increase r_framedatasize in increments instead of by a percentage
[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
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 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)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 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"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 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)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 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"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 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)"};
77 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)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 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."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 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."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 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"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
98
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
107
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
111
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 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)"};
118 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)"};
119 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)"};
120 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)"};
121
122 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)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 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"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
127
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
132
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
140
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
145
146 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"};
147
148 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"};
149
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
151
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 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"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
159
160 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)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
463 "#endif\n"
464 "\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "#   extension GL_EXT_gpu_shader4 : enable\n"
468 "# endif\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "#   extension GL_ARB_texture_gather : enable\n"
471 "# else\n"
472 "#   ifdef GL_AMD_texture_texture4\n"
473 "#     extension GL_AMD_texture_texture4 : enable\n"
474 "#   endif\n"
475 "# endif\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
480 "#endif\n"
481 "\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
484 "#endif\n"
485 "\n"
486 "// common definitions between vertex shader and fragment shader:\n"
487 "\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
493 "//#else\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
498 "//#endif\n"
499 "\n"
500 "#ifdef USEFOGINSIDE\n"
501 "# define USEFOG\n"
502 "#else\n"
503 "# ifdef USEFOGOUTSIDE\n"
504 "#  define USEFOG\n"
505 "# endif\n"
506 "#endif\n"
507 "\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
509 "\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_Position = ftransform();\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_Position = ftransform();\n"
523 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
524 "}\n"
525 "# endif\n"
526 "# ifdef FRAGMENT_SHADER\n"
527 "void main(void)\n"
528 "{\n"
529 "       gl_FragColor = gl_Color;\n"
530 "}\n"
531 "# endif\n"
532 "\n"
533 "#else // !MODE_SHOWDEPTH\n"
534 "\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
537 "void main(void)\n"
538 "{\n"
539 "       gl_FrontColor = gl_Color;\n"
540 "       gl_Position = ftransform();\n"
541 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
542 "#ifdef USEBLOOM\n"
543 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
544 "#endif\n"
545 "}\n"
546 "# endif\n"
547 "# ifdef FRAGMENT_SHADER\n"
548 "\n"
549 "uniform sampler2D Texture_First;\n"
550 "#ifdef USEBLOOM\n"
551 "uniform sampler2D Texture_Second;\n"
552 "#endif\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
555 "#endif\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
561 "#endif\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
569 "void main(void)\n"
570 "{\n"
571 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
572 "#ifdef USEBLOOM\n"
573 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
574 "#endif\n"
575 "#ifdef USEVIEWTINT\n"
576 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// 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"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
586 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
587 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESATURATION\n"
591 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
595 "#endif\n"
596 "\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
601 "#endif\n"
602 "}\n"
603 "# endif\n"
604 "\n"
605 "\n"
606 "#else\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FrontColor = gl_Color;\n"
612 "#  ifdef USEDIFFUSE\n"
613 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
614 "#  endif\n"
615 "#  ifdef USESPECULAR\n"
616 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
617 "#  endif\n"
618 "       gl_Position = ftransform();\n"
619 "}\n"
620 "# endif\n"
621 "# ifdef FRAGMENT_SHADER\n"
622 "\n"
623 "#  ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
625 "#  endif\n"
626 "#  ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
628 "#  endif\n"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FragColor = gl_Color;\n"
633 "#  ifdef USEDIFFUSE\n"
634 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
635 "#  endif\n"
636 "\n"
637 "#  ifdef USESPECULAR\n"
638 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
639 "#  endif\n"
640 "#  ifdef USECOLORMAPPING\n"
641 "       gl_FragColor *= tex2;\n"
642 "#  endif\n"
643 "#  ifdef USEGLOW\n"
644 "       gl_FragColor += tex2;\n"
645 "#  endif\n"
646 "#  ifdef USEVERTEXTEXTUREBLEND\n"
647 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#  endif\n"
649 "}\n"
650 "# endif\n"
651 "\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_FrontColor = gl_Color;\n"
658 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 "       gl_Position = ftransform();\n"
660 "}\n"
661 "# endif\n"
662 "# ifdef FRAGMENT_SHADER\n"
663 "\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
666 "\n"
667 "void main(void)\n"
668 "{\n"
669 "       int i;\n"
670 "       vec2 tc = gl_TexCoord[0].xy;\n"
671 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 "       tc += BloomBlur_Parameters.xy;\n"
673 "       for (i = 1;i < SAMPLES;i++)\n"
674 "       {\n"
675 "               color += texture2D(Texture_First, tc).rgb;\n"
676 "               tc += BloomBlur_Parameters.xy;\n"
677 "       }\n"
678 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
679 "}\n"
680 "# endif\n"
681 "\n"
682 "#else // !MODE_BLOOMBLUR\n"
683 "\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
687 "#endif\n"
688 "varying vec2 TexCoordLightmap;\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
692 "#endif\n"
693 "\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
696 "#endif\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
699 "#endif\n"
700 "\n"
701 "varying vec3 EyeVector;\n"
702 "#ifdef USEFOG\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
705 "#endif\n"
706 "\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
710 "\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
713 "#endif\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
716 "#endif\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
719 "#endif\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
727 "\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
732 "\n"
733 "// 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"
734 "\n"
735 "void main(void)\n"
736 "{\n"
737 "       gl_FrontColor = gl_Color;\n"
738 "       // copy the surface texcoord\n"
739 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
742 "#endif\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
746 "# endif\n"
747 "#endif\n"
748 "\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 "       // transform vertex position into light attenuation/cubemap space\n"
751 "       // (-1 to +1 across the light box)\n"
752 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
753 "\n"
754 "       // transform unnormalized light direction into tangent space\n"
755 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 "       //  normalize it per pixel)\n"
757 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
761 "#endif\n"
762 "\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
767 "#endif\n"
768 "\n"
769 "       // transform unnormalized eye direction into tangent space\n"
770 "#ifndef USEFOG\n"
771 "       vec3 EyeVectorModelSpace;\n"
772 "#endif\n"
773 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
777 "\n"
778 "#ifdef USEFOG\n"
779 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
780 "#endif\n"
781 "\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 "       VectorS = gl_MultiTexCoord1.xyz;\n"
784 "       VectorT = gl_MultiTexCoord2.xyz;\n"
785 "       VectorR = gl_MultiTexCoord3.xyz;\n"
786 "#endif\n"
787 "\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
792 "//#endif\n"
793 "\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
795 "       // rendering\n"
796 "       gl_Position = ftransform();\n"
797 "\n"
798 "#ifdef MODE_WATER\n"
799 "       ModelViewProjectionPosition = gl_Position;\n"
800 "#endif\n"
801 "#ifdef MODE_REFRACTION\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "#endif\n"
804 "#ifdef USEREFLECTION\n"
805 "       ModelViewProjectionPosition = gl_Position;\n"
806 "#endif\n"
807 "}\n"
808 "\n"
809 "#endif // VERTEX_SHADER\n"
810 "\n"
811 "\n"
812 "\n"
813 "\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
816 "\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
835 "\n"
836 "#define showshadowmap 0\n"
837 "\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
841 "# else\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
849 "# else\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
851 "# endif\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
861 "# else\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
863 "# endif\n"
864 "#endif\n"
865 "\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
873 "\n"
874 "uniform myhalf4 TintColor;\n"
875 "\n"
876 "\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
885 "//#else\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
893 "//#  endif\n"
894 "//# else\n"
895 "//#  ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
900 "//#  endif\n"
901 "//# endif\n"
902 "//#endif\n"
903 "\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
906 "\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
912 "\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
917 "\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
920 "{\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 "       // 14 sample relief mapping: linear search and then binary search\n"
923 "       // this basically steps forward a small amount repeatedly until it finds\n"
924 "       // itself inside solid, then jitters forward and back using decreasing\n"
925 "       // amounts to find the impact\n"
926 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 "       vec3 RT = vec3(TexCoord, 1);\n"
930 "       OffsetVector *= 0.1;\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
941 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
942 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
943 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
944 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
945 "       return RT.xy;\n"
946 "#else\n"
947 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 "       // this basically moves forward the full distance, and then backs up based\n"
949 "       // on height of samples\n"
950 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 "       TexCoord += OffsetVector;\n"
954 "       OffsetVector *= 0.333;\n"
955 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 "       return TexCoord;\n"
959 "#endif\n"
960 "}\n"
961 "#endif // USEOFFSETMAPPING\n"
962 "\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
966 "#endif\n"
967 "\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
970 "{\n"
971 "       vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
973 "       vec2 tc;\n"
974 "       vec2 offset;\n"
975 "       float ma;\n"
976 "       if (adir.x > adir.y)\n"
977 "       {\n"
978 "               if (adir.x > adir.z) // X\n"
979 "               {\n"
980 "                       ma = adir.x;\n"
981 "                       tc = dir.zy;\n"
982 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
983 "               }\n"
984 "               else // Z\n"
985 "               {\n"
986 "                       ma = adir.z;\n"
987 "                       tc = dir.xy;\n"
988 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 "               }\n"
990 "       }\n"
991 "       else\n"
992 "       {\n"
993 "               if (adir.y > adir.z) // Y\n"
994 "               {\n"
995 "                       ma = adir.y;\n"
996 "                       tc = dir.xz;\n"
997 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
998 "               }\n"
999 "               else // Z\n"
1000 "               {\n"
1001 "                       ma = adir.z;\n"
1002 "                       tc = dir.xy;\n"
