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Two more options for videos - vertical align (if video is scaled) and stipple effect...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
107
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116
117 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
118 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
119
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
139
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
145
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
150
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
158
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
163
164 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"};
165
166 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"};
167
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
169
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "// uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
697 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
698 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
699 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
700 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
701 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
702 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
703 "#endif\n"
704 "\n"
705 "#ifdef USESATURATION\n"
706 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
707 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
708 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
709 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
710 "#endif\n"
711 "\n"
712 "#ifdef USEGAMMARAMPS\n"
713 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
714 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
715 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
716 "#endif\n"
717 "}\n"
718 "#endif\n"
719 "#else // !MODE_POSTPROCESS\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "#ifdef MODE_GENERIC\n"
725 "#ifdef USEDIFFUSE\n"
726 "varying vec2 TexCoord1;\n"
727 "#endif\n"
728 "#ifdef USESPECULAR\n"
729 "varying vec2 TexCoord2;\n"
730 "#endif\n"
731 "#ifdef VERTEX_SHADER\n"
732 "void main(void)\n"
733 "{\n"
734 "       gl_FrontColor = gl_Color;\n"
735 "#ifdef USEDIFFUSE\n"
736 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
737 "#endif\n"
738 "#ifdef USESPECULAR\n"
739 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
740 "#endif\n"
741 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
742 "}\n"
743 "#endif\n"
744 "\n"
745 "#ifdef FRAGMENT_SHADER\n"
746 "#ifdef USEDIFFUSE\n"
747 "uniform sampler2D Texture_First;\n"
748 "#endif\n"
749 "#ifdef USESPECULAR\n"
750 "uniform sampler2D Texture_Second;\n"
751 "#endif\n"
752 "\n"
753 "void main(void)\n"
754 "{\n"
755 "       gl_FragColor = gl_Color;\n"
756 "#ifdef USEDIFFUSE\n"
757 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
758 "#endif\n"
759 "\n"
760 "#ifdef USESPECULAR\n"
761 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
762 "# ifdef USECOLORMAPPING\n"
763 "       gl_FragColor *= tex2;\n"
764 "# endif\n"
765 "# ifdef USEGLOW\n"
766 "       gl_FragColor += tex2;\n"
767 "# endif\n"
768 "# ifdef USEVERTEXTEXTUREBLEND\n"
769 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
770 "# endif\n"
771 "#endif\n"
772 "}\n"
773 "#endif\n"
774 "#else // !MODE_GENERIC\n"
775 "\n"
776 "\n"
777 "\n"
778 "\n"
779 "#ifdef MODE_BLOOMBLUR\n"
780 "varying TexCoord;\n"
781 "#ifdef VERTEX_SHADER\n"
782 "void main(void)\n"
783 "{\n"
784 "       gl_FrontColor = gl_Color;\n"
785 "       TexCoord = gl_MultiTexCoord0.xy;\n"
786 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
787 "}\n"
788 "#endif\n"
789 "\n"
790 "#ifdef FRAGMENT_SHADER\n"
791 "uniform sampler2D Texture_First;\n"
792 "uniform vec4 BloomBlur_Parameters;\n"
793 "\n"
794 "void main(void)\n"
795 "{\n"
796 "       int i;\n"
797 "       vec2 tc = TexCoord;\n"
798 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
799 "       tc += BloomBlur_Parameters.xy;\n"
800 "       for (i = 1;i < SAMPLES;i++)\n"
801 "       {\n"
802 "               color += texture2D(Texture_First, tc).rgb;\n"
803 "               tc += BloomBlur_Parameters.xy;\n"
804 "       }\n"
805 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
806 "}\n"
807 "#endif\n"
808 "#else // !MODE_BLOOMBLUR\n"
809 "#ifdef MODE_REFRACTION\n"
810 "varying vec2 TexCoord;\n"
811 "varying vec4 ModelViewProjectionPosition;\n"
812 "uniform mat4 TexMatrix;\n"
813 "#ifdef VERTEX_SHADER\n"
814 "\n"
815 "void main(void)\n"
816 "{\n"
817 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
818 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 "       ModelViewProjectionPosition = gl_Position;\n"
820 "}\n"
821 "#endif\n"
822 "\n"
823 "#ifdef FRAGMENT_SHADER\n"
824 "uniform sampler2D Texture_Normal;\n"
825 "uniform sampler2D Texture_Refraction;\n"
826 "uniform sampler2D Texture_Reflection;\n"
827 "\n"
828 "uniform vec4 DistortScaleRefractReflect;\n"
829 "uniform vec4 ScreenScaleRefractReflect;\n"
830 "uniform vec4 ScreenCenterRefractReflect;\n"
831 "uniform vec4 RefractColor;\n"
832 "uniform vec4 ReflectColor;\n"
833 "uniform float ReflectFactor;\n"
834 "uniform float ReflectOffset;\n"
835 "\n"
836 "void main(void)\n"
837 "{\n"
838 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
839 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
840 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
841 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
842 "       // FIXME temporary hack to detect the case that the reflection\n"
843 "       // gets blackened at edges due to leaving the area that contains actual\n"
844 "       // content.\n"
845 "       // Remove this 'ack once we have a better way to stop this thing from\n"
846 "       // 'appening.\n"
847 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
848 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
849 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
850 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
851 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
852 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
853 "}\n"
854 "#endif\n"
855 "#else // !MODE_REFRACTION\n"
856 "\n"
857 "\n"
858 "\n"
859 "\n"
860 "#ifdef MODE_WATER\n"
861 "varying vec2 TexCoord;\n"
862 "varying vec3 EyeVector;\n"
863 "varying vec4 ModelViewProjectionPosition;\n"
864 "#ifdef VERTEX_SHADER\n"
865 "uniform vec3 EyePosition;\n"
866 "uniform mat4 TexMatrix;\n"
867 "\n"
868 "void main(void)\n"
869 "{\n"
870 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
871 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
872 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
873 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
874 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
875 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
876 "       ModelViewProjectionPosition = gl_Position;\n"
877 "}\n"
878 "#endif\n"
879 "\n"
880 "#ifdef FRAGMENT_SHADER\n"
881 "uniform sampler2D Texture_Normal;\n"
882 "uniform sampler2D Texture_Refraction;\n"
883 "uniform sampler2D Texture_Reflection;\n"
884 "\n"
885 "uniform vec4 DistortScaleRefractReflect;\n"
886 "uniform vec4 ScreenScaleRefractReflect;\n"
887 "uniform vec4 ScreenCenterRefractReflect;\n"
888 "uniform vec4 RefractColor;\n"
889 "uniform vec4 ReflectColor;\n"
890 "uniform float ReflectFactor;\n"
891 "uniform float ReflectOffset;\n"
892 "\n"
893 "void main(void)\n"
894 "{\n"
895 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
896 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
897 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
898 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
899 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
900 "       // FIXME temporary hack to detect the case that the reflection\n"
901 "       // gets blackened at edges due to leaving the area that contains actual\n"
902 "       // content.\n"
903 "       // Remove this 'ack once we have a better way to stop this thing from\n"
904 "       // 'appening.\n"
905 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
906 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
907 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
908 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
909 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
910 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
911 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
912 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
913 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
914 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
915 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
916 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
917 "}\n"
918 "#endif\n"
919 "#else // !MODE_WATER\n"
920 "\n"
921 "\n"
922 "\n"
923 "\n"
924 "// common definitions between vertex shader and fragment shader:\n"
925 "\n"
926 "varying vec2 TexCoord;\n"
927 "#ifdef USEVERTEXTEXTUREBLEND\n"
928 "varying vec2 TexCoord2;\n"
929 "#endif\n"
930 "#ifdef USELIGHTMAP\n"
931 "varying vec2 TexCoordLightmap;\n"
932 "#endif\n"
933 "\n"
934 "#ifdef MODE_LIGHTSOURCE\n"
935 "varying vec3 CubeVector;\n"
936 "#endif\n"
937 "\n"
938 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
939 "varying vec3 LightVector;\n"
940 "#endif\n"
941 "\n"
942 "#ifdef USEEYEVECTOR\n"
943 "varying vec3 EyeVector;\n"
944 "#endif\n"
945 "#ifdef USEFOG\n"
946 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
947 "#endif\n"
948 "\n"
949 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
950 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
951 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
952 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
953 "#endif\n"
954 "\n"
955 "#ifdef USEREFLECTION\n"
956 "varying vec4 ModelViewProjectionPosition;\n"
957 "#endif\n"
958 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
959 "uniform vec3 LightPosition;\n"
960 "varying vec4 ModelViewPosition;\n"
961 "#endif\n"
962 "\n"
963 "#ifdef MODE_LIGHTSOURCE\n"
964 "uniform vec3 LightPosition;\n"
965 "#endif\n"
966 "uniform vec3 EyePosition;\n"
967 "#ifdef MODE_LIGHTDIRECTION\n"
968 "uniform vec3 LightDir;\n"
969 "#endif\n"
970 "uniform vec4 FogPlane;\n"
971 "\n"
972 "#ifdef USESHADOWMAPORTHO\n"
973 "varying vec3 ShadowMapTC;\n"
974 "#endif\n"
975 "\n"
976 "\n"
977 "\n"
978 "\n"
979 "\n"
980 "// 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"
981 "\n"
982 "// fragment shader specific:\n"
983 "#ifdef FRAGMENT_SHADER\n"
984 "\n"
985 "uniform sampler2D Texture_Normal;\n"
986 "uniform sampler2D Texture_Color;\n"
987 "uniform sampler2D Texture_Gloss;\n"
988 "#ifdef USEGLOW\n"
989 "uniform sampler2D Texture_Glow;\n"
990 "#endif\n"
991 "#ifdef USEVERTEXTEXTUREBLEND\n"
992 "uniform sampler2D Texture_SecondaryNormal;\n"
993 "uniform sampler2D Texture_SecondaryColor;\n"
994 "uniform sampler2D Texture_SecondaryGloss;\n"
995 "#ifdef USEGLOW\n"
996 "uniform sampler2D Texture_SecondaryGlow;\n"
997 "#endif\n"
998 "#endif\n"
999 "#ifdef USECOLORMAPPING\n"
1000 "uniform sampler2D Texture_Pants;\n"
1001 "uniform sampler2D Texture_Shirt;\n"
1002 "#endif\n"
1003 "#ifdef USEFOG\n"
1004 "#ifdef USEFOGHEIGHTTEXTURE\n"
1005 "uniform sampler2D Texture_FogHeightTexture;\n"
1006 "#endif\n"
1007 "uniform sampler2D Texture_FogMask;\n"
1008 "#endif\n"
1009 "#ifdef USELIGHTMAP\n"
1010 "uniform sampler2D Texture_Lightmap;\n"
1011 "#endif\n"
1012 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1013 "uniform sampler2D Texture_Deluxemap;\n"
1014 "#endif\n"
1015 "#ifdef USEREFLECTION\n"
1016 "uniform sampler2D Texture_Reflection;\n"
1017 "#endif\n"
1018 "\n"
1019 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1020 "uniform sampler2D Texture_ScreenDepth;\n"
1021 "uniform sampler2D Texture_ScreenNormalMap;\n"
1022 "#endif\n"
1023 "#ifdef USEDEFERREDLIGHTMAP\n"
1024 "uniform sampler2D Texture_ScreenDiffuse;\n"
1025 "uniform sampler2D Texture_ScreenSpecular;\n"
1026 "#endif\n"
1027 "\n"
1028 "uniform myhalf3 Color_Pants;\n"
1029 "uniform myhalf3 Color_Shirt;\n"
1030 "uniform myhalf3 FogColor;\n"
1031 "\n"
1032 "#ifdef USEFOG\n"
1033 "uniform float FogRangeRecip;\n"
1034 "uniform float FogPlaneViewDist;\n"
1035 "uniform float FogHeightFade;\n"
1036 "vec3 FogVertex(vec3 surfacecolor)\n"
1037 "{\n"
1038 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1039 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1040 "       float fogfrac;\n"
1041 "#ifdef USEFOGHEIGHTTEXTURE\n"
1042 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1043 "       fogfrac = fogheightpixel.a;\n"
1044 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1045 "#else\n"
1046 "# ifdef USEFOGOUTSIDE\n"
1047 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1048 "# else\n"
1049 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1050 "# endif\n"
1051 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1052 "#endif\n"
1053 "}\n"
1054 "#endif\n"
1055 "\n"
1056 "#ifdef USEOFFSETMAPPING\n"
1057 "uniform float OffsetMapping_Scale;\n"
1058 "vec2 OffsetMapping(vec2 TexCoord)\n"
1059 "{\n"
1060 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1061 "       // 14 sample relief mapping: linear search and then binary search\n"
1062 "       // this basically steps forward a small amount repeatedly until it finds\n"
1063 "       // itself inside solid, then jitters forward and back using decreasing\n"
1064 "       // amounts to find the impact\n"
