)
12298                                         update[list[j]] = true;
12299                         }
12300                 }
12301         }
12302
12303         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12304
12305         if (debug)
12306         {
12307                 R_DrawDebugModel();
12308                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12309                 return;
12310         }
12311
12312         rsurface.uselightmaptexture = false;
12313         rsurface.texture = NULL;
12314         rsurface.rtlight = NULL;
12315         numsurfacelist = 0;
12316         // add visible surfaces to draw list
12317         for (i = 0;i < model->nummodelsurfaces;i++)
12318         {
12319                 j = model->sortedmodelsurfaces[i];
12320                 if (r_refdef.viewcache.world_surfacevisible[j])
12321                         r_surfacelist[numsurfacelist++] = surfaces + j;
12322         }
12323         // update lightmaps if needed
12324         if (model->brushq1.firstrender)
12325         {
12326                 model->brushq1.firstrender = false;
12327                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12328                         if (update[j])
12329                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12330         }
12331         else if (update)
12332         {
12333                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12334                         if (r_refdef.viewcache.world_surfacevisible[j])
12335                                 if (update[j])
12336                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12337         }
12338         // don't do anything if there were no surfaces
12339         if (!numsurfacelist)
12340         {
12341                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12342                 return;
12343         }
12344         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12345         GL_AlphaTest(false);
12346
12347         // add to stats if desired
12348         if (r_speeds.integer && !skysurfaces && !depthonly)
12349         {
12350                 r_refdef.stats.world_surfaces += numsurfacelist;
12351                 for (j = 0;j < numsurfacelist;j++)
12352                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12353         }
12354
12355         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12356 }
12357
12358 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12359 {
12360         int i, j, endj, flagsmask;
12361         dp_model_t *model = ent->model;
12362         msurface_t *surfaces;
12363         unsigned char *update;
12364         int numsurfacelist = 0;
12365         if (model == NULL)
12366                 return;
12367
12368         if (r_maxsurfacelist < model->num_surfaces)
12369         {
12370                 r_maxsurfacelist = model->num_surfaces;
12371                 if (r_surfacelist)
12372                         Mem_Free((msurface_t **)r_surfacelist);
12373                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12374         }
12375
12376         // if the model is static it doesn't matter what value we give for
12377         // wantnormals and wanttangents, so this logic uses only rules applicable
12378         // to a model, knowing that they are meaningless otherwise
12379         if (ent == r_refdef.scene.worldentity)
12380                 RSurf_ActiveWorldEntity();
12381         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12382                 RSurf_ActiveModelEntity(ent, false, false, false);
12383         else if (prepass)
12384                 RSurf_ActiveModelEntity(ent, true, true, true);
12385         else if (depthonly)
12386         {
12387                 switch (vid.renderpath)
12388                 {
12389                 case RENDERPATH_GL20:
12390                 case RENDERPATH_CGGL:
12391                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12392                         break;
12393                 case RENDERPATH_GL13:
12394                 case RENDERPATH_GL11:
12395                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12396                         break;
12397                 }
12398         }
12399         else
12400         {
12401                 switch (vid.renderpath)
12402                 {
12403                 case RENDERPATH_GL20:
12404                 case RENDERPATH_CGGL:
12405                         RSurf_ActiveModelEntity(ent, true, true, false);
12406                         break;
12407                 case RENDERPATH_GL13:
12408                 case RENDERPATH_GL11:
12409                         RSurf_ActiveModelEntity(ent, true, false, false);
12410                         break;
12411                 }
12412         }
12413
12414         surfaces = model->data_surfaces;
12415         update = model->brushq1.lightmapupdateflags;
12416
12417         // update light styles
12418         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12419         {
12420                 model_brush_lightstyleinfo_t *style;
12421                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12422                 {
12423                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12424                         {
12425                                 int *list = style->surfacelist;
12426                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12427                                 for (j = 0;j < style->numsurfaces;j++)
12428                                         update[list[j]] = true;
12429                         }
12430                 }
12431         }
12432
12433         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12434
12435         if (debug)
12436         {
12437                 R_DrawDebugModel();
12438                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12439                 return;
12440         }
12441
12442         rsurface.uselightmaptexture = false;
12443         rsurface.texture = NULL;
12444         rsurface.rtlight = NULL;
12445         numsurfacelist = 0;
12446         // add visible surfaces to draw list
12447         for (i = 0;i < model->nummodelsurfaces;i++)
12448                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12449         // don't do anything if there were no surfaces
12450         if (!numsurfacelist)
12451         {
12452                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12453                 return;
12454         }
12455         // update lightmaps if needed
12456         if (update)
12457         {
12458                 int updated = 0;
12459                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12460                 {
12461                         if (update[j])
12462                         {
12463                                 updated++;
12464                                 R_BuildLightMap(ent, surfaces + j);
12465                         }
12466                 }
12467         }
12468         if (update)
12469                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12470                         if (update[j])
12471                                 R_BuildLightMap(ent, surfaces + j);
12472         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12473         GL_AlphaTest(false);
12474
12475         // add to stats if desired
12476         if (r_speeds.integer && !skysurfaces && !depthonly)
12477         {
12478                 r_refdef.stats.entities_surfaces += numsurfacelist;
12479                 for (j = 0;j < numsurfacelist;j++)
12480                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12481         }
12482
12483         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12484 }
12485
12486 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12487 {
12488         static texture_t texture;
12489         static msurface_t surface;
12490         const msurface_t *surfacelist = &surface;
12491
12492         // fake enough texture and surface state to render this geometry
12493
12494         texture.update_lastrenderframe = -1; // regenerate this texture
12495         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12496         texture.currentskinframe = skinframe;
12497         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12498         texture.specularscalemod = 1;
12499         texture.specularpowermod = 1;
12500
12501         surface.texture = &texture;
12502         surface.num_triangles = numtriangles;
12503         surface.num_firsttriangle = firsttriangle;
12504         surface.num_vertices = numvertices;
12505         surface.num_firstvertex = firstvertex;
12506
12507         // now render it
12508         rsurface.texture = R_GetCurrentTexture(surface.texture);
12509         rsurface.uselightmaptexture = false;
12510         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12511 }
12512
12513 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)
12514 {
12515         static msurface_t surface;
12516         const msurface_t *surfacelist = &surface;
12517
12518         // fake enough texture and surface state to render this geometry
12519
12520         surface.texture = texture;
12521         surface.num_triangles = numtriangles;
12522         surface.num_firsttriangle = firsttriangle;
12523         surface.num_vertices = numvertices;
12524         surface.num_firstvertex = firstvertex;
12525
12526         // now render it
12527         rsurface.texture = R_GetCurrentTexture(surface.texture);
12528         rsurface.uselightmaptexture = false;
12529         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12530 }