1003 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1004 "               }\n"
1005 "       }\n"
1006 "\n"
1007 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 "       stc.z += ShadowMap_Parameters.z;\n"
1010 "#  if showshadowmap\n"
1011 "       stc.xy *= ShadowMap_TextureScale;\n"
1012 "#  endif\n"
1013 "       return stc;\n"
1014 "# else\n"
1015 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 "       stc.z += ShadowMap_Parameters.z;\n"
1020 "#  if showshadowmap\n"
1021 "       stc.xy *= ShadowMap_TextureScale;\n"
1022 "#  endif\n"
1023 "       return stc;\n"
1024 "# endif\n"
1025 "}\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1030 "{\n"
1031 "    vec3 adir = abs(dir);\n"
1032 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1033 "}\n"
1034 "#endif\n"
1035 "\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1039 "{\n"
1040 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1041 "       float f;\n"
1042 "#  ifdef USESHADOWSAMPLER\n"
1043 "\n"
1044 "#    ifdef USESHADOWMAPPCF\n"
1045 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 "    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"
1047 "#    else\n"
1048 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "#    endif\n"
1050 "\n"
1051 "#  else\n"
1052 "\n"
1053 "#    ifdef USESHADOWMAPPCF\n"
1054 "#      if USESHADOWMAPPCF > 1\n"
1055 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 "    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"
1058 "    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"
1059 "    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"
1060 "    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"
1061 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 "#      else\n"
1064 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 "    vec2 offset = fract(shadowmaptc.xy);\n"
1066 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1068 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1069 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1071 "#      endif\n"
1072 "#    else\n"
1073 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1074 "#    endif\n"
1075 "\n"
1076 "#  endif\n"
1077 "       return f;\n"
1078 "}\n"
1079 "# endif\n"
1080 "\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1083 "{\n"
1084 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1085 "    float f;\n"
1086 "\n"
1087 "#  ifdef USESHADOWSAMPLER\n"
1088 "#    ifdef USESHADOWMAPPCF\n"
1089 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1090 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 "    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"
1092 "#    else\n"
1093 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1094 "#    endif\n"
1095 "#  else\n"
1096 "#    ifdef USESHADOWMAPPCF\n"
1097 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "#      ifdef GL_ARB_texture_gather\n"
1099 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1100 "#      else\n"
1101 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1102 "#      endif\n"
1103 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 "    center *= ShadowMap_TextureScale;\n"
1105 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1108 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1109 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1112 "#     else\n"
1113 "#      ifdef GL_EXT_gpu_shader4\n"
1114 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1115 "#      else\n"
1116 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1117 "#      endif\n"
1118 "#      if USESHADOWMAPPCF > 1\n"
1119 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 "    center *= ShadowMap_TextureScale;\n"
1121 "    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"
1122 "    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"
1123 "    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"
1124 "    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"
1125 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1127 "#      else\n"
1128 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1131 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1132 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1134 "#      endif\n"
1135 "#     endif\n"
1136 "#    else\n"
1137 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1138 "#    endif\n"
1139 "#  endif\n"
1140 "    return f;\n"
1141 "}\n"
1142 "# endif\n"
1143 "\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1146 "{\n"
1147 "    // apply depth texture cubemap as light filter\n"
1148 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1149 "    float f;\n"
1150 "#  ifdef USESHADOWSAMPLER\n"
1151 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1152 "#  else\n"
1153 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1154 "#  endif\n"
1155 "    return f;\n"
1156 "}\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef MODE_WATER\n"
1161 "\n"
1162 "// water pass\n"
1163 "void main(void)\n"
1164 "{\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 "       // apply offsetmapping\n"
1167 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1169 "#endif\n"
1170 "\n"
1171 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 "       // FIXME temporary hack to detect the case that the reflection\n"
1176 "       // gets blackened at edges due to leaving the area that contains actual\n"
1177 "       // content.\n"
1178 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1179 "       // 'appening.\n"
1180 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1192 "}\n"
1193 "\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1196 "\n"
1197 "// refraction pass\n"
1198 "void main(void)\n"
1199 "{\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 "       // apply offsetmapping\n"
1202 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1204 "#endif\n"
1205 "\n"
1206 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 "       // FIXME temporary hack to detect the case that the reflection\n"
1211 "       // gets blackened at edges due to leaving the area that contains actual\n"
1212 "       // content.\n"
1213 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1214 "       // 'appening.\n"
1215 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1221 "}\n"
1222 "\n"
1223 "#else // !MODE_REFRACTION\n"
1224 "void main(void)\n"
1225 "{\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 "       // apply offsetmapping\n"
1228 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1230 "#endif\n"
1231 "\n"
1232 "       // combine the diffuse textures (base, pants, shirt)\n"
1233 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1236 "#endif\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1242 "       color.a = 1.0;\n"
1243 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1244 "#endif\n"
1245 "\n"
1246 "#ifdef USEDIFFUSE\n"
1247 "       // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "#  ifdef USESPECULAR\n"
1251 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1252 "#  endif\n"
1253 "# else\n"
1254 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "#  ifdef USESPECULAR\n"
1256 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1257 "#  endif\n"
1258 "# endif\n"
1259 "#endif\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 "       // light source\n"
1265 "\n"
1266 "       // calculate surface normal, light normal, and specular normal\n"
1267 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1268 "       // scale by light color and attenuation as efficiently as possible\n"
1269 "       // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "#  ifndef USEEXACTSPECULARMATH\n"
1276 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 "\n"
1278 "#  endif\n"
1279 "       // calculate directional shading\n"
1280 "#  ifdef USEEXACTSPECULARMATH\n"
1281 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1282 "#  else\n"
1283 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1284 "#  endif\n"
1285 "# else\n"
1286 "#  ifdef USEDIFFUSE\n"
1287 "       // calculate directional shading\n"
1288 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1289 "#  else\n"
1290 "       // calculate directionless shading\n"
1291 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1292 "#  endif\n"
1293 "# endif\n"
1294 "\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1298 "#endif\n"
1299 "#endif\n"
1300 "\n"
1301 "# ifdef USECUBEFILTER\n"
1302 "       // apply light cubemap filter\n"
1303 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1305 "# endif\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1307 "\n"
1308 "\n"
1309 "\n"
1310 "\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 "       // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 "       // get the light normal\n"
1315 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1316 "# endif\n"
1317 "# ifdef USESPECULAR\n"
1318 "       // calculate directional shading\n"
1319 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "#  ifdef USEEXACTSPECULARMATH\n"
1321 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1322 "#  else\n"
1323 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1325 "#  endif\n"
1326 "# else\n"
1327 "#  ifdef USEDIFFUSE\n"
1328 "\n"
1329 "       // calculate directional shading\n"
1330 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1331 "#  else\n"
1332 "       color.rgb *= AmbientColor;\n"
1333 "#  endif\n"
1334 "# endif\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1336 "\n"
1337 "\n"
1338 "\n"
1339 "\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1342 "\n"
1343 "       // get the light normal\n"
1344 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 "       myhalf3 diffusenormal;\n"
1346 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "#  ifdef USEEXACTSPECULARMATH\n"
1362 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1363 "#  else\n"
1364 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1366 "#  endif\n"
1367 "# endif\n"
1368 "\n"
1369 "       // apply lightmap color\n"
1370 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1378 "\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "#  ifdef USEEXACTSPECULARMATH\n"
1385 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1386 "#  else\n"
1387 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1389 "#  endif\n"
1390 "# endif\n"
1391 "\n"
1392 "       // apply lightmap color\n"
1393 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 "       // apply lightmap color\n"
1401 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1403 "\n"
1404 "\n"
1405 "\n"
1406 "\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 "       // apply lightmap color\n"
1409 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1411 "\n"
1412 "\n"
1413 "\n"
1414 "\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "\n"
1422 "\n"
1423 "\n"
1424 "       color *= TintColor;\n"
1425 "\n"
1426 "#ifdef USEGLOW\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1429 "#else\n"
1430 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1431 "#endif\n"
1432 "#endif\n"
1433 "\n"
1434 "       color.rgb *= SceneBrightness;\n"
1435 "\n"
1436 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1437 "#ifdef USEFOG\n"
1438 "       float fogfrac;\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1441 "#else\n"
1442 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1443 "#endif\n"
1444 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1445 "//     if (FogPlaneViewDist >= 0.0)\n"
1446 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1447 "//     else\n"
1448 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "//     if (FogPlaneViewDist >= 0.0)\n"
1451 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1452 "//     else\n"
1453 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1458 "\n"
1459 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 "       //float fade = -0.5/128.0;\n"
1461 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1469 "//# endif\n"
1470 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1471 "#endif\n"
1472 "\n"
1473 "       // 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"
1474 "#ifdef USEREFLECTION\n"
1475 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 "       // FIXME temporary hack to detect the case that the reflection\n"
1480 "       // gets blackened at edges due to leaving the area that contains actual\n"
1481 "       // content.\n"
1482 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1483 "       // 'appening.\n"
1484 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1490 "#endif\n"
1491 "\n"
1492 "       gl_FragColor = vec4(color);\n"
1493 "\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "#  ifdef USESHADOWSAMPLER\n"
1497 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1498 "#  else\n"
1499 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1500 "#  endif\n"
1501 "# endif\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "#  ifdef USESHADOWSAMPLER\n"
1504 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1505 "#  else\n"
1506 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1507 "#  endif\n"
1508 "# endif\n"
1509 "\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "#  ifdef USESHADOWSAMPLER\n"
1512 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1513 "#  else\n"
1514 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#  endif\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "}\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1521 "\n"
1522 "#endif // FRAGMENT_SHADER\n"
1523 "\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1529 ;
1530
1531 typedef struct shaderpermutationinfo_s
1532 {
1533         const char *pretext;
1534         const char *name;
1535 }
1536 shaderpermutationinfo_t;
1537
1538 typedef struct shadermodeinfo_s