1065 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1066 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1067 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1068 "       vec3 RT = vec3(TexCoord, 1);\n"
1069 "       OffsetVector *= 0.1;\n"
1070 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1071 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1072 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1073 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1074 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1075 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1076 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1077 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1078 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1079 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1080 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1081 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1082 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1083 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1084 "       return RT.xy;\n"
1085 "#else\n"
1086 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1087 "       // this basically moves forward the full distance, and then backs up based\n"
1088 "       // on height of samples\n"
1089 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1090 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1091 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1092 "       TexCoord += OffsetVector;\n"
1093 "       OffsetVector *= 0.333;\n"
1094 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1095 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1096 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1097 "       return TexCoord;\n"
1098 "#endif\n"
1099 "}\n"
1100 "#endif // USEOFFSETMAPPING\n"
1101 "\n"
1102 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1103 "uniform sampler2D Texture_Attenuation;\n"
1104 "uniform samplerCube Texture_Cube;\n"
1105 "#endif\n"
1106 "\n"
1107 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1108 "\n"
1109 "#ifdef USESHADOWMAPRECT\n"
1110 "# ifdef USESHADOWSAMPLER\n"
1111 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1112 "# else\n"
1113 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1114 "# endif\n"
1115 "#endif\n"
1116 "\n"
1117 "#ifdef USESHADOWMAP2D\n"
1118 "# ifdef USESHADOWSAMPLER\n"
1119 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1120 "# else\n"
1121 "uniform sampler2D Texture_ShadowMap2D;\n"
1122 "# endif\n"
1123 "#endif\n"
1124 "\n"
1125 "#ifdef USESHADOWMAPVSDCT\n"
1126 "uniform samplerCube Texture_CubeProjection;\n"
1127 "#endif\n"
1128 "\n"
1129 "#ifdef USESHADOWMAPCUBE\n"
1130 "# ifdef USESHADOWSAMPLER\n"
1131 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1132 "# else\n"
1133 "uniform samplerCube Texture_ShadowMapCube;\n"
1134 "# endif\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1138 "uniform vec2 ShadowMap_TextureScale;\n"
1139 "uniform vec4 ShadowMap_Parameters;\n"
1140 "#endif\n"
1141 "\n"
1142 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1143 "# ifdef USESHADOWMAPORTHO\n"
1144 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1145 "# else\n"
1146 "#  ifdef USESHADOWMAPVSDCT\n"
1147 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1148 "{\n"
1149 "       vec3 adir = abs(dir);\n"
1150 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1151 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1152 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1153 "}\n"
1154 "#  else\n"
1155 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1156 "{\n"
1157 "       vec3 adir = abs(dir);\n"
1158 "       float ma = adir.z;\n"
1159 "       vec4 proj = vec4(dir, 2.5);\n"
1160 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1161 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1162 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1163 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1164 "}\n"
1165 "#  endif\n"
1166 "# endif\n"
1167 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1168 "\n"
1169 "#ifdef USESHADOWMAPCUBE\n"
1170 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1171 "{\n"
1172 "       vec3 adir = abs(dir);\n"
1173 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1174 "}\n"
1175 "#endif\n"
1176 "\n"
1177 "# ifdef USESHADOWMAPRECT\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1181 "       float f;\n"
1182 "#  ifdef USESHADOWSAMPLER\n"
1183 "\n"
1184 "#    ifdef USESHADOWMAPPCF\n"
1185 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1186 "       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"
1187 "#    else\n"
1188 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1189 "#    endif\n"
1190 "\n"
1191 "#  else\n"
1192 "\n"
1193 "#    ifdef USESHADOWMAPPCF\n"
1194 "#      if USESHADOWMAPPCF > 1\n"
1195 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1196 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1197 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1198 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1199 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1200 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1201 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1202 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1203 "#      else\n"
1204 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1205 "       vec2 offset = fract(shadowmaptc.xy);\n"
1206 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1207 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1208 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1209 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1210 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1211 "#      endif\n"
1212 "#    else\n"
1213 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1214 "#    endif\n"
1215 "\n"
1216 "#  endif\n"
1217 "#  ifdef USESHADOWMAPORTHO\n"
1218 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1219 "#  else\n"
1220 "       return f;\n"
1221 "#  endif\n"
1222 "}\n"
1223 "# endif\n"
1224 "\n"
1225 "# ifdef USESHADOWMAP2D\n"
1226 "float ShadowMapCompare(vec3 dir)\n"
1227 "{\n"
1228 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1229 "       float f;\n"
1230 "\n"
1231 "#  ifdef USESHADOWSAMPLER\n"
1232 "#    ifdef USESHADOWMAPPCF\n"
1233 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1234 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1235 "       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"
1236 "#    else\n"
1237 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1238 "#    endif\n"
1239 "#  else\n"
1240 "#    ifdef USESHADOWMAPPCF\n"
1241 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1242 "#      ifdef GL_ARB_texture_gather\n"
1243 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1244 "#      else\n"
1245 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1246 "#      endif\n"
1247 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1248 "#      if USESHADOWMAPPCF > 1\n"
1249 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1250 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1251 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1252 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1253 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1254 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1255 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1256 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1257 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1258 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1259 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1260 "       locols.yz += group2.ab;\n"
1261 "       hicols.yz += group8.rg;\n"
1262 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1263 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1264 "                               mix(locols, hicols, offset.y);\n"
1265 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1266 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1267 "       f = dot(cols, vec4(1.0/25.0));\n"
1268 "#      else\n"
1269 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1270 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1271 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1272 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1273 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1274 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1275 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1276 "#      endif\n"
1277 "#     else\n"
1278 "#      ifdef GL_EXT_gpu_shader4\n"
1279 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1280 "#      else\n"
1281 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1282 "#      endif\n"
1283 "#      if USESHADOWMAPPCF > 1\n"
1284 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1285 "       center *= ShadowMap_TextureScale;\n"
1286 "       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"
1287 "       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"
1288 "       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"
1289 "       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"
1290 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1291 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1292 "#      else\n"
1293 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1294 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1295 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1296 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1297 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1298 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1299 "#      endif\n"
1300 "#     endif\n"
1301 "#    else\n"
1302 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1303 "#    endif\n"
1304 "#  endif\n"
1305 "#  ifdef USESHADOWMAPORTHO\n"
1306 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1307 "#  else\n"
1308 "       return f;\n"
1309 "#  endif\n"
1310 "}\n"
1311 "# endif\n"
1312 "\n"
1313 "# ifdef USESHADOWMAPCUBE\n"
1314 "float ShadowMapCompare(vec3 dir)\n"
1315 "{\n"
1316 "       // apply depth texture cubemap as light filter\n"
1317 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1318 "       float f;\n"
1319 "#  ifdef USESHADOWSAMPLER\n"
1320 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1321 "#  else\n"
1322 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1323 "#  endif\n"
1324 "       return f;\n"
1325 "}\n"
1326 "# endif\n"
1327 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1328 "#endif // FRAGMENT_SHADER\n"
1329 "\n"
1330 "\n"
1331 "\n"
1332 "\n"
1333 "#ifdef MODE_DEFERREDGEOMETRY\n"
1334 "#ifdef VERTEX_SHADER\n"
1335 "uniform mat4 TexMatrix;\n"
1336 "#ifdef USEVERTEXTEXTUREBLEND\n"
1337 "uniform mat4 BackgroundTexMatrix;\n"
1338 "#endif\n"
1339 "uniform mat4 ModelViewMatrix;\n"
1340 "void main(void)\n"
1341 "{\n"
1342 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1343 "#ifdef USEVERTEXTEXTUREBLEND\n"
1344 "       gl_FrontColor = gl_Color;\n"
1345 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1346 "#endif\n"
1347 "\n"
1348 "       // transform unnormalized eye direction into tangent space\n"
1349 "#ifdef USEOFFSETMAPPING\n"
1350 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1351 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1352 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1353 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1354 "#endif\n"
1355 "\n"
1356 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1357 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1358 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1359 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1360 "}\n"
1361 "#endif // VERTEX_SHADER\n"
1362 "\n"
1363 "#ifdef FRAGMENT_SHADER\n"
1364 "void main(void)\n"
1365 "{\n"
1366 "#ifdef USEOFFSETMAPPING\n"
1367 "       // apply offsetmapping\n"
1368 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1369 "#define TexCoord TexCoordOffset\n"
1370 "#endif\n"
1371 "\n"
1372 "#ifdef USEALPHAKILL\n"
1373 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1374 "               discard;\n"
1375 "#endif\n"
1376 "\n"
1377 "#ifdef USEVERTEXTEXTUREBLEND\n"
1378 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1379 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1380 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1381 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1382 "#endif\n"
1383 "\n"
1384 "#ifdef USEVERTEXTEXTUREBLEND\n"
1385 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1386 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1387 "#else\n"
1388 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1389 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1390 "#endif\n"
1391 "\n"
1392 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1393 "}\n"
1394 "#endif // FRAGMENT_SHADER\n"
1395 "#else // !MODE_DEFERREDGEOMETRY\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "\n"
1400 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1401 "#ifdef VERTEX_SHADER\n"
1402 "uniform mat4 ModelViewMatrix;\n"
1403 "void main(void)\n"
1404 "{\n"
1405 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1406 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1407 "}\n"
1408 "#endif // VERTEX_SHADER\n"
1409 "\n"
1410 "#ifdef FRAGMENT_SHADER\n"
1411 "uniform mat4 ViewToLight;\n"
1412 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1413 "uniform vec2 ScreenToDepth;\n"
1414 "uniform myhalf3 DeferredColor_Ambient;\n"
1415 "uniform myhalf3 DeferredColor_Diffuse;\n"
1416 "#ifdef USESPECULAR\n"
1417 "uniform myhalf3 DeferredColor_Specular;\n"
1418 "uniform myhalf SpecularPower;\n"
1419 "#endif\n"
1420 "uniform myhalf2 PixelToScreenTexCoord;\n"
1421 "void main(void)\n"
1422 "{\n"
1423 "       // calculate viewspace pixel position\n"
1424 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1425 "       vec3 position;\n"
1426 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1427 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1428 "       // decode viewspace pixel normal\n"
1429 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1430 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1431 "       // surfacenormal = pixel normal in viewspace\n"
1432 "       // LightVector = pixel to light in viewspace\n"
1433 "       // CubeVector = position in lightspace\n"
1434 "       // eyevector = pixel to view in viewspace\n"
1435 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1436 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1437 "#ifdef USEDIFFUSE\n"
1438 "       // calculate diffuse shading\n"
1439 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1440 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1441 "#endif\n"
1442 "#ifdef USESPECULAR\n"
1443 "       // calculate directional shading\n"
1444 "       vec3 eyevector = position * -1.0;\n"
1445 "#  ifdef USEEXACTSPECULARMATH\n"
1446 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1447 "#  else\n"
1448 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1449 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1450 "#  endif\n"
1451 "#endif\n"
1452 "\n"
1453 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1454 "       fade *= ShadowMapCompare(CubeVector);\n"
1455 "#endif\n"
1456 "\n"
1457 "#ifdef USEDIFFUSE\n"
1458 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1459 "#else\n"
1460 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1461 "#endif\n"
1462 "#ifdef USESPECULAR\n"
1463 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1464 "#else\n"
1465 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1466 "#endif\n"
1467 "\n"
1468 "# ifdef USECUBEFILTER\n"
1469 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1470 "       gl_FragData[0].rgb *= cubecolor;\n"
1471 "       gl_FragData[1].rgb *= cubecolor;\n"
1472 "# endif\n"
1473 "}\n"
1474 "#endif // FRAGMENT_SHADER\n"
1475 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1476 "\n"
1477 "\n"
1478 "\n"
1479 "\n"
1480 "#ifdef VERTEX_SHADER\n"
1481 "uniform mat4 TexMatrix;\n"
1482 "#ifdef USEVERTEXTEXTUREBLEND\n"
1483 "uniform mat4 BackgroundTexMatrix;\n"
1484 "#endif\n"
1485 "#ifdef MODE_LIGHTSOURCE\n"
1486 "uniform mat4 ModelToLight;\n"
1487 "#endif\n"
1488 "#ifdef USESHADOWMAPORTHO\n"
1489 "uniform mat4 ShadowMapMatrix;\n"
1490 "#endif\n"
1491 "void main(void)\n"
1492 "{\n"
1493 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1494 "       gl_FrontColor = gl_Color;\n"
1495 "#endif\n"
1496 "       // copy the surface texcoord\n"
1497 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1498 "#ifdef USEVERTEXTEXTUREBLEND\n"
1499 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1500 "#endif\n"
1501 "#ifdef USELIGHTMAP\n"
1502 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1503 "#endif\n"
1504 "\n"
1505 "#ifdef MODE_LIGHTSOURCE\n"
1506 "       // transform vertex position into light attenuation/cubemap space\n"
1507 "       // (-1 to +1 across the light box)\n"
1508 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1509 "\n"
1510 "# ifdef USEDIFFUSE\n"
1511 "       // transform unnormalized light direction into tangent space\n"
1512 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1513 "       //  normalize it per pixel)\n"
1514 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1515 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1516 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1517 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1518 "# endif\n"
1519 "#endif\n"
1520 "\n"
1521 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1522 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1523 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1524 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1525 "#endif\n"
1526 "\n"
1527 "       // transform unnormalized eye direction into tangent space\n"
1528 "#ifdef USEEYEVECTOR\n"
1529 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1530 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1531 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1532 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef USEFOG\n"
1536 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1537 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1538 "#endif\n"
1539 "\n"
1540 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1541 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1542 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1543 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1544 "#endif\n"
1545 "\n"
1546 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1547 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1548 "\n"
1549 "#ifdef USESHADOWMAPORTHO\n"
1550 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1551 "#endif\n"
1552 "\n"
1553 "#ifdef USEREFLECTION\n"
1554 "       ModelViewProjectionPosition = gl_Position;\n"
1555 "#endif\n"
1556 "}\n"
1557 "#endif // VERTEX_SHADER\n"
1558 "\n"
1559 "\n"
1560 "\n"
1561 "\n"
1562 "#ifdef FRAGMENT_SHADER\n"
1563 "#ifdef USEDEFERREDLIGHTMAP\n"
1564 "uniform myhalf2 PixelToScreenTexCoord;\n"
1565 "uniform myhalf3 DeferredMod_Diffuse;\n"
1566 "uniform myhalf3 DeferredMod_Specular;\n"
1567 "#endif\n"
1568 "uniform myhalf3 Color_Ambient;\n"
1569 "uniform myhalf3 Color_Diffuse;\n"
1570 "uniform myhalf3 Color_Specular;\n"
1571 "uniform myhalf SpecularPower;\n"
1572 "#ifdef USEGLOW\n"
1573 "uniform myhalf3 Color_Glow;\n"
1574 "#endif\n"
1575 "uniform myhalf Alpha;\n"
1576 "#ifdef USEREFLECTION\n"
1577 "uniform vec4 DistortScaleRefractReflect;\n"
1578 "uniform vec4 ScreenScaleRefractReflect;\n"
1579 "uniform vec4 ScreenCenterRefractReflect;\n"
1580 "uniform myhalf4 ReflectColor;\n"
1581 "#endif\n"
1582 "#ifdef USEREFLECTCUBE\n"
1583 "uniform mat4 ModelToReflectCube;\n"
1584 "uniform sampler2D Texture_ReflectMask;\n"
1585 "uniform samplerCube Texture_ReflectCube;\n"
1586 "#endif\n"
1587 "#ifdef MODE_LIGHTDIRECTION\n"
1588 "uniform myhalf3 LightColor;\n"
1589 "#endif\n"
1590 "#ifdef MODE_LIGHTSOURCE\n"
1591 "uniform myhalf3 LightColor;\n"
1592 "#endif\n"
1593 "void main(void)\n"
1594 "{\n"
1595 "#ifdef USEOFFSETMAPPING\n"
1596 "       // apply offsetmapping\n"
1597 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1598 "#define TexCoord TexCoordOffset\n"
1599 "#endif\n"
1600 "\n"
1601 "       // combine the diffuse textures (base, pants, shirt)\n"
1602 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1603 "#ifdef USEALPHAKILL\n"
1604 "       if (color.a < 0.5)\n"
1605 "               discard;\n"
1606 "#endif\n"
1607 "       color.a *= Alpha;\n"
1608 "#ifdef USECOLORMAPPING\n"
1609 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1610 "#endif\n"
1611 "#ifdef USEVERTEXTEXTUREBLEND\n"
1612 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1613 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1614 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1615 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1616 "       color.a = 1.0;\n"
1617 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1618 "#endif\n"
1619 "\n"
1620 "       // get the surface normal\n"
1621 "#ifdef USEVERTEXTEXTUREBLEND\n"
1622 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1623 "#else\n"
1624 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1625 "#endif\n"
1626 "\n"
1627 "       // get the material colors\n"
1628 "       myhalf3 diffusetex = color.rgb;\n"
1629 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1630 "# ifdef USEVERTEXTEXTUREBLEND\n"
1631 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1632 "# else\n"
1633 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1634 "# endif\n"
1635 "#endif\n"
1636 "\n"
1637 "#ifdef USEREFLECTCUBE\n"
1638 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1639 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1640 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1641 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1642 "#endif\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "\n"
1647 "#ifdef MODE_LIGHTSOURCE\n"
1648 "       // light source\n"
1649 "#ifdef USEDIFFUSE\n"
1650 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1651 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1652 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1653 "#ifdef USESPECULAR\n"
1654 "#ifdef USEEXACTSPECULARMATH\n"
1655 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1656 "#else\n"
1657 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1658 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1659 "#endif\n"
1660 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1661 "#endif\n"
1662 "#else\n"
1663 "       color.rgb = diffusetex * Color_Ambient;\n"
1664 "#endif\n"
1665 "       color.rgb *= LightColor;\n"
1666 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1667 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1668 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1669 "#endif\n"
1670 "# ifdef USECUBEFILTER\n"
1671 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1672 "# endif\n"
1673 "#endif // MODE_LIGHTSOURCE\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "#ifdef MODE_LIGHTDIRECTION\n"
1679 "#define SHADING\n"
1680 "#ifdef USEDIFFUSE\n"
1681 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "#endif\n"
1683 "#define lightcolor LightColor\n"
1684 "#endif // MODE_LIGHTDIRECTION\n"
1685 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1686 "#define SHADING\n"
1687 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1688 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1689 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1690 "       // convert modelspace light vector to tangentspace\n"
1691 "       myhalf3 lightnormal;\n"
1692 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1693 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1694 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1695 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1696 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1697 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1698 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1699 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1700 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1701 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1702 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1703 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1704 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1705 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1706 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1707 "#define SHADING\n"
1708 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1709 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1710 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1711 "#endif\n"
1712 "\n"
1713 "\n"
1714 "\n"
1715 "\n"
1716 "#ifdef MODE_LIGHTMAP\n"
1717 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1718 "#endif // MODE_LIGHTMAP\n"
1719 "#ifdef MODE_VERTEXCOLOR\n"
1720 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1721 "#endif // MODE_VERTEXCOLOR\n"
1722 "#ifdef MODE_FLATCOLOR\n"
1723 "       color.rgb = diffusetex * Color_Ambient;\n"
1724 "#endif // MODE_FLATCOLOR\n"
1725 "\n"
1726 "\n"
1727 "\n"
1728 "\n"
1729 "#ifdef SHADING\n"
1730 "# ifdef USEDIFFUSE\n"
1731 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1732 "#  ifdef USESPECULAR\n"
1733 "#   ifdef USEEXACTSPECULARMATH\n"
1734 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1735 "#   else\n"
1736 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1737 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1738 "#   endif\n"
1739 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1740 "#  else\n"
1741 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1742 "#  endif\n"
1743 "# else\n"
1744 "       color.rgb = diffusetex * Color_Ambient;\n"
1745 "# endif\n"
1746 "#endif\n"
1747 "\n"
1748 "#ifdef USESHADOWMAPORTHO\n"
1749 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1750 "#endif\n"
1751 "\n"
1752 "#ifdef USEDEFERREDLIGHTMAP\n"
1753 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1754 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1755 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1756 "#endif\n"
1757 "\n"
1758 "#ifdef USEGLOW\n"
1759 "#ifdef USEVERTEXTEXTUREBLEND\n"
1760 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1761 "#else\n"
1762 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1763 "#endif\n"
1764 "#endif\n"
1765 "\n"
1766 "#ifdef USEFOG\n"
1767 "       color.rgb = FogVertex(color.rgb);\n"
1768 "#endif\n"
1769 "\n"
1770 "       // 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"
1771 "#ifdef USEREFLECTION\n"
1772 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1773 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1774 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1775 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1776 "       // FIXME temporary hack to detect the case that the reflection\n"
1777 "       // gets blackened at edges due to leaving the area that contains actual\n"
1778 "       // content.\n"