1539 {
1540         const char *vertexfilename;
1541         const char *geometryfilename;
1542         const char *fragmentfilename;
1543         const char *pretext;
1544         const char *name;
1545 }
1546 shadermodeinfo_t;
1547
1548 typedef enum shaderpermutation_e
1549 {
1550         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1576 }
1577 shaderpermutation_t;
1578
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1581 {
1582         {"#define USEDIFFUSE\n", " diffuse"},
1583         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584         {"#define USEVIEWTINT\n", " viewtint"},
1585         {"#define USECOLORMAPPING\n", " colormapping"},
1586         {"#define USESATURATION\n", " saturation"},
1587         {"#define USEFOGINSIDE\n", " foginside"},
1588         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589         {"#define USEGAMMARAMPS\n", " gammaramps"},
1590         {"#define USECUBEFILTER\n", " cubefilter"},
1591         {"#define USEGLOW\n", " glow"},
1592         {"#define USEBLOOM\n", " bloom"},
1593         {"#define USESPECULAR\n", " specular"},
1594         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596         {"#define USEREFLECTION\n", " reflection"},
1597         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1606 };
1607
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1610 {
1611         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624         SHADERMODE_COUNT
1625 }
1626 shadermode_t;
1627
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1630 {
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1644 };
1645
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1648 {
1649         /// hash lookup data
1650         struct r_glsl_permutation_s *hashnext;
1651         unsigned int mode;
1652         unsigned int permutation;
1653
1654         /// indicates if we have tried compiling this permutation already
1655         qboolean compiled;
1656         /// 0 if compilation failed
1657         int program;
1658         /// locations of detected uniforms in program object, or -1 if not found
1659         int loc_Texture_First;
1660         int loc_Texture_Second;
1661         int loc_Texture_GammaRamps;
1662         int loc_Texture_Normal;
1663         int loc_Texture_Color;
1664         int loc_Texture_Gloss;
1665         int loc_Texture_Glow;
1666         int loc_Texture_SecondaryNormal;
1667         int loc_Texture_SecondaryColor;
1668         int loc_Texture_SecondaryGloss;
1669         int loc_Texture_SecondaryGlow;
1670         int loc_Texture_Pants;
1671         int loc_Texture_Shirt;
1672         int loc_Texture_FogMask;
1673         int loc_Texture_Lightmap;
1674         int loc_Texture_Deluxemap;
1675         int loc_Texture_Attenuation;
1676         int loc_Texture_Cube;
1677         int loc_Texture_Refraction;
1678         int loc_Texture_Reflection;
1679         int loc_Texture_ShadowMapRect;
1680         int loc_Texture_ShadowMapCube;
1681         int loc_Texture_ShadowMap2D;
1682         int loc_Texture_CubeProjection;
1683         int loc_FogColor;
1684         int loc_LightPosition;
1685         int loc_EyePosition;
1686         int loc_Color_Pants;
1687         int loc_Color_Shirt;
1688         int loc_FogPlane;
1689         int loc_FogPlaneViewDist;
1690         int loc_FogRangeRecip;
1691         int loc_FogHeightFade;
1692         int loc_AmbientScale;
1693         int loc_DiffuseScale;
1694         int loc_SpecularScale;
1695         int loc_SpecularPower;
1696         int loc_GlowColor;
1697         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698         int loc_OffsetMapping_Scale;
1699         int loc_TintColor;
1700         int loc_AmbientColor;
1701         int loc_DiffuseColor;
1702         int loc_SpecularColor;
1703         int loc_LightDir;
1704         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705         int loc_GammaCoeff; ///< 1 / gamma
1706         int loc_DistortScaleRefractReflect;
1707         int loc_ScreenScaleRefractReflect;
1708         int loc_ScreenCenterRefractReflect;
1709         int loc_RefractColor;
1710         int loc_ReflectColor;
1711         int loc_ReflectFactor;
1712         int loc_ReflectOffset;
1713         int loc_UserVec1;
1714         int loc_UserVec2;
1715         int loc_UserVec3;
1716         int loc_UserVec4;
1717         int loc_ClientTime;
1718         int loc_PixelSize;
1719         int loc_Saturation;
1720         int loc_ShadowMap_TextureScale;
1721         int loc_ShadowMap_Parameters;
1722 }
1723 r_glsl_permutation_t;
1724
1725 #define SHADERPERMUTATION_HASHSIZE 256
1726
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1733
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1735 {
1736         //unsigned int hashdepth = 0;
1737         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738         r_glsl_permutation_t *p;
1739         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1740         {
1741                 if (p->mode == mode && p->permutation == permutation)
1742                 {
1743                         //if (hashdepth > 10)
1744                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745                         return p;
1746                 }
1747                 //hashdepth++;
1748         }
1749         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1750         p->mode = mode;
1751         p->permutation = permutation;
1752         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753         r_glsl_permutationhash[mode][hashindex] = p;
1754         //if (hashdepth > 10)
1755         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1756         return p;
1757 }
1758
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1760 {
1761         char *shaderstring;
1762         if (!filename || !filename[0])
1763                 return NULL;
1764         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1765         if (shaderstring)
1766         {
1767                 if (printfromdisknotice)
1768                         Con_DPrint("from disk... ");
1769                 return shaderstring;
1770         }
1771         else if (!strcmp(filename, "glsl/default.glsl"))
1772         {
1773                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1775         }
1776         return shaderstring;
1777 }
1778
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1780 {
1781         int i;
1782         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783         int vertstrings_count = 0;
1784         int geomstrings_count = 0;
1785         int fragstrings_count = 0;
1786         char *vertexstring, *geometrystring, *fragmentstring;
1787         const char *vertstrings_list[32+3];
1788         const char *geomstrings_list[32+3];
1789         const char *fragstrings_list[32+3];
1790         char permutationname[256];
1791
1792         if (p->compiled)
1793                 return;
1794         p->compiled = true;
1795         p->program = 0;
1796
1797         permutationname[0] = 0;
1798         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1801
1802         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1803
1804         // the first pretext is which type of shader to compile as
1805         // (later these will all be bound together as a program object)
1806         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1809
1810         // the second pretext is the mode (for example a light source)
1811         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1815
1816         // now add all the permutation pretexts
1817         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1818         {
1819                 if (permutation & (1<<i))
1820                 {
1821                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1825                 }
1826                 else
1827                 {
1828                         // keep line numbers correct
1829                         vertstrings_list[vertstrings_count++] = "\n";
1830                         geomstrings_list[geomstrings_count++] = "\n";
1831                         fragstrings_list[fragstrings_count++] = "\n";
1832                 }
1833         }
1834
1835         // now append the shader text itself
1836         vertstrings_list[vertstrings_count++] = vertexstring;
1837         geomstrings_list[geomstrings_count++] = geometrystring;
1838         fragstrings_list[fragstrings_count++] = fragmentstring;
1839
1840         // if any sources were NULL, clear the respective list
1841         if (!vertexstring)
1842                 vertstrings_count = 0;
1843         if (!geometrystring)
1844                 geomstrings_count = 0;
1845         if (!fragmentstring)
1846                 fragstrings_count = 0;
1847
1848         // compile the shader program
1849         if (vertstrings_count + geomstrings_count + fragstrings_count)
1850                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1851         if (p->program)
1852         {
1853                 CHECKGLERROR
1854                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855                 // look up all the uniform variable names we care about, so we don't
1856                 // have to look them up every time we set them
1857                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1858                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1859                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1862                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1882                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1883                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1884                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1885                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1887                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1891                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1893                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1894                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1895                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1898                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1899                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1901                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1902                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1907                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1908                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1912                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1913                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1914                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1915                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1916                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1917                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1918                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920                 // initialize the samplers to refer to the texture units we use
1921                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1922                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1923                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1924                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1925                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1926                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1927                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1928                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1932                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1933                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1934                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1935                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1936                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1937                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1938                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1939                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1940                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1941                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1942                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1943                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1944                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1945                 CHECKGLERROR
1946                 if (developer.integer)
1947                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1948         }
1949         else
1950                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1951
1952         // free the strings
1953         if (vertexstring)
1954                 Mem_Free(vertexstring);
1955         if (geometrystring)
1956                 Mem_Free(geometrystring);
1957         if (fragmentstring)
1958                 Mem_Free(fragmentstring);
1959 }
1960
1961 void R_GLSL_Restart_f(void)
1962 {
1963         unsigned int i, limit;
1964         r_glsl_permutation_t *p;
1965         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966         for (i = 0;i < limit;i++)
1967         {
1968                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1969                 {
1970                         GL_Backend_FreeProgram(p->program);
1971                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1972                 }
1973         }
1974         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1975 }
1976
1977 void R_GLSL_DumpShader_f(void)
1978 {
1979         int i;
1980
1981         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1982         if(!file)
1983         {
1984                 Con_Printf("failed to write to glsl/default.glsl\n");
1985                 return;
1986         }
1987
1988         FS_Print(file, "/* The engine may define the following macros:\n");
1989         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990         for (i = 0;i < SHADERMODE_COUNT;i++)
1991                 FS_Print(file, shadermodeinfo[i].pretext);
1992         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993                 FS_Print(file, shaderpermutationinfo[i].pretext);
1994         FS_Print(file, "*/\n");
1995         FS_Print(file, builtinshaderstring);
1996         FS_Close(file);
1997
1998         Con_Printf("glsl/default.glsl written\n");
1999 }
2000
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2002 {
2003         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004         if (r_glsl_permutation != perm)
2005         {
2006                 r_glsl_permutation = perm;
2007                 if (!r_glsl_permutation->program)
2008                 {
2009                         if (!r_glsl_permutation->compiled)
2010                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2011                         if (!r_glsl_permutation->program)
2012                         {
2013                                 // remove features until we find a valid permutation
2014                                 int i;
2015                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2016                                 {
2017                                         // reduce i more quickly whenever it would not remove any bits
2018                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019                                         if (!(permutation & j))
2020                                                 continue;
2021                                         permutation -= j;
2022                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023                                         if (!r_glsl_permutation->compiled)
2024                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2025                                         if (r_glsl_permutation->program)
2026                                                 break;
2027                                 }
2028                                 if (i >= SHADERPERMUTATION_COUNT)
2029                                 {
2030                                         Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032                                         qglUseProgramObjectARB(0);CHECKGLERROR
2033                                         return; // no bit left to clear, entire mode is broken
2034                                 }
2035                         }
2036                 }
2037                 CHECKGLERROR
2038                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2039         }
2040 }
2041
2042 void R_SetupGenericShader(qboolean usetexture)
2043 {
2044         switch(vid.renderpath)
2045         {
2046         case RENDERPATH_GL20:
2047                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048                 break;
2049         case RENDERPATH_GL13:
2050         case RENDERPATH_GL11:
2051                 break;
2052         }
2053 }
2054
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2056 {
2057         switch (vid.renderpath)
2058         {
2059         case RENDERPATH_GL20:
2060                 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2061                 break;
2062         case RENDERPATH_GL13:
2063         case RENDERPATH_GL11:
2064                 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2065                 break;
2066         }
2067 }
2068
2069 void R_SetupDepthOrShadowShader(void)
2070 {
2071         switch (vid.renderpath)
2072         {
2073         case RENDERPATH_GL20:
2074                 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2075                 break;
2076         case RENDERPATH_GL13:
2077                 break;
2078         case RENDERPATH_GL11:
2079                 break;
2080         }
2081 }
2082
2083 void R_SetupShowDepthShader(void)
2084 {
2085         switch (vid.renderpath)
2086         {
2087         case RENDERPATH_GL20:
2088                 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2089                 break;
2090         case RENDERPATH_GL13:
2091                 break;
2092         case RENDERPATH_GL11:
2093                 break;
2094         }
2095 }
2096
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2109 {
2110         // select a permutation of the lighting shader appropriate to this
2111         // combination of texture, entity, light source, and fogging, only use the
2112         // minimum features necessary to avoid wasting rendering time in the
2113         // fragment shader on features that are not being used
2114         unsigned int permutation = 0;
2115         unsigned int mode = 0;
2116         // TODO: implement geometry-shader based shadow volumes someday
2117         if (r_glsl_offsetmapping.integer)
2118         {
2119                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120                 if (r_glsl_offsetmapping_reliefmapping.integer)
2121                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2122         }
2123         if (rsurfacepass == RSURFPASS_BACKGROUND)
2124         {
2125                 // distorted background
2126                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127                         mode = SHADERMODE_WATER;
2128                 else
2129                         mode = SHADERMODE_REFRACTION;
2130         }
2131         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2132         {
2133                 // light source
2134                 mode = SHADERMODE_LIGHTSOURCE;
2135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2139                 if (diffusescale > 0)
2140                         permutation |= SHADERPERMUTATION_DIFFUSE;
2141                 if (specularscale > 0)
2142                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143                 if (r_refdef.fogenabled)
2144                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145                 if (rsurface.texture->colormapping)
2146                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2147                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2148                 {
2149                         if (r_shadow_usingshadowmaprect)
2150                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151                         if (r_shadow_usingshadowmap2d)
2152                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153                         if (r_shadow_usingshadowmapcube)
2154                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155                         else if(r_shadow_shadowmapvsdct)
2156                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2157
2158                         if (r_shadow_shadowmapsampler)
2159                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160                         if (r_shadow_shadowmappcf > 1)
2161                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162                         else if (r_shadow_shadowmappcf)
2163                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2164                 }
2165         }
2166         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2167         {
2168                 // unshaded geometry (fullbright or ambient model lighting)
2169                 mode = SHADERMODE_FLATCOLOR;
2170                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173                         permutation |= SHADERPERMUTATION_GLOW;
2174                 if (r_refdef.fogenabled)
2175                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176                 if (rsurface.texture->colormapping)
2177                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2178                 if (r_glsl_offsetmapping.integer)
2179                 {
2180                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181                         if (r_glsl_offsetmapping_reliefmapping.integer)
2182                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2183                 }
2184                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185                         permutation |= SHADERPERMUTATION_REFLECTION;
2186         }
2187         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2188         {
2189                 // directional model lighting
2190                 mode = SHADERMODE_LIGHTDIRECTION;
2191                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194                         permutation |= SHADERPERMUTATION_GLOW;
2195                 permutation |= SHADERPERMUTATION_DIFFUSE;
2196                 if (specularscale > 0)
2197                         permutation |= SHADERPERMUTATION_SPECULAR;
2198                 if (r_refdef.fogenabled)
2199                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200                 if (rsurface.texture->colormapping)
2201                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2202                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203                         permutation |= SHADERPERMUTATION_REFLECTION;
2204         }
2205         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2206         {
2207                 // ambient model lighting
2208                 mode = SHADERMODE_LIGHTDIRECTION;
2209                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212                         permutation |= SHADERPERMUTATION_GLOW;
2213                 if (r_refdef.fogenabled)
2214                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215                 if (rsurface.texture->colormapping)
2216                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218                         permutation |= SHADERPERMUTATION_REFLECTION;
2219         }
2220         else
2221         {
2222                 // lightmapped wall
2223                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2224                 {
2225                         // deluxemapping (light direction texture)
2226                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2228                         else
2229                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230                         permutation |= SHADERPERMUTATION_DIFFUSE;
2231                         if (specularscale > 0)
2232                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2233                 }
2234                 else if (r_glsl_deluxemapping.integer >= 2)
2235                 {
2236                         // fake deluxemapping (uniform light direction in tangentspace)
2237                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238                         permutation |= SHADERPERMUTATION_DIFFUSE;
2239                         if (specularscale > 0)
2240                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2241                 }
2242                 else if (rsurface.uselightmaptexture)
2243                 {
2244                         // ordinary lightmapping (q1bsp, q3bsp)
2245                         mode = SHADERMODE_LIGHTMAP;
2246                 }
2247                 else
2248                 {
2249                         // ordinary vertex coloring (q3bsp)
2250                         mode = SHADERMODE_VERTEXCOLOR;
2251                 }
2252                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255                         permutation |= SHADERPERMUTATION_GLOW;
2256                 if (r_refdef.fogenabled)
2257                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258                 if (rsurface.texture->colormapping)
2259                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2260                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261                         permutation |= SHADERPERMUTATION_REFLECTION;
2262         }
2263         if(permutation & SHADERPERMUTATION_SPECULAR)
2264                 if(r_shadow_glossexact.integer)
2265                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266         R_SetupShader_SetPermutation(mode, permutation);
2267         if (mode == SHADERMODE_LIGHTSOURCE)
2268         {
2269                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2271                 {
2272                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2276                 }
2277                 else
2278                 {
2279                         // ambient only is simpler
2280                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2281                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2284                 }
2285                 // additive passes are only darkened by fog, not tinted
2286                 if (r_glsl_permutation->loc_FogColor >= 0)
2287                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288                 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]);
2289                 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]);
2290         }
2291         else
2292         {