1779 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1780 "       // 'appening.\n"
1781 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1782 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1783 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1784 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1785 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1786 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1787 "#endif\n"
1788 "\n"
1789 "       gl_FragColor = vec4(color);\n"
1790 "}\n"
1791 "#endif // FRAGMENT_SHADER\n"
1792 "\n"
1793 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1794 "#endif // !MODE_DEFERREDGEOMETRY\n"
1795 "#endif // !MODE_WATER\n"
1796 "#endif // !MODE_REFRACTION\n"
1797 "#endif // !MODE_BLOOMBLUR\n"
1798 "#endif // !MODE_GENERIC\n"
1799 "#endif // !MODE_POSTPROCESS\n"
1800 "#endif // !MODE_SHOWDEPTH\n"
1801 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1802 ;
1803
1804 /*
1805 =========================================================================================================================================================
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1807
1808
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1811
1812
1813 =========================================================================================================================================================
1814
1815
1816
1817 =========================================================================================================================================================
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1819
1820
1821 =========================================================================================================================================================
1822
1823
1824
1825 =========================================================================================================================================================
1826
1827
1828
1829 =========================================================================================================================================================
1830 */
1831
1832 const char *builtincgshaderstring =
1833 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1834 "// written by Forest 'LordHavoc' Hale\n"
1835 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1836 "\n"
1837 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1838 "#if defined(USEREFLECTION)\n"
1839 "#undef USESHADOWMAPORTHO\n"
1840 "#endif\n"
1841 "\n"
1842 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1843 "# define USEFOG\n"
1844 "#endif\n"
1845 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1846 "#define USELIGHTMAP\n"
1847 "#endif\n"
1848 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1849 "#define USEEYEVECTOR\n"
1850 "#endif\n"
1851 "\n"
1852 "#ifdef FRAGMENT_SHADER\n"
1853 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1854 "#endif\n"
1855 "\n"
1856 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1857 "#ifdef VERTEX_SHADER\n"
1858 "void main\n"
1859 "(\n"
1860 "float4 gl_Vertex : POSITION,\n"
1861 "uniform float4x4 ModelViewProjectionMatrix,\n"
1862 "out float4 gl_Position : POSITION\n"
1863 ")\n"
1864 "{\n"
1865 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1866 "}\n"
1867 "#endif\n"
1868 "#else // !MODE_DEPTH_ORSHADOW\n"
1869 "\n"
1870 "\n"
1871 "\n"
1872 "\n"
1873 "#ifdef MODE_SHOWDEPTH\n"
1874 "#ifdef VERTEX_SHADER\n"
1875 "void main\n"
1876 "(\n"
1877 "float4 gl_Vertex : POSITION,\n"
1878 "uniform float4x4 ModelViewProjectionMatrix,\n"
1879 "out float4 gl_Position : POSITION,\n"
1880 "out float4 gl_FrontColor : COLOR0\n"
1881 ")\n"
1882 "{\n"
1883 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1884 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1885 "}\n"
1886 "#endif\n"
1887 "\n"
1888 "#ifdef FRAGMENT_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_FrontColor : COLOR0,\n"
1892 "out float4 gl_FragColor : COLOR\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_FragColor = gl_FrontColor;\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_SHOWDEPTH\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_POSTPROCESS\n"
1904 "\n"
1905 "#ifdef VERTEX_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1911 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float2 TexCoord1 : TEXCOORD0,\n"
1914 "out float2 TexCoord2 : TEXCOORD1\n"
1915 ")\n"
1916 "{\n"
1917 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1918 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1919 "#ifdef USEBLOOM\n"
1920 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1921 "#endif\n"
1922 "}\n"
1923 "#endif\n"
1924 "\n"
1925 "#ifdef FRAGMENT_SHADER\n"
1926 "void main\n"
1927 "(\n"
1928 "float2 TexCoord1 : TEXCOORD0,\n"
1929 "float2 TexCoord2 : TEXCOORD1,\n"
1930 "uniform sampler2D Texture_First,\n"
1931 "#ifdef USEBLOOM\n"
1932 "uniform sampler2D Texture_Second,\n"
1933 "#endif\n"
1934 "#ifdef USEGAMMARAMPS\n"
1935 "uniform sampler2D Texture_GammaRamps,\n"
1936 "#endif\n"
1937 "#ifdef USESATURATION\n"
1938 "uniform float Saturation,\n"
1939 "#endif\n"
1940 "#ifdef USEVIEWTINT\n"
1941 "uniform float4 ViewTintColor,\n"
1942 "#endif\n"
1943 "uniform float4 UserVec1,\n"
1944 "uniform float4 UserVec2,\n"
1945 "uniform float4 UserVec3,\n"
1946 "uniform float4 UserVec4,\n"
1947 "uniform float ClientTime,\n"
1948 "uniform float2 PixelSize,\n"
1949 "out float4 gl_FragColor : COLOR\n"
1950 ")\n"
1951 "{\n"
1952 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1953 "#ifdef USEBLOOM\n"
1954 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1955 "#endif\n"
1956 "#ifdef USEVIEWTINT\n"
1957 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1958 "#endif\n"
1959 "\n"
1960 "#ifdef USEPOSTPROCESSING\n"
1961 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1962 "// 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"
1963 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1964 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1965 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1966 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1967 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1968 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1969 "#endif\n"
1970 "\n"
1971 "#ifdef USESATURATION\n"
1972 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1973 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1974 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1975 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1976 "#endif\n"
1977 "\n"
1978 "#ifdef USEGAMMARAMPS\n"
1979 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1980 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1981 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1982 "#endif\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_POSTPROCESS\n"
1986 "\n"
1987 "\n"
1988 "\n"
1989 "\n"
1990 "#ifdef MODE_GENERIC\n"
1991 "#ifdef VERTEX_SHADER\n"
1992 "void main\n"
1993 "(\n"
1994 "float4 gl_Vertex : POSITION,\n"
1995 "uniform float4x4 ModelViewProjectionMatrix,\n"
1996 "float4 gl_Color : COLOR0,\n"
1997 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1998 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1999 "out float4 gl_Position : POSITION,\n"
2000 "out float4 gl_FrontColor : COLOR,\n"
2001 "out float2 TexCoord1 : TEXCOORD0,\n"
2002 "out float2 TexCoord2 : TEXCOORD1\n"
2003 ")\n"
2004 "{\n"
2005 "       gl_FrontColor = gl_Color;\n"
2006 "#ifdef USEDIFFUSE\n"
2007 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2008 "#endif\n"
2009 "#ifdef USESPECULAR\n"
2010 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2011 "#endif\n"
2012 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2013 "}\n"
2014 "#endif\n"
2015 "\n"
2016 "#ifdef FRAGMENT_SHADER\n"
2017 "\n"
2018 "void main\n"
2019 "(\n"
2020 "float4 gl_FrontColor : COLOR,\n"
2021 "float2 TexCoord1 : TEXCOORD0,\n"
2022 "float2 TexCoord2 : TEXCOORD1,\n"
2023 "#ifdef USEDIFFUSE\n"
2024 "uniform sampler2D Texture_First,\n"
2025 "#endif\n"
2026 "#ifdef USESPECULAR\n"
2027 "uniform sampler2D Texture_Second,\n"
2028 "#endif\n"
2029 "out float4 gl_FragColor : COLOR\n"
2030 ")\n"
2031 "{\n"
2032 "       gl_FragColor = gl_FrontColor;\n"
2033 "#ifdef USEDIFFUSE\n"
2034 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2035 "#endif\n"
2036 "\n"
2037 "#ifdef USESPECULAR\n"
2038 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2039 "# ifdef USECOLORMAPPING\n"
2040 "       gl_FragColor *= tex2;\n"
2041 "# endif\n"
2042 "# ifdef USEGLOW\n"
2043 "       gl_FragColor += tex2;\n"
2044 "# endif\n"
2045 "# ifdef USEVERTEXTEXTUREBLEND\n"
2046 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2047 "# endif\n"
2048 "#endif\n"
2049 "}\n"
2050 "#endif\n"
2051 "#else // !MODE_GENERIC\n"
2052 "\n"
2053 "\n"
2054 "\n"
2055 "\n"
2056 "#ifdef MODE_BLOOMBLUR\n"
2057 "#ifdef VERTEX_SHADER\n"
2058 "void main\n"
2059 "(\n"
2060 "float4 gl_Vertex : POSITION,\n"
2061 "uniform float4x4 ModelViewProjectionMatrix,\n"
2062 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2063 "out float4 gl_Position : POSITION,\n"
2064 "out float2 TexCoord : TEXCOORD0\n"
2065 ")\n"
2066 "{\n"
2067 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2068 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2069 "}\n"
2070 "#endif\n"
2071 "\n"
2072 "#ifdef FRAGMENT_SHADER\n"
2073 "\n"
2074 "void main\n"
2075 "(\n"
2076 "float2 TexCoord : TEXCOORD0,\n"
2077 "uniform sampler2D Texture_First,\n"
2078 "uniform float4 BloomBlur_Parameters,\n"
2079 "out float4 gl_FragColor : COLOR\n"
2080 ")\n"
2081 "{\n"
2082 "       int i;\n"
2083 "       float2 tc = TexCoord;\n"
2084 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2085 "       tc += BloomBlur_Parameters.xy;\n"
2086 "       for (i = 1;i < SAMPLES;i++)\n"
2087 "       {\n"
2088 "               color += tex2D(Texture_First, tc).rgb;\n"
2089 "               tc += BloomBlur_Parameters.xy;\n"
2090 "       }\n"
2091 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2092 "}\n"
2093 "#endif\n"
2094 "#else // !MODE_BLOOMBLUR\n"
2095 "#ifdef MODE_REFRACTION\n"
2096 "#ifdef VERTEX_SHADER\n"
2097 "void main\n"
2098 "(\n"
2099 "float4 gl_Vertex : POSITION,\n"
2100 "uniform float4x4 ModelViewProjectionMatrix,\n"
2101 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2102 "uniform float4x4 TexMatrix,\n"
2103 "uniform float3 EyePosition,\n"
2104 "out float4 gl_Position : POSITION,\n"
2105 "out float2 TexCoord : TEXCOORD0,\n"
2106 "out float3 EyeVector : TEXCOORD1,\n"
2107 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2108 ")\n"
2109 "{\n"
2110 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2111 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2112 "       ModelViewProjectionPosition = gl_Position;\n"
2113 "}\n"
2114 "#endif\n"
2115 "\n"
2116 "#ifdef FRAGMENT_SHADER\n"
2117 "void main\n"
2118 "(\n"
2119 "float2 TexCoord : TEXCOORD0,\n"
2120 "float3 EyeVector : TEXCOORD1,\n"
2121 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2122 "uniform sampler2D Texture_Normal,\n"
2123 "uniform sampler2D Texture_Refraction,\n"
2124 "uniform sampler2D Texture_Reflection,\n"
2125 "uniform float4 DistortScaleRefractReflect,\n"
2126 "uniform float4 ScreenScaleRefractReflect,\n"
2127 "uniform float4 ScreenCenterRefractReflect,\n"
2128 "uniform float4 RefractColor,\n"
2129 "out float4 gl_FragColor : COLOR\n"
2130 ")\n"
2131 "{\n"
2132 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2133 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2134 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2135 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2136 "       // FIXME temporary hack to detect the case that the reflection\n"
2137 "       // gets blackened at edges due to leaving the area that contains actual\n"
2138 "       // content.\n"
2139 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2140 "       // 'appening.\n"
2141 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2142 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2143 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2144 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2145 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2146 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2147 "}\n"
2148 "#endif\n"
2149 "#else // !MODE_REFRACTION\n"
2150 "\n"
2151 "\n"
2152 "\n"
2153 "\n"
2154 "#ifdef MODE_WATER\n"
2155 "#ifdef VERTEX_SHADER\n"
2156 "\n"
2157 "void main\n"
2158 "(\n"
2159 "float4 gl_Vertex : POSITION,\n"
2160 "uniform float4x4 ModelViewProjectionMatrix,\n"
2161 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2162 "uniform float4x4 TexMatrix,\n"
2163 "uniform float3 EyePosition,\n"
2164 "out float4 gl_Position : POSITION,\n"
2165 "out float2 TexCoord : TEXCOORD0,\n"
2166 "out float3 EyeVector : TEXCOORD1,\n"
2167 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2168 ")\n"
2169 "{\n"
2170 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2171 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2172 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2173 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2174 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2175 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2176 "       ModelViewProjectionPosition = gl_Position;\n"
2177 "}\n"
2178 "#endif\n"
2179 "\n"
2180 "#ifdef FRAGMENT_SHADER\n"
2181 "void main\n"
2182 "(\n"
2183 "float2 TexCoord : TEXCOORD0,\n"
2184 "float3 EyeVector : TEXCOORD1,\n"
2185 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2186 "uniform sampler2D Texture_Normal,\n"