2293                 if (mode == SHADERMODE_LIGHTDIRECTION)
2294                 {
2295                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2296                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2297                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2298                         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]);
2299                 }
2300                 else
2301                 {
2302                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2305                 }
2306                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2307                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308                 // additive passes are only darkened by fog, not tinted
2309                 if (r_glsl_permutation->loc_FogColor >= 0)
2310                 {
2311                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2313                         else
2314                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2315                 }
2316                 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);
2317                 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]);
2318                 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]);
2319                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2323         }
2324         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326         if (r_glsl_permutation->loc_Color_Pants >= 0)
2327         {
2328                 if (rsurface.texture->currentskinframe->pants)
2329                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2330                 else
2331                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2332         }
2333         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2334         {
2335                 if (rsurface.texture->currentskinframe->shirt)
2336                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2337                 else
2338                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2339         }
2340         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]);
2341         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2345         {
2346                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2347         }
2348         else
2349         {
2350                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2351         }
2352         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2353         CHECKGLERROR
2354 }
2355
2356 #define SKINFRAME_HASH 1024
2357
2358 typedef struct
2359 {
2360         int loadsequence; // incremented each level change
2361         memexpandablearray_t array;
2362         skinframe_t *hash[SKINFRAME_HASH];
2363 }
2364 r_skinframe_t;
2365 r_skinframe_t r_skinframe;
2366
2367 void R_SkinFrame_PrepareForPurge(void)
2368 {
2369         r_skinframe.loadsequence++;
2370         // wrap it without hitting zero
2371         if (r_skinframe.loadsequence >= 200)
2372                 r_skinframe.loadsequence = 1;
2373 }
2374
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2376 {
2377         if (!skinframe)
2378                 return;
2379         // mark the skinframe as used for the purging code
2380         skinframe->loadsequence = r_skinframe.loadsequence;
2381 }
2382
2383 void R_SkinFrame_Purge(void)
2384 {
2385         int i;
2386         skinframe_t *s;
2387         for (i = 0;i < SKINFRAME_HASH;i++)
2388         {
2389                 for (s = r_skinframe.hash[i];s;s = s->next)
2390                 {
2391                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2392                         {
2393                                 if (s->merged == s->base)
2394                                         s->merged = NULL;
2395                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2397                                 R_PurgeTexture(s->merged);s->merged = NULL;
2398                                 R_PurgeTexture(s->base  );s->base   = NULL;
2399                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2400                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2401                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2402                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2403                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2404                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2405                                 s->loadsequence = 0;
2406                         }
2407                 }
2408         }
2409 }
2410
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2412         skinframe_t *item;
2413         char basename[MAX_QPATH];
2414
2415         Image_StripImageExtension(name, basename, sizeof(basename));
2416
2417         if( last == NULL ) {
2418                 int hashindex;
2419                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420                 item = r_skinframe.hash[hashindex];
2421         } else {
2422                 item = last->next;
2423         }
2424
2425         // linearly search through the hash bucket
2426         for( ; item ; item = item->next ) {
2427                 if( !strcmp( item->basename, basename ) ) {
2428                         return item;
2429                 }
2430         }
2431         return NULL;
2432 }
2433
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2435 {
2436         skinframe_t *item;
2437         int hashindex;
2438         char basename[MAX_QPATH];
2439
2440         Image_StripImageExtension(name, basename, sizeof(basename));
2441
2442         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2445                         break;
2446
2447         if (!item) {
2448                 rtexture_t *dyntexture;
2449                 // check whether its a dynamic texture
2450                 dyntexture = CL_GetDynTexture( basename );
2451                 if (!add && !dyntexture)
2452                         return NULL;
2453                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454                 memset(item, 0, sizeof(*item));
2455                 strlcpy(item->basename, basename, sizeof(item->basename));
2456                 item->base = dyntexture; // either NULL or dyntexture handle
2457                 item->textureflags = textureflags;
2458                 item->comparewidth = comparewidth;
2459                 item->compareheight = compareheight;
2460                 item->comparecrc = comparecrc;
2461                 item->next = r_skinframe.hash[hashindex];
2462                 r_skinframe.hash[hashindex] = item;
2463         }
2464         else if( item->base == NULL )
2465         {
2466                 rtexture_t *dyntexture;
2467                 // check whether its a dynamic texture
2468                 // 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]
2469                 dyntexture = CL_GetDynTexture( basename );
2470                 item->base = dyntexture; // either NULL or dyntexture handle
2471         }
2472
2473         R_SkinFrame_MarkUsed(item);
2474         return item;
2475 }
2476
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2478         { \
2479                 unsigned long long avgcolor[5], wsum; \
2480                 int pix, comp, w; \
2481                 avgcolor[0] = 0; \
2482                 avgcolor[1] = 0; \
2483                 avgcolor[2] = 0; \
2484                 avgcolor[3] = 0; \
2485                 avgcolor[4] = 0; \
2486                 wsum = 0; \
2487                 for(pix = 0; pix < cnt; ++pix) \
2488                 { \
2489                         w = 0; \
2490                         for(comp = 0; comp < 3; ++comp) \
2491                                 w += getpixel; \
2492                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2493                         { \
2494                                 ++wsum; \
2495                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2496                                 w = getpixel; \
2497                                 for(comp = 0; comp < 3; ++comp) \
2498                                         avgcolor[comp] += getpixel * w; \
2499                                 avgcolor[3] += w; \
2500                         } \
2501                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502                         avgcolor[4] += getpixel; \
2503                 } \
2504                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2505                         avgcolor[3] = 1; \
2506                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2510         }
2511
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2513 {
2514         int j;
2515         unsigned char *pixels;
2516         unsigned char *bumppixels;
2517         unsigned char *basepixels = NULL;
2518         int basepixels_width;
2519         int basepixels_height;
2520         skinframe_t *skinframe;
2521
2522         if (cls.state == ca_dedicated)
2523                 return NULL;
2524
2525         // return an existing skinframe if already loaded
2526         // if loading of the first image fails, don't make a new skinframe as it
2527         // would cause all future lookups of this to be missing
2528         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529         if (skinframe && skinframe->base)
2530                 return skinframe;
2531
2532         basepixels = loadimagepixelsbgra(name, complain, true);
2533         if (basepixels == NULL)
2534                 return NULL;
2535
2536         if (developer_loading.integer)
2537                 Con_Printf("loading skin \"%s\"\n", name);
2538
2539         // we've got some pixels to store, so really allocate this new texture now
2540         if (!skinframe)
2541                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542         skinframe->stain = NULL;
2543         skinframe->merged = NULL;
2544         skinframe->base = r_texture_notexture;
2545         skinframe->pants = NULL;
2546         skinframe->shirt = NULL;
2547         skinframe->nmap = r_texture_blanknormalmap;
2548         skinframe->gloss = NULL;
2549         skinframe->glow = NULL;
2550         skinframe->fog = NULL;
2551         skinframe->hasalpha = false;
2552
2553         basepixels_width = image_width;
2554         basepixels_height = image_height;
2555         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);
2556
2557         if (textureflags & TEXF_ALPHA)
2558         {
2559                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2560                 {
2561                         if (basepixels[j] < 255)
2562                         {
2563                                 skinframe->hasalpha = true;
2564                                 break;
2565                         }
2566                 }
2567                 if (r_loadfog && skinframe->hasalpha)
2568                 {
2569                         // has transparent pixels
2570                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571                         for (j = 0;j < image_width * image_height * 4;j += 4)
2572                         {
2573                                 pixels[j+0] = 255;
2574                                 pixels[j+1] = 255;
2575                                 pixels[j+2] = 255;
2576                                 pixels[j+3] = basepixels[j+3];
2577                         }
2578                         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);
2579                         Mem_Free(pixels);
2580                 }
2581         }
2582
2583         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584         //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]);
2585
2586         // _norm is the name used by tenebrae and has been adopted as standard
2587         if (r_loadnormalmap)
2588         {
2589                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2590                 {
2591                         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);
2592                         Mem_Free(pixels);
2593                         pixels = NULL;
2594                 }
2595                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2596                 {
2597                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599                         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);
2600                         Mem_Free(pixels);
2601                         Mem_Free(bumppixels);
2602                 }
2603                 else if (r_shadow_bumpscale_basetexture.value > 0)
2604                 {
2605                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607                         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);
2608                         Mem_Free(pixels);
2609                 }
2610         }
2611         // _luma is supported for tenebrae compatibility
2612         // (I think it's a very stupid name, but oh well)
2613         // _glow is the preferred name
2614         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;}
2615         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;}
2616         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;}
2617         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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);Mem_Free(pixels);pixels = NULL;}
2618
2619         if (basepixels)
2620                 Mem_Free(basepixels);
2621
2622         return skinframe;
2623 }
2624
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2627 {
2628         int i;
2629         unsigned char *temp1, *temp2;