2187 "uniform sampler2D Texture_Refraction,\n"
2188 "uniform sampler2D Texture_Reflection,\n"
2189 "uniform float4 DistortScaleRefractReflect,\n"
2190 "uniform float4 ScreenScaleRefractReflect,\n"
2191 "uniform float4 ScreenCenterRefractReflect,\n"
2192 "uniform float4 RefractColor,\n"
2193 "uniform float4 ReflectColor,\n"
2194 "uniform float ReflectFactor,\n"
2195 "uniform float ReflectOffset,\n"
2196 "out float4 gl_FragColor : COLOR\n"
2197 ")\n"
2198 "{\n"
2199 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2200 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2201 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2202 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2203 "       // FIXME temporary hack to detect the case that the reflection\n"
2204 "       // gets blackened at edges due to leaving the area that contains actual\n"
2205 "       // content.\n"
2206 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2207 "       // 'appening.\n"
2208 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2209 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2210 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2211 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2212 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2213 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2214 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2215 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2216 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2217 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2218 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2219 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2220 "}\n"
2221 "#endif\n"
2222 "#else // !MODE_WATER\n"
2223 "\n"
2224 "\n"
2225 "\n"
2226 "\n"
2227 "// 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"
2228 "\n"
2229 "// fragment shader specific:\n"
2230 "#ifdef FRAGMENT_SHADER\n"
2231 "\n"
2232 "#ifdef USEFOG\n"
2233 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2234 "{\n"
2235 "       float fogfrac;\n"
2236 "#ifdef USEFOGHEIGHTTEXTURE\n"
2237 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2238 "       fogfrac = fogheightpixel.a;\n"
2239 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2240 "#else\n"
2241 "# ifdef USEFOGOUTSIDE\n"
2242 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2243 "# else\n"
2244 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2245 "# endif\n"
2246 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2247 "#endif\n"
2248 "}\n"
2249 "#endif\n"
2250 "\n"
2251 "#ifdef USEOFFSETMAPPING\n"
2252 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2253 "{\n"
2254 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2255 "       // 14 sample relief mapping: linear search and then binary search\n"
2256 "       // this basically steps forward a small amount repeatedly until it finds\n"
2257 "       // itself inside solid, then jitters forward and back using decreasing\n"
2258 "       // amounts to find the impact\n"
2259 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2260 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2261 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2262 "       float3 RT = float3(TexCoord, 1);\n"
2263 "       OffsetVector *= 0.1;\n"
2264 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2265 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2266 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2267 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2268 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2269 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2270 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2271 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2272 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2273 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2274 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2275 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2276 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2277 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2278 "       return RT.xy;\n"
2279 "#else\n"
2280 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2281 "       // this basically moves forward the full distance, and then backs up based\n"
2282 "       // on height of samples\n"
2283 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2284 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2285 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2286 "       TexCoord += OffsetVector;\n"
2287 "       OffsetVector *= 0.333;\n"
2288 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2289 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2290 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2291 "       return TexCoord;\n"
2292 "#endif\n"
2293 "}\n"
2294 "#endif // USEOFFSETMAPPING\n"
2295 "\n"
2296 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2297 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2298 "# ifdef USESHADOWMAPORTHO\n"
2299 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2300 "# else\n"
2301 "#  ifdef USESHADOWMAPVSDCT\n"
2302 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2303 "{\n"
2304 "       float3 adir = abs(dir);\n"
2305 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2306 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2307 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2308 "}\n"
2309 "#  else\n"
2310 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2311 "{\n"
2312 "       float3 adir = abs(dir);\n"
2313 "       float ma = adir.z;\n"
2314 "       float4 proj = float4(dir, 2.5);\n"
2315 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2316 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2317 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2318 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2319 "}\n"
2320 "#  endif\n"
2321 "# endif\n"
2322 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2323 "\n"
2324 "#ifdef USESHADOWMAPCUBE\n"
2325 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2326 "{\n"
2327 "    float3 adir = abs(dir);\n"
2328 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2329 "}\n"
2330 "#endif\n"
2331 "\n"
2332 "# ifdef USESHADOWMAPRECT\n"
2333 "#ifdef USESHADOWMAPVSDCT\n"
2334 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "#else\n"
2336 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2337 "#endif\n"
2338 "{\n"
2339 "#ifdef USESHADOWMAPVSDCT\n"
2340 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2341 "#else\n"
2342 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2343 "#endif\n"
2344 "       float f;\n"
2345 "#  ifdef USESHADOWSAMPLER\n"
2346 "\n"
2347 "#    ifdef USESHADOWMAPPCF\n"
2348 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2349 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2350 "#    else\n"
2351 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2352 "#    endif\n"
2353 "\n"
2354 "#  else\n"
2355 "\n"
2356 "#    ifdef USESHADOWMAPPCF\n"
2357 "#      if USESHADOWMAPPCF > 1\n"
2358 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2359 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2360 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2361 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2362 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2363 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2364 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2365 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2366 "#      else\n"
2367 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2368 "    float2 offset = frac(shadowmaptc.xy);\n"
2369 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2370 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2371 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2372 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2373 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2374 "#      endif\n"
2375 "#    else\n"
2376 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2377 "#    endif\n"
2378 "\n"
2379 "#  endif\n"
2380 "#  ifdef USESHADOWMAPORTHO\n"
2381 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2382 "#  else\n"
2383 "       return f;\n"
2384 "#  endif\n"
2385 "}\n"
2386 "# endif\n"
2387 "\n"
2388 "# ifdef USESHADOWMAP2D\n"
2389 "#ifdef USESHADOWMAPVSDCT\n"
2390 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2391 "#else\n"
2392 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2393 "#endif\n"
2394 "{\n"
2395 "#ifdef USESHADOWMAPVSDCT\n"
2396 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2397 "#else\n"
2398 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2399 "#endif\n"
2400 "    float f;\n"
2401 "\n"
2402 "#  ifdef USESHADOWSAMPLER\n"
2403 "#    ifdef USESHADOWMAPPCF\n"
2404 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2405 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2406 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2407 "#    else\n"
2408 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2409 "#    endif\n"
2410 "#  else\n"
2411 "#    ifdef USESHADOWMAPPCF\n"
2412 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2413 "#      ifdef GL_ARB_texture_gather\n"
2414 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2415 "#      else\n"
2416 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2417 "#      endif\n"
2418 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2419 "    center *= ShadowMap_TextureScale;\n"
2420 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2421 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2422 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2423 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2424 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2425 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2426 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2427 "#     else\n"
2428 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2429 "#      if USESHADOWMAPPCF > 1\n"
2430 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2431 "    center *= ShadowMap_TextureScale;\n"
2432 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2433 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2434 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2435 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2436 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2437 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2438 "#      else\n"
2439 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2440 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2441 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2442 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2443 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2444 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2445 "#      endif\n"
2446 "#     endif\n"
2447 "#    else\n"
2448 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2449 "#    endif\n"
2450 "#  endif\n"
2451 "#  ifdef USESHADOWMAPORTHO\n"
2452 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2453 "#  else\n"
2454 "       return f;\n"
2455 "#  endif\n"
2456 "}\n"
2457 "# endif\n"
2458 "\n"
2459 "# ifdef USESHADOWMAPCUBE\n"
2460 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2461 "{\n"
2462 "    // apply depth texture cubemap as light filter\n"
2463 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2464 "    float f;\n"
2465 "#  ifdef USESHADOWSAMPLER\n"
2466 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2467 "#  else\n"
2468 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2469 "#  endif\n"
2470 "    return f;\n"
2471 "}\n"
2472 "# endif\n"
2473 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2474 "#endif // FRAGMENT_SHADER\n"
2475 "\n"
2476 "\n"
2477 "\n"
2478 "\n"
2479 "#ifdef MODE_DEFERREDGEOMETRY\n"
2480 "#ifdef VERTEX_SHADER\n"
2481 "void main\n"
2482 "(\n"
2483 "float4 gl_Vertex : POSITION,\n"
2484 "uniform float4x4 ModelViewProjectionMatrix,\n"
2485 "#ifdef USEVERTEXTEXTUREBLEND\n"
2486 "float4 gl_Color : COLOR0,\n"
2487 "#endif\n"
2488 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2489 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2490 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2491 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2492 "uniform float4x4 TexMatrix,\n"
2493 "#ifdef USEVERTEXTEXTUREBLEND\n"
2494 "uniform float4x4 BackgroundTexMatrix,\n"
2495 "#endif\n"
2496 "uniform float4x4 ModelViewMatrix,\n"
2497 "#ifdef USEOFFSETMAPPING\n"
2498 "uniform float3 EyePosition,\n"
2499 "#endif\n"
2500 "out float4 gl_Position : POSITION,\n"
2501 "out float4 gl_FrontColor : COLOR,\n"
2502 "out float4 TexCoordBoth : TEXCOORD0,\n"
2503 "#ifdef USEOFFSETMAPPING\n"
2504 "out float3 EyeVector : TEXCOORD2,\n"
2505 "#endif\n"
2506 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2507 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2508 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2509 ")\n"
2510 "{\n"
2511 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2512 "#ifdef USEVERTEXTEXTUREBLEND\n"
2513 "       gl_FrontColor = gl_Color;\n"
2514 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2515 "#endif\n"
2516 "\n"
2517 "       // transform unnormalized eye direction into tangent space\n"
2518 "#ifdef USEOFFSETMAPPING\n"
2519 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2520 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2521 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2522 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2523 "#endif\n"
2524 "\n"
2525 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2526 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2527 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2528 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2529 "}\n"
2530 "#endif // VERTEX_SHADER\n"
2531 "\n"
2532 "#ifdef FRAGMENT_SHADER\n"
2533 "void main\n"
2534 "(\n"
2535 "float4 TexCoordBoth : TEXCOORD0,\n"
2536 "float3 EyeVector : TEXCOORD2,\n"
2537 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2540 "uniform sampler2D Texture_Normal,\n"
2541 "#ifdef USEALPHAKILL\n"
2542 "uniform sampler2D Texture_Color,\n"
2543 "#endif\n"
2544 "uniform sampler2D Texture_Gloss,\n"
2545 "#ifdef USEVERTEXTEXTUREBLEND\n"
2546 "uniform sampler2D Texture_SecondaryNormal,\n"
2547 "uniform sampler2D Texture_SecondaryGloss,\n"
2548 "#endif\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "uniform float OffsetMapping_Scale,\n"
2551 "#endif\n"
2552 "uniform half SpecularPower,\n"
2553 "out float4 gl_FragColor : COLOR\n"
2554 ")\n"
2555 "{\n"
2556 "       float2 TexCoord = TexCoordBoth.xy;\n"
2557 "#ifdef USEOFFSETMAPPING\n"
2558 "       // apply offsetmapping\n"
2559 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2560 "#define TexCoord TexCoordOffset\n"
2561 "#endif\n"
2562 "\n"
2563 "#ifdef USEALPHAKILL\n"
2564 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2565 "               discard;\n"
2566 "#endif\n"
2567 "\n"
2568 "#ifdef USEVERTEXTEXTUREBLEND\n"
2569 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2570 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2571 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2572 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2573 "#endif\n"
2574 "\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2577 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2578 "#else\n"
2579 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2580 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2581 "#endif\n"
2582 "\n"
2583 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2584 "}\n"
2585 "#endif // FRAGMENT_SHADER\n"
2586 "#else // !MODE_DEFERREDGEOMETRY\n"
2587 "\n"
2588 "\n"
2589 "\n"
2590 "\n"
2591 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2592 "#ifdef VERTEX_SHADER\n"
2593 "void main\n"
2594 "(\n"
2595 "float4 gl_Vertex : POSITION,\n"
2596 "uniform float4x4 ModelViewProjectionMatrix,\n"
2597 "uniform float4x4 ModelViewMatrix,\n"
2598 "out float4 gl_Position : POSITION,\n"
2599 "out float4 ModelViewPosition : TEXCOORD0\n"
2600 ")\n"
2601 "{\n"
2602 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2603 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2604 "}\n"
2605 "#endif // VERTEX_SHADER\n"
2606 "\n"
2607 "#ifdef FRAGMENT_SHADER\n"
2608 "void main\n"
2609 "(\n"
2610 "float2 Pixel : WPOS,\n"
2611 "float4 ModelViewPosition : TEXCOORD0,\n"
2612 "uniform float4x4 ViewToLight,\n"
2613 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2614 "uniform float3 LightPosition,\n"
2615 "uniform half2 PixelToScreenTexCoord,\n"
2616 "uniform half3 DeferredColor_Ambient,\n"
2617 "uniform half3 DeferredColor_Diffuse,\n"
2618 "#ifdef USESPECULAR\n"
2619 "uniform half3 DeferredColor_Specular,\n"
2620 "uniform half SpecularPower,\n"
2621 "#endif\n"
2622 "uniform sampler2D Texture_Attenuation,\n"
2623 "uniform sampler2D Texture_ScreenDepth,\n"
2624 "uniform sampler2D Texture_ScreenNormalMap,\n"
2625 "\n"
2626 "#ifdef USECUBEFILTER\n"
2627 "uniform samplerCUBE Texture_Cube,\n"
2628 "#endif\n"
2629 "\n"
2630 "#ifdef USESHADOWMAPRECT\n"
2631 "# ifdef USESHADOWSAMPLER\n"
2632 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2633 "# else\n"
2634 "uniform samplerRECT Texture_ShadowMapRect,\n"
2635 "# endif\n"
2636 "#endif\n"
2637 "\n"
2638 "#ifdef USESHADOWMAP2D\n"
2639 "# ifdef USESHADOWSAMPLER\n"
2640 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2641 "# else\n"
2642 "uniform sampler2D Texture_ShadowMap2D,\n"
2643 "# endif\n"
2644 "#endif\n"
2645 "\n"
2646 "#ifdef USESHADOWMAPVSDCT\n"
2647 "uniform samplerCUBE Texture_CubeProjection,\n"
2648 "#endif\n"
2649 "\n"
2650 "#ifdef USESHADOWMAPCUBE\n"
2651 "# ifdef USESHADOWSAMPLER\n"
2652 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2653 "# else\n"
2654 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2655 "# endif\n"
2656 "#endif\n"
2657 "\n"
2658 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2659 "uniform float2 ShadowMap_TextureScale,\n"
2660 "uniform float4 ShadowMap_Parameters,\n"
2661 "#endif\n"
2662 "\n"
2663 "out float4 gl_FragData0 : COLOR0,\n"
2664 "out float4 gl_FragData1 : COLOR1\n"
2665 ")\n"
2666 "{\n"
2667 "       // calculate viewspace pixel position\n"
2668 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2669 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2670 "       float3 position;\n"
2671 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2672 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2673 "       // decode viewspace pixel normal\n"
2674 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2675 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2676 "       // surfacenormal = pixel normal in viewspace\n"
2677 "       // LightVector = pixel to light in viewspace\n"
2678 "       // CubeVector = position in lightspace\n"
2679 "       // eyevector = pixel to view in viewspace\n"
2680 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2681 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2682 "#ifdef USEDIFFUSE\n"
2683 "       // calculate diffuse shading\n"
2684 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2685 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2686 "#endif\n"
2687 "#ifdef USESPECULAR\n"
2688 "       // calculate directional shading\n"
2689 "       float3 eyevector = position * -1.0;\n"
2690 "#  ifdef USEEXACTSPECULARMATH\n"
2691 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2692 "#  else\n"
2693 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2694 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2695 "#  endif\n"
2696 "#endif\n"
2697 "\n"
2698 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2699 "       fade *= ShadowMapCompare(CubeVector,\n"
2700 "# if defined(USESHADOWMAP2D)\n"
2701 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2702 "# endif\n"
2703 "# if defined(USESHADOWMAPRECT)\n"
2704 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2705 "# endif\n"
2706 "# if defined(USESHADOWMAPCUBE)\n"
2707 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2708 "# endif\n"
2709 "\n"
2710 "#ifdef USESHADOWMAPVSDCT\n"
2711 ", Texture_CubeProjection\n"
2712 "#endif\n"
2713 "       );\n"
2714 "#endif\n"
2715 "\n"
2716 "#ifdef USEDIFFUSE\n"
2717 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2718 "#else\n"
2719 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2720 "#endif\n"
2721 "#ifdef USESPECULAR\n"
2722 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2723 "#else\n"
2724 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2725 "#endif\n"
2726 "\n"
2727 "# ifdef USECUBEFILTER\n"
2728 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2729 "       gl_FragData0.rgb *= cubecolor;\n"
2730 "       gl_FragData1.rgb *= cubecolor;\n"
2731 "# endif\n"
2732 "}\n"
2733 "#endif // FRAGMENT_SHADER\n"
2734 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2735 "\n"
2736 "\n"
2737 "\n"
2738 "\n"
2739 "#ifdef VERTEX_SHADER\n"
2740 "void main\n"
2741 "(\n"
2742 "float4 gl_Vertex : POSITION,\n"
2743 "uniform float4x4 ModelViewProjectionMatrix,\n"
2744 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2745 "float4 gl_Color : COLOR0,\n"
2746 "#endif\n"
2747 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2748 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2749 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2750 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2751 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2752 "\n"
2753 "uniform float3 EyePosition,\n"
2754 "uniform float4x4 TexMatrix,\n"
2755 "#ifdef USEVERTEXTEXTUREBLEND\n"
2756 "uniform float4x4 BackgroundTexMatrix,\n"
2757 "#endif\n"
2758 "#ifdef MODE_LIGHTSOURCE\n"
2759 "uniform float4x4 ModelToLight,\n"
2760 "#endif\n"
2761 "#ifdef MODE_LIGHTSOURCE\n"
2762 "uniform float3 LightPosition,\n"
2763 "#endif\n"
2764 "#ifdef MODE_LIGHTDIRECTION\n"
2765 "uniform float3 LightDir,\n"
2766 "#endif\n"
2767 "uniform float4 FogPlane,\n"
2768 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2769 "uniform float3 LightPosition,\n"
2770 "#endif\n"
2771 "#ifdef USESHADOWMAPORTHO\n"
2772 "uniform float4x4 ShadowMapMatrix,\n"
2773 "#endif\n"
2774 "\n"
2775 "out float4 gl_FrontColor : COLOR,\n"
2776 "out float4 TexCoordBoth : TEXCOORD0,\n"
2777 "#ifdef USELIGHTMAP\n"
2778 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2779 "#endif\n"
2780 "#ifdef USEEYEVECTOR\n"
2781 "out float3 EyeVector : TEXCOORD2,\n"
2782 "#endif\n"
2783 "#ifdef USEREFLECTION\n"
2784 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2785 "#endif\n"
2786 "#ifdef USEFOG\n"
2787 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2788 "#endif\n"
2789 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2790 "out float3 LightVector : TEXCOORD1,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "out float3 CubeVector : TEXCOORD3,\n"
2794 "#endif\n"
2795 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2796 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2797 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2798 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2799 "#endif\n"
2800 "#ifdef USESHADOWMAPORTHO\n"
2801 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2802 "#endif\n"
2803 "out float4 gl_Position : POSITION\n"
2804 ")\n"
2805 "{\n"
2806 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2807 "       gl_FrontColor = gl_Color;\n"
2808 "#endif\n"
2809 "       // copy the surface texcoord\n"
2810 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2811 "#ifdef USEVERTEXTEXTUREBLEND\n"
2812 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2813 "#endif\n"
2814 "#ifdef USELIGHTMAP\n"
2815 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2816 "#endif\n"
2817 "\n"
2818 "#ifdef MODE_LIGHTSOURCE\n"
2819 "       // transform vertex position into light attenuation/cubemap space\n"
2820 "       // (-1 to +1 across the light box)\n"
2821 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2822 "\n"
2823 "# ifdef USEDIFFUSE\n"
2824 "       // transform unnormalized light direction into tangent space\n"
2825 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2826 "       //  normalize it per pixel)\n"
2827 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2828 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2829 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2830 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2831 "# endif\n"
2832 "#endif\n"
2833 "\n"
2834 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2835 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2836 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2837 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2838 "#endif\n"
2839 "\n"
2840 "       // transform unnormalized eye direction into tangent space\n"
2841 "#ifdef USEEYEVECTOR\n"
2842 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2843 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2844 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2845 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef USEFOG\n"
2849 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2850 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2851 "#endif\n"
2852 "\n"
2853 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2854 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2855 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2856 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2857 "#endif\n"
2858 "\n"
2859 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2860 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2861 "\n"
2862 "#ifdef USESHADOWMAPORTHO\n"
2863 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2864 "#endif\n"
2865 "\n"
2866 "#ifdef USEREFLECTION\n"
2867 "       ModelViewProjectionPosition = gl_Position;\n"
2868 "#endif\n"
2869 "}\n"
2870 "#endif // VERTEX_SHADER\n"
2871 "\n"
2872 "\n"
2873 "\n"
2874 "\n"
2875 "#ifdef FRAGMENT_SHADER\n"
2876 "void main\n"
2877 "(\n"
2878 "#ifdef USEDEFERREDLIGHTMAP\n"
2879 "float2 Pixel : WPOS,\n"
2880 "#endif\n"
2881 "float4 gl_FrontColor : COLOR,\n"
2882 "float4 TexCoordBoth : TEXCOORD0,\n"
2883 "#ifdef USELIGHTMAP\n"
2884 "float2 TexCoordLightmap : TEXCOORD1,\n"
2885 "#endif\n"
2886 "#ifdef USEEYEVECTOR\n"
2887 "float3 EyeVector : TEXCOORD2,\n"
2888 "#endif\n"
2889 "#ifdef USEREFLECTION\n"
2890 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2891 "#endif\n"
2892 "#ifdef USEFOG\n"
2893 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2894 "#endif\n"
2895 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2896 "float3 LightVector : TEXCOORD1,\n"
2897 "#endif\n"
2898 "#ifdef MODE_LIGHTSOURCE\n"
2899 "float3 CubeVector : TEXCOORD3,\n"
2900 "#endif\n"
2901 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2902 "float4 ModelViewPosition : TEXCOORD0,\n"
2903 "#endif\n"
2904 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2905 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2906 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2907 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2908 "#endif\n"
2909 "#ifdef USESHADOWMAPORTHO\n"