2630         skinframe_t *skinframe;
2631
2632         if (cls.state == ca_dedicated)
2633                 return NULL;
2634
2635         // if already loaded just return it, otherwise make a new skinframe
2636         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637         if (skinframe && skinframe->base)
2638                 return skinframe;
2639
2640         skinframe->stain = NULL;
2641         skinframe->merged = NULL;
2642         skinframe->base = r_texture_notexture;
2643         skinframe->pants = NULL;
2644         skinframe->shirt = NULL;
2645         skinframe->nmap = r_texture_blanknormalmap;
2646         skinframe->gloss = NULL;
2647         skinframe->glow = NULL;
2648         skinframe->fog = NULL;
2649         skinframe->hasalpha = false;
2650
2651         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2652         if (!skindata)
2653                 return NULL;
2654
2655         if (developer_loading.integer)
2656                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2657
2658         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2659         {
2660                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661                 temp2 = temp1 + width * height * 4;
2662                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2664                 Mem_Free(temp1);
2665         }
2666         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667         if (textureflags & TEXF_ALPHA)
2668         {
2669                 for (i = 3;i < width * height * 4;i += 4)
2670                 {
2671                         if (skindata[i] < 255)
2672                         {
2673                                 skinframe->hasalpha = true;
2674                                 break;
2675                         }
2676                 }
2677                 if (r_loadfog && skinframe->hasalpha)
2678                 {
2679                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680                         memcpy(fogpixels, skindata, width * height * 4);
2681                         for (i = 0;i < width * height * 4;i += 4)
2682                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684                         Mem_Free(fogpixels);
2685                 }
2686         }
2687
2688         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689         //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]);
2690
2691         return skinframe;
2692 }
2693
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2695 {
2696         int i;
2697         int featuresmask;
2698         skinframe_t *skinframe;
2699
2700         if (cls.state == ca_dedicated)
2701                 return NULL;
2702
2703         // if already loaded just return it, otherwise make a new skinframe
2704         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705         if (skinframe && skinframe->base)
2706                 return skinframe;
2707
2708         skinframe->stain = NULL;
2709         skinframe->merged = NULL;
2710         skinframe->base = r_texture_notexture;
2711         skinframe->pants = NULL;
2712         skinframe->shirt = NULL;
2713         skinframe->nmap = r_texture_blanknormalmap;
2714         skinframe->gloss = NULL;
2715         skinframe->glow = NULL;
2716         skinframe->fog = NULL;
2717         skinframe->hasalpha = false;
2718
2719         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2720         if (!skindata)
2721                 return NULL;
2722
2723         if (developer_loading.integer)
2724                 Con_Printf("loading quake skin \"%s\"\n", name);
2725
2726         // 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)
2727         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728         memcpy(skinframe->qpixels, skindata, width*height);
2729         skinframe->qwidth = width;
2730         skinframe->qheight = height;
2731
2732         featuresmask = 0;
2733         for (i = 0;i < width * height;i++)
2734                 featuresmask |= palette_featureflags[skindata[i]];
2735
2736         skinframe->hasalpha = false;
2737         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739         skinframe->qgeneratemerged = true;
2740         skinframe->qgeneratebase = skinframe->qhascolormapping;
2741         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2742
2743         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744         //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]);
2745
2746         return skinframe;
2747 }
2748
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2750 {
2751         int width;
2752         int height;
2753         unsigned char *skindata;
2754
2755         if (!skinframe->qpixels)
2756                 return;
2757
2758         if (!skinframe->qhascolormapping)
2759                 colormapped = false;
2760
2761         if (colormapped)
2762         {
2763                 if (!skinframe->qgeneratebase)
2764                         return;
2765         }
2766         else
2767         {
2768                 if (!skinframe->qgeneratemerged)
2769                         return;
2770         }
2771
2772         width = skinframe->qwidth;
2773         height = skinframe->qheight;
2774         skindata = skinframe->qpixels;
2775
2776         if (skinframe->qgeneratenmap)
2777         {
2778                 unsigned char *temp1, *temp2;
2779                 skinframe->qgeneratenmap = false;
2780                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781                 temp2 = temp1 + width * height * 4;
2782                 // use either a custom palette or the quake palette
2783                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2786                 Mem_Free(temp1);
2787         }
2788
2789         if (skinframe->qgenerateglow)
2790         {
2791                 skinframe->qgenerateglow = false;
2792                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2793         }
2794
2795         if (colormapped)
2796         {
2797                 skinframe->qgeneratebase = false;
2798                 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);
2799                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2801         }
2802         else
2803         {
2804                 skinframe->qgeneratemerged = false;
2805                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2806         }
2807
2808         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2809         {
2810                 Mem_Free(skinframe->qpixels);
2811                 skinframe->qpixels = NULL;
2812         }
2813 }
2814
2815 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)
2816 {
2817         int i;
2818         skinframe_t *skinframe;
2819
2820         if (cls.state == ca_dedicated)
2821                 return NULL;
2822
2823         // if already loaded just return it, otherwise make a new skinframe
2824         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825         if (skinframe && skinframe->base)
2826                 return skinframe;
2827
2828         skinframe->stain = NULL;
2829         skinframe->merged = NULL;
2830         skinframe->base = r_texture_notexture;
2831         skinframe->pants = NULL;
2832         skinframe->shirt = NULL;
2833         skinframe->nmap = r_texture_blanknormalmap;
2834         skinframe->gloss = NULL;
2835         skinframe->glow = NULL;
2836         skinframe->fog = NULL;
2837         skinframe->hasalpha = false;
2838
2839         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2840         if (!skindata)
2841                 return NULL;
2842
2843         if (developer_loading.integer)
2844                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2845
2846         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847         if (textureflags & TEXF_ALPHA)
2848         {
2849                 for (i = 0;i < width * height;i++)
2850                 {
2851                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2852                         {
2853                                 skinframe->hasalpha = true;
2854                                 break;
2855                         }
2856                 }
2857                 if (r_loadfog && skinframe->hasalpha)
2858                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2859         }
2860
2861         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862         //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]);
2863
2864         return skinframe;
2865 }
2866
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2868 {
2869         skinframe_t *skinframe;
2870
2871         if (cls.state == ca_dedicated)
2872                 return NULL;
2873
2874         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875         skinframe->stain = NULL;
2876         skinframe->merged = NULL;
2877         skinframe->base = r_texture_notexture;
2878         skinframe->pants = NULL;
2879         skinframe->shirt = NULL;
2880         skinframe->nmap = r_texture_blanknormalmap;
2881         skinframe->gloss = NULL;
2882         skinframe->glow = NULL;
2883         skinframe->fog = NULL;
2884         skinframe->hasalpha = false;
2885
2886         skinframe->avgcolor[0] = rand() / RAND_MAX;
2887         skinframe->avgcolor[1] = rand() / RAND_MAX;
2888         skinframe->avgcolor[2] = rand() / RAND_MAX;
2889         skinframe->avgcolor[3] = 1;
2890
2891         return skinframe;
2892 }
2893
2894 void R_Main_FreeViewCache(void)
2895 {
2896         if (r_refdef.viewcache.entityvisible)
2897                 Mem_Free(r_refdef.viewcache.entityvisible);
2898         if (r_refdef.viewcache.world_pvsbits)
2899                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900         if (r_refdef.viewcache.world_leafvisible)
2901                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902         if (r_refdef.viewcache.world_surfacevisible)
2903                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2905 }
2906
2907 void R_Main_ResizeViewCache(void)
2908 {
2909         int numentities = r_refdef.scene.numentities;
2910         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914         if (r_refdef.viewcache.maxentities < numentities)
2915         {
2916                 r_refdef.viewcache.maxentities = numentities;
2917                 if (r_refdef.viewcache.entityvisible)
2918                         Mem_Free(r_refdef.viewcache.entityvisible);
2919                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2920         }
2921         if (r_refdef.viewcache.world_numclusters != numclusters)
2922         {
2923                 r_refdef.viewcache.world_numclusters = numclusters;
2924                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925                 if (r_refdef.viewcache.world_pvsbits)
2926                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2927                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2928         }
2929         if (r_refdef.viewcache.world_numleafs != numleafs)
2930         {
2931                 r_refdef.viewcache.world_numleafs = numleafs;
2932                 if (r_refdef.viewcache.world_leafvisible)
2933                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2934                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2935         }
2936         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2937         {
2938                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939                 if (r_refdef.viewcache.world_surfacevisible)
2940                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2942         }
2943 }
2944
2945 void gl_main_start(void)
2946 {
2947         switch(vid.renderpath)
2948         {
2949         case RENDERPATH_GL20:
2950                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951                 Cvar_SetValueQuick(&gl_combine, 1);
2952                 Cvar_SetValueQuick(&r_glsl, 1);
2953                 r_loadnormalmap = true;
2954                 r_loadgloss = true;
2955                 r_loadfog = false;
2956                 break;
2957         case RENDERPATH_GL13:
2958                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959                 Cvar_SetValueQuick(&gl_combine, 1);
2960                 Cvar_SetValueQuick(&r_glsl, 0);
2961                 r_loadnormalmap = false;
2962                 r_loadgloss = false;
2963                 r_loadfog = true;
2964                 break;
2965         case RENDERPATH_GL11:
2966                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967                 Cvar_SetValueQuick(&gl_combine, 0);
2968                 Cvar_SetValueQuick(&r_glsl, 0);
2969                 r_loadnormalmap = false;
2970                 r_loadgloss = false;
2971                 r_loadfog = true;
2972                 break;
2973         }
2974
2975         R_AnimCache_Free();
2976         R_FrameData_Reset();
2977
2978         r_numqueries = 0;
2979         r_maxqueries = 0;
2980         memset(r_queries, 0, sizeof(r_queries));
2981
2982         r_qwskincache = NULL;
2983         r_qwskincache_size = 0;
2984
2985         // set up r_skinframe loading system for textures
2986         memset(&r_skinframe, 0, sizeof(r_skinframe));
2987         r_skinframe.loadsequence = 1;
2988         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2989
2990         r_main_texturepool = R_AllocTexturePool();
2991         R_BuildBlankTextures();
2992         R_BuildNoTexture();
2993         if (vid.support.arb_texture_cube_map)
2994         {
2995                 R_BuildWhiteCube();
2996                 R_BuildNormalizationCube();