2910 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2911 "#endif\n"
2912 "\n"
2913 "uniform sampler2D Texture_Normal,\n"
2914 "uniform sampler2D Texture_Color,\n"
2915 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2916 "uniform sampler2D Texture_Gloss,\n"
2917 "#endif\n"
2918 "#ifdef USEGLOW\n"
2919 "uniform sampler2D Texture_Glow,\n"
2920 "#endif\n"
2921 "#ifdef USEVERTEXTEXTUREBLEND\n"
2922 "uniform sampler2D Texture_SecondaryNormal,\n"
2923 "uniform sampler2D Texture_SecondaryColor,\n"
2924 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2925 "uniform sampler2D Texture_SecondaryGloss,\n"
2926 "#endif\n"
2927 "#ifdef USEGLOW\n"
2928 "uniform sampler2D Texture_SecondaryGlow,\n"
2929 "#endif\n"
2930 "#endif\n"
2931 "#ifdef USECOLORMAPPING\n"
2932 "uniform sampler2D Texture_Pants,\n"
2933 "uniform sampler2D Texture_Shirt,\n"
2934 "#endif\n"
2935 "#ifdef USEFOG\n"
2936 "uniform sampler2D Texture_FogHeightTexture,\n"
2937 "uniform sampler2D Texture_FogMask,\n"
2938 "#endif\n"
2939 "#ifdef USELIGHTMAP\n"
2940 "uniform sampler2D Texture_Lightmap,\n"
2941 "#endif\n"
2942 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2943 "uniform sampler2D Texture_Deluxemap,\n"
2944 "#endif\n"
2945 "#ifdef USEREFLECTION\n"
2946 "uniform sampler2D Texture_Reflection,\n"
2947 "#endif\n"
2948 "\n"
2949 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2950 "uniform sampler2D Texture_ScreenDepth,\n"
2951 "uniform sampler2D Texture_ScreenNormalMap,\n"
2952 "#endif\n"
2953 "#ifdef USEDEFERREDLIGHTMAP\n"
2954 "uniform sampler2D Texture_ScreenDiffuse,\n"
2955 "uniform sampler2D Texture_ScreenSpecular,\n"
2956 "#endif\n"
2957 "\n"
2958 "#ifdef USECOLORMAPPING\n"
2959 "uniform half3 Color_Pants,\n"
2960 "uniform half3 Color_Shirt,\n"
2961 "#endif\n"
2962 "#ifdef USEFOG\n"
2963 "uniform float3 FogColor,\n"
2964 "uniform float FogRangeRecip,\n"
2965 "uniform float FogPlaneViewDist,\n"
2966 "uniform float FogHeightFade,\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USEOFFSETMAPPING\n"
2970 "uniform float OffsetMapping_Scale,\n"
2971 "#endif\n"
2972 "\n"
2973 "#ifdef USEDEFERREDLIGHTMAP\n"
2974 "uniform half2 PixelToScreenTexCoord,\n"
2975 "uniform half3 DeferredMod_Diffuse,\n"
2976 "uniform half3 DeferredMod_Specular,\n"
2977 "#endif\n"
2978 "uniform half3 Color_Ambient,\n"
2979 "uniform half3 Color_Diffuse,\n"
2980 "uniform half3 Color_Specular,\n"
2981 "uniform half SpecularPower,\n"
2982 "#ifdef USEGLOW\n"
2983 "uniform half3 Color_Glow,\n"
2984 "#endif\n"
2985 "uniform half Alpha,\n"
2986 "#ifdef USEREFLECTION\n"
2987 "uniform float4 DistortScaleRefractReflect,\n"
2988 "uniform float4 ScreenScaleRefractReflect,\n"
2989 "uniform float4 ScreenCenterRefractReflect,\n"
2990 "uniform half4 ReflectColor,\n"
2991 "#endif\n"
2992 "#ifdef USEREFLECTCUBE\n"
2993 "uniform float4x4 ModelToReflectCube,\n"
2994 "uniform sampler2D Texture_ReflectMask,\n"
2995 "uniform samplerCUBE Texture_ReflectCube,\n"
2996 "#endif\n"
2997 "#ifdef MODE_LIGHTDIRECTION\n"
2998 "uniform half3 LightColor,\n"
2999 "#endif\n"
3000 "#ifdef MODE_LIGHTSOURCE\n"
3001 "uniform half3 LightColor,\n"
3002 "#endif\n"
3003 "\n"
3004 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3005 "uniform sampler2D Texture_Attenuation,\n"
3006 "uniform samplerCUBE Texture_Cube,\n"
3007 "#endif\n"
3008 "\n"
3009 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3010 "\n"
3011 "#ifdef USESHADOWMAPRECT\n"
3012 "# ifdef USESHADOWSAMPLER\n"
3013 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3014 "# else\n"
3015 "uniform samplerRECT Texture_ShadowMapRect,\n"
3016 "# endif\n"
3017 "#endif\n"
3018 "\n"
3019 "#ifdef USESHADOWMAP2D\n"
3020 "# ifdef USESHADOWSAMPLER\n"
3021 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3022 "# else\n"
3023 "uniform sampler2D Texture_ShadowMap2D,\n"
3024 "# endif\n"
3025 "#endif\n"
3026 "\n"
3027 "#ifdef USESHADOWMAPVSDCT\n"
3028 "uniform samplerCUBE Texture_CubeProjection,\n"
3029 "#endif\n"
3030 "\n"
3031 "#ifdef USESHADOWMAPCUBE\n"
3032 "# ifdef USESHADOWSAMPLER\n"
3033 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3034 "# else\n"
3035 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3036 "# endif\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3040 "uniform float2 ShadowMap_TextureScale,\n"
3041 "uniform float4 ShadowMap_Parameters,\n"
3042 "#endif\n"
3043 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3044 "\n"
3045 "out float4 gl_FragColor : COLOR\n"
3046 ")\n"
3047 "{\n"
3048 "       float2 TexCoord = TexCoordBoth.xy;\n"
3049 "#ifdef USEVERTEXTEXTUREBLEND\n"
3050 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3051 "#endif\n"
3052 "#ifdef USEOFFSETMAPPING\n"
3053 "       // apply offsetmapping\n"
3054 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3055 "#define TexCoord TexCoordOffset\n"
3056 "#endif\n"
3057 "\n"
3058 "       // combine the diffuse textures (base, pants, shirt)\n"
3059 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3060 "#ifdef USEALPHAKILL\n"
3061 "       if (color.a < 0.5)\n"
3062 "               discard;\n"
3063 "#endif\n"
3064 "       color.a *= Alpha;\n"
3065 "#ifdef USECOLORMAPPING\n"
3066 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3067 "#endif\n"
3068 "#ifdef USEVERTEXTEXTUREBLEND\n"
3069 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3070 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3071 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3072 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3073 "       color.a = 1.0;\n"
3074 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3075 "#endif\n"
3076 "\n"
3077 "       // get the surface normal\n"
3078 "#ifdef USEVERTEXTEXTUREBLEND\n"
3079 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3080 "#else\n"
3081 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3082 "#endif\n"
3083 "\n"
3084 "       // get the material colors\n"
3085 "       half3 diffusetex = color.rgb;\n"
3086 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3087 "# ifdef USEVERTEXTEXTUREBLEND\n"
3088 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3089 "# else\n"
3090 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3091 "# endif\n"
3092 "#endif\n"
3093 "\n"
3094 "#ifdef USEREFLECTCUBE\n"
3095 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3096 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3097 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3098 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3099 "#endif\n"
3100 "\n"
3101 "\n"
3102 "\n"
3103 "\n"
3104 "#ifdef MODE_LIGHTSOURCE\n"
3105 "       // light source\n"
3106 "#ifdef USEDIFFUSE\n"
3107 "       half3 lightnormal = half3(normalize(LightVector));\n"
3108 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3109 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3110 "#ifdef USESPECULAR\n"
3111 "#ifdef USEEXACTSPECULARMATH\n"
3112 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3113 "#else\n"
3114 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3115 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3116 "#endif\n"
3117 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3118 "#endif\n"
3119 "#else\n"
3120 "       color.rgb = diffusetex * Color_Ambient;\n"
3121 "#endif\n"
3122 "       color.rgb *= LightColor;\n"
3123 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3124 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3125 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3126 "# if defined(USESHADOWMAP2D)\n"
3127 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3128 "# endif\n"
3129 "# if defined(USESHADOWMAPRECT)\n"
3130 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3131 "# endif\n"
3132 "# if defined(USESHADOWMAPCUBE)\n"
3133 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3134 "# endif\n"
3135 "\n"
3136 "#ifdef USESHADOWMAPVSDCT\n"
3137 ", Texture_CubeProjection\n"
3138 "#endif\n"
3139 "       );\n"
3140 "\n"
3141 "#endif\n"
3142 "# ifdef USECUBEFILTER\n"
3143 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3144 "# endif\n"
3145 "#endif // MODE_LIGHTSOURCE\n"
3146 "\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "#ifdef MODE_LIGHTDIRECTION\n"
3151 "#define SHADING\n"
3152 "#ifdef USEDIFFUSE\n"
3153 "       half3 lightnormal = half3(normalize(LightVector));\n"
3154 "#endif\n"
3155 "#define lightcolor LightColor\n"
3156 "#endif // MODE_LIGHTDIRECTION\n"
3157 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3158 "#define SHADING\n"
3159 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3160 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3161 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3162 "       // convert modelspace light vector to tangentspace\n"
3163 "       half3 lightnormal;\n"
3164 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3165 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3166 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3167 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3168 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3169 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3170 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3171 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3172 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3173 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3174 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3175 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3176 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3177 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3178 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3179 "#define SHADING\n"
3180 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3181 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3182 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3183 "#endif\n"
3184 "\n"
3185 "\n"
3186 "\n"
3187 "\n"
3188 "#ifdef MODE_LIGHTMAP\n"
3189 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3190 "#endif // MODE_LIGHTMAP\n"
3191 "#ifdef MODE_VERTEXCOLOR\n"
3192 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3193 "#endif // MODE_VERTEXCOLOR\n"
3194 "#ifdef MODE_FLATCOLOR\n"
3195 "       color.rgb = diffusetex * Color_Ambient;\n"
3196 "#endif // MODE_FLATCOLOR\n"
3197 "\n"
3198 "\n"
3199 "\n"
3200 "\n"
3201 "#ifdef SHADING\n"
3202 "# ifdef USEDIFFUSE\n"
3203 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3204 "#  ifdef USESPECULAR\n"
3205 "#   ifdef USEEXACTSPECULARMATH\n"
3206 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3207 "#   else\n"
3208 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3209 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3210 "#   endif\n"
3211 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3212 "#  else\n"
3213 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3214 "#  endif\n"
3215 "# else\n"
3216 "       color.rgb = diffusetex * Color_Ambient;\n"
3217 "# endif\n"
3218 "#endif\n"
3219 "\n"
3220 "#ifdef USESHADOWMAPORTHO\n"
3221 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3222 "# if defined(USESHADOWMAP2D)\n"
3223 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3224 "# endif\n"
3225 "# if defined(USESHADOWMAPRECT)\n"
3226 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3227 "# endif\n"
3228 "       );\n"
3229 "#endif\n"
3230 "\n"
3231 "#ifdef USEDEFERREDLIGHTMAP\n"
3232 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3233 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3234 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3235 "#endif\n"
3236 "\n"
3237 "#ifdef USEGLOW\n"
3238 "#ifdef USEVERTEXTEXTUREBLEND\n"
3239 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3240 "#else\n"
3241 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3242 "#endif\n"
3243 "#endif\n"
3244 "\n"
3245 "#ifdef USEFOG\n"
3246 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3247 "#endif\n"
3248 "\n"
3249 "       // 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"
3250 "#ifdef USEREFLECTION\n"
3251 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3252 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3253 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3254 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3255 "       // FIXME temporary hack to detect the case that the reflection\n"
3256 "       // gets blackened at edges due to leaving the area that contains actual\n"
3257 "       // content.\n"
3258 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3259 "       // 'appening.\n"
3260 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3261 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3262 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3263 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3264 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3265 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3266 "#endif\n"
3267 "\n"
3268 "       gl_FragColor = float4(color);\n"
3269 "}\n"
3270 "#endif // FRAGMENT_SHADER\n"
3271 "\n"
3272 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3273 "#endif // !MODE_DEFERREDGEOMETRY\n"
3274 "#endif // !MODE_WATER\n"
3275 "#endif // !MODE_REFRACTION\n"
3276 "#endif // !MODE_BLOOMBLUR\n"
3277 "#endif // !MODE_GENERIC\n"
3278 "#endif // !MODE_POSTPROCESS\n"
3279 "#endif // !MODE_SHOWDEPTH\n"
3280 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3281 ;
3282
3283 char *glslshaderstring = NULL;
3284 char *cgshaderstring = NULL;
3285
3286 //=======================================================================================================================================================