2997         }
2998         r_texture_fogattenuation = NULL;
2999         r_texture_gammaramps = NULL;
3000         //r_texture_fogintensity = NULL;
3001         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002         memset(&r_waterstate, 0, sizeof(r_waterstate));
3003         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005         memset(&r_svbsp, 0, sizeof (r_svbsp));
3006
3007         r_refdef.fogmasktable_density = 0;
3008 }
3009
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3012 {
3013         R_AnimCache_Free();
3014         R_FrameData_Reset();
3015
3016         R_Main_FreeViewCache();
3017
3018         if (r_maxqueries)
3019                 qglDeleteQueriesARB(r_maxqueries, r_queries);
3020
3021         r_numqueries = 0;
3022         r_maxqueries = 0;
3023         memset(r_queries, 0, sizeof(r_queries));
3024
3025         r_qwskincache = NULL;
3026         r_qwskincache_size = 0;
3027
3028         // clear out the r_skinframe state
3029         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030         memset(&r_skinframe, 0, sizeof(r_skinframe));
3031
3032         if (r_svbsp.nodes)
3033                 Mem_Free(r_svbsp.nodes);
3034         memset(&r_svbsp, 0, sizeof (r_svbsp));
3035         R_FreeTexturePool(&r_main_texturepool);
3036         loadingscreentexture = NULL;
3037         r_texture_blanknormalmap = NULL;
3038         r_texture_white = NULL;
3039         r_texture_grey128 = NULL;
3040         r_texture_black = NULL;
3041         r_texture_whitecube = NULL;
3042         r_texture_normalizationcube = NULL;
3043         r_texture_fogattenuation = NULL;
3044         r_texture_gammaramps = NULL;
3045         //r_texture_fogintensity = NULL;
3046         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047         memset(&r_waterstate, 0, sizeof(r_waterstate));
3048         R_GLSL_Restart_f();
3049 }
3050
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3053 {
3054         // FIXME: move this code to client
3055         int l;
3056         char *entities, entname[MAX_QPATH];
3057         if (r_qwskincache)
3058                 Mem_Free(r_qwskincache);
3059         r_qwskincache = NULL;
3060         r_qwskincache_size = 0;
3061         if (cl.worldmodel)
3062         {
3063                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064                 l = (int)strlen(entname) - 4;
3065                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3066                 {
3067                         memcpy(entname + l, ".ent", 5);
3068                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3069                         {
3070                                 CL_ParseEntityLump(entities);
3071                                 Mem_Free(entities);
3072                                 return;
3073                         }
3074                 }
3075                 if (cl.worldmodel->brush.entities)
3076                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3077         }
3078         R_Main_FreeViewCache();
3079
3080         R_FrameData_Reset();
3081 }
3082
3083 void GL_Main_Init(void)
3084 {
3085         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3086
3087         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090         if (gamemode == GAME_NEHAHRA)
3091         {
3092                 Cvar_RegisterVariable (&gl_fogenable);
3093                 Cvar_RegisterVariable (&gl_fogdensity);
3094                 Cvar_RegisterVariable (&gl_fogred);
3095                 Cvar_RegisterVariable (&gl_foggreen);
3096                 Cvar_RegisterVariable (&gl_fogblue);
3097                 Cvar_RegisterVariable (&gl_fogstart);
3098                 Cvar_RegisterVariable (&gl_fogend);
3099                 Cvar_RegisterVariable (&gl_skyclip);
3100         }
3101         Cvar_RegisterVariable(&r_motionblur);
3102         Cvar_RegisterVariable(&r_motionblur_maxblur);
3103         Cvar_RegisterVariable(&r_motionblur_bmin);
3104         Cvar_RegisterVariable(&r_motionblur_vmin);
3105         Cvar_RegisterVariable(&r_motionblur_vmax);
3106         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107         Cvar_RegisterVariable(&r_motionblur_randomize);
3108         Cvar_RegisterVariable(&r_damageblur);
3109         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111         Cvar_RegisterVariable(&r_equalize_entities_by);
3112         Cvar_RegisterVariable(&r_equalize_entities_to);
3113         Cvar_RegisterVariable(&r_depthfirst);
3114         Cvar_RegisterVariable(&r_useinfinitefarclip);
3115         Cvar_RegisterVariable(&r_farclip_base);
3116         Cvar_RegisterVariable(&r_farclip_world);
3117         Cvar_RegisterVariable(&r_nearclip);
3118         Cvar_RegisterVariable(&r_showbboxes);
3119         Cvar_RegisterVariable(&r_showsurfaces);
3120         Cvar_RegisterVariable(&r_showtris);
3121         Cvar_RegisterVariable(&r_shownormals);
3122         Cvar_RegisterVariable(&r_showlighting);
3123         Cvar_RegisterVariable(&r_showshadowvolumes);
3124         Cvar_RegisterVariable(&r_showcollisionbrushes);
3125         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127         Cvar_RegisterVariable(&r_showdisabledepthtest);
3128         Cvar_RegisterVariable(&r_drawportals);
3129         Cvar_RegisterVariable(&r_drawentities);
3130         Cvar_RegisterVariable(&r_cullentities_trace);
3131         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135         Cvar_RegisterVariable(&r_drawviewmodel);
3136         Cvar_RegisterVariable(&r_speeds);
3137         Cvar_RegisterVariable(&r_fullbrights);
3138         Cvar_RegisterVariable(&r_wateralpha);
3139         Cvar_RegisterVariable(&r_dynamic);
3140         Cvar_RegisterVariable(&r_fullbright);
3141         Cvar_RegisterVariable(&r_shadows);
3142         Cvar_RegisterVariable(&r_shadows_darken);
3143         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145         Cvar_RegisterVariable(&r_shadows_throwdistance);
3146         Cvar_RegisterVariable(&r_shadows_throwdirection);
3147         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152         Cvar_RegisterVariable(&r_fog_exp2);
3153         Cvar_RegisterVariable(&r_drawfog);
3154         Cvar_RegisterVariable(&r_textureunits);
3155         Cvar_RegisterVariable(&gl_combine);
3156         Cvar_RegisterVariable(&r_glsl);
3157         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161         Cvar_RegisterVariable(&r_glsl_postprocess);
3162         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166         Cvar_RegisterVariable(&r_water);
3167         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168         Cvar_RegisterVariable(&r_water_clippingplanebias);
3169         Cvar_RegisterVariable(&r_water_refractdistort);
3170         Cvar_RegisterVariable(&r_water_reflectdistort);
3171         Cvar_RegisterVariable(&r_lerpsprites);
3172         Cvar_RegisterVariable(&r_lerpmodels);
3173         Cvar_RegisterVariable(&r_lerplightstyles);
3174         Cvar_RegisterVariable(&r_waterscroll);
3175         Cvar_RegisterVariable(&r_bloom);
3176         Cvar_RegisterVariable(&r_bloom_colorscale);
3177         Cvar_RegisterVariable(&r_bloom_brighten);
3178         Cvar_RegisterVariable(&r_bloom_blur);
3179         Cvar_RegisterVariable(&r_bloom_resolution);
3180         Cvar_RegisterVariable(&r_bloom_colorexponent);
3181         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182         Cvar_RegisterVariable(&r_hdr);
3183         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184         Cvar_RegisterVariable(&r_hdr_glowintensity);
3185         Cvar_RegisterVariable(&r_hdr_range);
3186         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187         Cvar_RegisterVariable(&developer_texturelogging);
3188         Cvar_RegisterVariable(&gl_lightmaps);
3189         Cvar_RegisterVariable(&r_test);
3190         Cvar_RegisterVariable(&r_batchmode);
3191         Cvar_RegisterVariable(&r_glsl_saturation);
3192         Cvar_RegisterVariable(&r_framedatasize);
3193         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194                 Cvar_SetValue("r_fullbrights", 0);
3195         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3196
3197         Cvar_RegisterVariable(&r_track_sprites);
3198         Cvar_RegisterVariable(&r_track_sprites_flags);
3199         Cvar_RegisterVariable(&r_track_sprites_scalew);
3200         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3201 }
3202
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3215
3216 void Render_Init(void)
3217 {
3218         gl_backend_init();
3219         R_Textures_Init();
3220         GL_Main_Init();
3221         GL_Draw_Init();
3222         R_Shadow_Init();
3223         R_Sky_Init();
3224         GL_Surf_Init();
3225         Sbar_Init();
3226         R_Particles_Init();
3227         R_Explosion_Init();
3228         R_LightningBeams_Init();
3229         Mod_RenderInit();
3230 }
3231
3232 /*
3233 ===============
3234 GL_Init
3235 ===============
3236 */
3237 extern char *ENGINE_EXTENSIONS;
3238 void GL_Init (void)
3239 {
3240         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242         gl_version = (const char *)qglGetString(GL_VERSION);
3243         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3244
3245         if (!gl_extensions)
3246                 gl_extensions = "";
3247         if (!gl_platformextensions)
3248                 gl_platformextensions = "";
3249
3250         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252         Con_Printf("GL_VERSION: %s\n", gl_version);
3253         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3255
3256         VID_CheckExtensions();
3257
3258         // LordHavoc: report supported extensions
3259         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3260
3261         // clear to black (loading plaque will be seen over this)
3262         CHECKGLERROR
3263         qglClearColor(0,0,0,1);CHECKGLERROR
3264         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3265 }
3266
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3268 {
3269         int i;
3270         mplane_t *p;
3271         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3272         {
3273                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3274                 if (i == 4)
3275                         continue;
3276                 p = r_refdef.view.frustum + i;
3277                 switch(p->signbits)
3278                 {
3279                 default:
3280                 case 0:
3281                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3282                                 return true;
3283                         break;
3284                 case 1:
3285                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3286                                 return true;
3287                         break;
3288                 case 2:
3289                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3290                                 return true;
3291                         break;
3292                 case 3:
3293                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3294                                 return true;
3295                         break;
3296                 case 4:
3297                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3298                                 return true;
3299                         break;
3300                 case 5:
3301                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3302                                 return true;
3303                         break;
3304                 case 6:
3305                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3306                                 return true;
3307                         break;
3308                 case 7:
3309                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3310                                 return true;
3311                         break;
3312                 }
3313         }
3314         return false;
3315 }
3316
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3318 {
3319         int i;
3320         const mplane_t *p;
3321         for (i = 0;i < numplanes;i++)
3322         {
3323                 p = planes + i;
3324                 switch(p->signbits)
3325                 {
3326                 default:
3327                 case 0:
3328                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3329                                 return true;
3330                         break;
3331                 case 1:
3332                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3333                                 return true;
3334                         break;
3335                 case 2:
3336                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3337                                 return true;
3338                         break;
3339                 case 3:
3340                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3341                                 return true;
3342                         break;
3343                 case 4:
3344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3345                                 return true;
3346                         break;
3347                 case 5:
3348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3349                                 return true;
3350                         break;
3351                 case 6:
3352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3353                                 return true;
3354                         break;
3355                 case 7:
3356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3357                                 return true;
3358                         break;
3359                 }
3360         }
3361         return false;
3362 }
3363
3364 //==================================================================================
3365
3366 // LordHavoc: this stores temporary data used within the same frame
3367
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3372
3373 void R_FrameData_Reset(void)
3374 {
3375         if (r_framedata_base);
3376                 Mem_Free(r_framedata_base);
3377         r_framedata_base = NULL;
3378         r_framedata_size = 0;
3379         r_framedata_current = 0;
3380         r_framedata_failed = false;
3381 }
3382
3383 void R_FrameData_NewFrame(void)
3384 {
3385         size_t wantedsize;
3386         if (r_framedata_failed)
3387                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
3388         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3389         wantedsize = bound(65536, wantedsize, 128*1024*1024);
3390         if (r_framedata_size != wantedsize)
3391         {
3392                 r_framedata_size = wantedsize;
3393                 if (r_framedata_base);
3394                         Mem_Free(r_framedata_base);
3395                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3396         }
3397         r_framedata_current = 0;
3398         r_framedata_failed = false;
3399 }
3400
3401 void *R_FrameData_Alloc(size_t size)
3402 {
3403         void *data;
3404
3405         // align to 16 byte boundary
3406         size = (size + 15) & ~15;
3407         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3408         r_framedata_current += size;
3409
3410         // check overflow
3411         if (r_framedata_current > r_framedata_size)
3412                 r_framedata_failed = true;
3413
3414         // return NULL on everything after a failure
3415         if (r_framedata_failed)
3416                 return NULL;
3417
3418         return data;
3419 }
3420
3421 void *R_FrameData_Store(size_t size, void *data)
3422 {
3423         void *d = R_FrameData_Alloc(size);
3424         if (d)
3425                 memcpy(d, data, size);
3426         return d;
3427 }
3428
3429 //==================================================================================
3430
3431 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3432
3433 /**
3434  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3435  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3436  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3437  */
3438
3439 typedef struct r_animcache_entity_s
3440 {
3441         float *vertex3f;
3442         float *normal3f;
3443         float *svector3f;
3444         float *tvector3f;
3445 }
3446 r_animcache_entity_t;
3447
3448 typedef struct r_animcache_s
3449 {
3450         r_animcache_entity_t entity[MAX_EDICTS];
3451         int maxindex;
3452         int currentindex;
3453 }
3454 r_animcache_t;
3455
3456 static r_animcache_t r_animcachestate;
3457
3458 void R_AnimCache_Free(void)
3459 {
3460         memset(&r_animcachestate, 0, sizeof(r_animcachestate));
3461 }
3462
3463 void R_AnimCache_ClearCache(void)
3464 {
3465         int i;
3466         entity_render_t *ent;
3467
3468         r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3469         r_animcachestate.currentindex = 0;
3470
3471         for (i = 0;i < r_refdef.scene.numentities;i++)
3472         {
3473                 ent = r_refdef.scene.entities[i];
3474                 ent->animcacheindex = -1;
3475         }
3476 }
3477
3478 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3479 {
3480         dp_model_t *model = ent->model;
3481         r_animcache_entity_t *c;
3482         int numvertices;
3483         // see if it's already cached this frame
3484         if (ent->animcacheindex >= 0)
3485         {
3486                 // add normals/tangents if needed
3487                 if (wantnormals || wanttangents)
3488                 {
3489                         c = r_animcachestate.entity + ent->animcacheindex;
3490                         if (c->normal3f)
3491                                 wantnormals = false;
3492                         if (c->svector3f)
3493                                 wanttangents = false;
3494                         if (wantnormals || wanttangents)
3495                         {
3496                                 numvertices = model->surfmesh.num_vertices;
3497                                 if (wantnormals)
3498                                         c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3499                                 if (wanttangents)
3500                                 {
3501                                         c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3502                                         c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3503                                 }
3504                                 if (!r_framedata_failed)
3505                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3506                         }
3507                 }
3508         }
3509         else
3510         {
3511                 // see if this ent is worth caching
3512                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3513                         return false;
3514                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3515                         return false;
3516                 // assign it a cache entry and get some temp memory
3517                 ent->animcacheindex = r_animcachestate.currentindex++;
3518                 c = r_animcachestate.entity + ent->animcacheindex;
3519                 numvertices = model->surfmesh.num_vertices;
3520                 memset(c, 0, sizeof(*c));
3521                 c->vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3522                 if (wantnormals)
3523                         c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3524                 if (wanttangents)
3525                 {
3526                         c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3527                         c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3528                 }
3529                 if (!r_framedata_failed)
3530                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, c->normal3f, c->svector3f, c->tvector3f);
3531         }
3532         return !r_framedata_failed;
3533 }
3534
3535 void R_AnimCache_CacheVisibleEntities(void)
3536 {
3537         int i;
3538         entity_render_t *ent;
3539         qboolean wantnormals = !r_showsurfaces.integer;
3540         qboolean wanttangents = !r_showsurfaces.integer;
3541
3542         switch(vid.renderpath)
3543         {
3544         case RENDERPATH_GL20:
3545                 break;
3546         case RENDERPATH_GL13:
3547         case RENDERPATH_GL11:
3548                 wanttangents = false;
3549                 break;
3550         }
3551
3552         // TODO: thread this
3553
3554         for (i = 0;i < r_refdef.scene.numentities;i++)
3555         {
3556                 if (!r_refdef.viewcache.entityvisible[i])
3557                         continue;
3558                 ent = r_refdef.scene.entities[i];
3559                 if (ent->animcacheindex >= 0)
3560                         continue;
3561                 R_AnimCache_GetEntity(ent, wantnormals, wanttangents);
3562         }
3563 }
3564
3565 //==================================================================================
3566
3567 static void R_View_UpdateEntityLighting (void)
3568 {
3569         int i;
3570         entity_render_t *ent;
3571         vec3_t tempdiffusenormal, avg;
3572         vec_t f, fa, fd, fdd;
3573
3574         for (i = 0;i < r_refdef.scene.numentities;i++)
3575         {
3576                 ent = r_refdef.scene.entities[i];
3577
3578                 // skip unseen models
3579                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3580                         continue;
3581
3582                 // skip bsp models
3583                 if (ent->model && ent->model->brush.num_leafs)
3584                 {
3585                         // TODO: use modellight for r_ambient settings on world?
3586                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3587                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3588                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3589                         continue;
3590                 }
3591
3592                 // fetch the lighting from the worldmodel data
3593                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3594                 VectorClear(ent->modellight_diffuse);
3595                 VectorClear(tempdiffusenormal);
3596                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3597                 {
3598                         vec3_t org;
3599                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3600                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3601                         if(ent->flags & RENDER_EQUALIZE)
3602                         {
3603                                 // first fix up ambient lighting...
3604                                 if(r_equalize_entities_minambient.value > 0)
3605                                 {
3606                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3607                                         if(fd > 0)
3608                                         {
3609                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3610                                                 if(fa < r_equalize_entities_minambient.value * fd)
3611                                                 {
3612                                                         // solve:
3613                                                         //   fa'/fd' = minambient
3614                                                         //   fa'+0.25*fd' = fa+0.25*fd
3615                                                         //   ...
3616                                                         //   fa' = fd' * minambient
3617                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3618                                                         //   ...
3619                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3620                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3621                                                         //   ...
3622                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3623                                                         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
3624                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3625                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3626                                                 }
3627                                         }
3628                                 }
3629
3630                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3631                                 {
3632                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3633                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3634                                         if(f > 0)
3635                                         {
3636                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3637                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3638                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3639                                         }
3640                                 }
3641                         }
3642                 }
3643                 else // highly rare
3644                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3645
3646                 // move the light direction into modelspace coordinates for lighting code
3647                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3648                 if(VectorLength2(ent->modellight_lightdir) == 0)
3649                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3650                 VectorNormalize(ent->modellight_lightdir);
3651         }
3652 }
3653
3654 #define MAX_LINEOFSIGHTTRACES 64
3655
3656 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3657 {
3658         int i;
3659         vec3_t boxmins, boxmaxs;
3660         vec3_t start;
3661         vec3_t end;
3662         dp_model_t *model = r_refdef.scene.worldmodel;
3663
3664         if (!model || !model->brush.TraceLineOfSight)
3665                 return true;
3666
3667         // expand the box a little
3668         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3669         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3670         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3671         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3672         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3673         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3674
3675         // try center
3676         VectorCopy(eye, start);
3677         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3678         if (model->brush.TraceLineOfSight(model, start, end))
3679                 return true;
3680
3681         // try various random positions
3682         for (i = 0;i < numsamples;i++)
3683         {
3684                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3685                 if (model->brush.TraceLineOfSight(model, start, end))
3686                         return true;
3687         }
3688
3689         return false;
3690 }
3691
3692
3693 static void R_View_UpdateEntityVisible (void)
3694 {
3695     &nbs