3287
3288 typedef struct shaderpermutationinfo_s
3289 {
3290         const char *pretext;
3291         const char *name;
3292 }
3293 shaderpermutationinfo_t;
3294
3295 typedef struct shadermodeinfo_s
3296 {
3297         const char *vertexfilename;
3298         const char *geometryfilename;
3299         const char *fragmentfilename;
3300         const char *pretext;
3301         const char *name;
3302 }
3303 shadermodeinfo_t;
3304
3305 typedef enum shaderpermutation_e
3306 {
3307         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3308         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3309         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3310         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3311         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3312         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3313         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3314         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3315         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3316         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3317         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3318         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3319         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3320         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3321         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3322         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3323         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3324         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3325         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3326         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3327         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3328         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3329         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3330         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3331         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3332         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3333         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3334         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3335         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3336         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3337         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3338 }
3339 shaderpermutation_t;
3340
3341 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3342 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3343 {
3344         {"#define USEDIFFUSE\n", " diffuse"},
3345         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3346         {"#define USEVIEWTINT\n", " viewtint"},
3347         {"#define USECOLORMAPPING\n", " colormapping"},
3348         {"#define USESATURATION\n", " saturation"},
3349         {"#define USEFOGINSIDE\n", " foginside"},
3350         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3351         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3352         {"#define USEGAMMARAMPS\n", " gammaramps"},
3353         {"#define USECUBEFILTER\n", " cubefilter"},
3354         {"#define USEGLOW\n", " glow"},
3355         {"#define USEBLOOM\n", " bloom"},
3356         {"#define USESPECULAR\n", " specular"},
3357         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3358         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3359         {"#define USEREFLECTION\n", " reflection"},
3360         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3361         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3362         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3363         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3364         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3365         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3366         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3367         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3368         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3369         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3370         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3371         {"#define USEALPHAKILL\n", " alphakill"},
3372         {"#define USEREFLECTCUBE\n", " reflectcube"},
3373 };
3374
3375 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3376 typedef enum shadermode_e
3377 {
3378         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3379         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3380         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3381         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3382         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3383         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3384         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3385         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3386         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3387         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3388         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3389         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3390         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3391         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3392         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3393         SHADERMODE_COUNT
3394 }
3395 shadermode_t;
3396
3397 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3398 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3399 {
3400         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3401         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3402         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3403         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3404         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3405         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3406         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3407         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3408         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3409         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3410         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3411         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3412         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3413         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3414         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3415 };
3416
3417 #ifdef SUPPORTCG
3418 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3419 {
3420         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3421         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3422         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3423         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3424         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3425         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3426         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3427         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3428         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3429         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3430         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3431         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3432         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3433         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3434         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3435 };
3436 #endif
3437
3438 struct r_glsl_permutation_s;
3439 typedef struct r_glsl_permutation_s
3440 {
3441         /// hash lookup data
3442         struct r_glsl_permutation_s *hashnext;
3443         unsigned int mode;
3444         unsigned int permutation;
3445
3446         /// indicates if we have tried compiling this permutation already
3447         qboolean compiled;
3448         /// 0 if compilation failed
3449         int program;
3450         /// locations of detected uniforms in program object, or -1 if not found
3451         int loc_Texture_First;
3452         int loc_Texture_Second;
3453         int loc_Texture_GammaRamps;
3454         int loc_Texture_Normal;
3455         int loc_Texture_Color;
3456         int loc_Texture_Gloss;
3457         int loc_Texture_Glow;
3458         int loc_Texture_SecondaryNormal;
3459         int loc_Texture_SecondaryColor;
3460         int loc_Texture_SecondaryGloss;
3461         int loc_Texture_SecondaryGlow;
3462         int loc_Texture_Pants;
3463         int loc_Texture_Shirt;
3464         int loc_Texture_FogHeightTexture;
3465         int loc_Texture_FogMask;
3466         int loc_Texture_Lightmap;
3467         int loc_Texture_Deluxemap;
3468         int loc_Texture_Attenuation;
3469         int loc_Texture_Cube;
3470         int loc_Texture_Refraction;
3471         int loc_Texture_Reflection;
3472         int loc_Texture_ShadowMapRect;
3473         int loc_Texture_ShadowMapCube;
3474         int loc_Texture_ShadowMap2D;
3475         int loc_Texture_CubeProjection;
3476         int loc_Texture_ScreenDepth;
3477         int loc_Texture_ScreenNormalMap;
3478         int loc_Texture_ScreenDiffuse;
3479         int loc_Texture_ScreenSpecular;
3480         int loc_Texture_ReflectMask;
3481         int loc_Texture_ReflectCube;
3482         int loc_Alpha;
3483         int loc_BloomBlur_Parameters;
3484         int loc_ClientTime;
3485         int loc_Color_Ambient;
3486         int loc_Color_Diffuse;
3487         int loc_Color_Specular;
3488         int loc_Color_Glow;
3489         int loc_Color_Pants;
3490         int loc_Color_Shirt;
3491         int loc_DeferredColor_Ambient;
3492         int loc_DeferredColor_Diffuse;
3493         int loc_DeferredColor_Specular;
3494         int loc_DeferredMod_Diffuse;
3495         int loc_DeferredMod_Specular;
3496         int loc_DistortScaleRefractReflect;
3497         int loc_EyePosition;
3498         int loc_FogColor;
3499         int loc_FogHeightFade;
3500         int loc_FogPlane;
3501         int loc_FogPlaneViewDist;
3502         int loc_FogRangeRecip;
3503         int loc_LightColor;
3504         int loc_LightDir;
3505         int loc_LightPosition;
3506         int loc_OffsetMapping_Scale;
3507         int loc_PixelSize;
3508         int loc_ReflectColor;
3509         int loc_ReflectFactor;
3510         int loc_ReflectOffset;
3511         int loc_RefractColor;
3512         int loc_Saturation;
3513         int loc_ScreenCenterRefractReflect;
3514         int loc_ScreenScaleRefractReflect;
3515         int loc_ScreenToDepth;
3516         int loc_ShadowMap_Parameters;
3517         int loc_ShadowMap_TextureScale;
3518         int loc_SpecularPower;
3519         int loc_UserVec1;
3520         int loc_UserVec2;
3521         int loc_UserVec3;
3522         int loc_UserVec4;
3523         int loc_ViewTintColor;
3524         int loc_ViewToLight;
3525         int loc_ModelToLight;
3526         int loc_TexMatrix;
3527         int loc_BackgroundTexMatrix;
3528         int loc_ModelViewProjectionMatrix;
3529         int loc_ModelViewMatrix;
3530         int loc_PixelToScreenTexCoord;
3531         int loc_ModelToReflectCube;
3532         int loc_ShadowMapMatrix;        
3533 }
3534 r_glsl_permutation_t;
3535
3536 #define SHADERPERMUTATION_HASHSIZE 256
3537
3538 /// information about each possible shader permutation
3539 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3540 /// currently selected permutation
3541 r_glsl_permutation_t *r_glsl_permutation;
3542 /// storage for permutations linked in the hash table
3543 memexpandablearray_t r_glsl_permutationarray;
3544
3545 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3546 {
3547         //unsigned int hashdepth = 0;
3548         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3549         r_glsl_permutation_t *p;
3550         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3551         {
3552                 if (p->mode == mode && p->permutation == permutation)
3553                 {
3554                         //if (hashdepth > 10)
3555                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3556                         return p;
3557                 }
3558                 //hashdepth++;
3559         }
3560         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3561         p->mode = mode;
3562         p->permutation = permutation;
3563         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3564         r_glsl_permutationhash[mode][hashindex] = p;
3565         //if (hashdepth > 10)
3566         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3567         return p;
3568 }
3569
3570 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3571 {
3572         char *shaderstring;
3573         if (!filename || !filename[0])
3574                 return NULL;
3575         if (!strcmp(filename, "glsl/default.glsl"))
3576         {
3577                 if (!glslshaderstring)
3578                 {
3579                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3580                         if (glslshaderstring)
3581                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3582                         else
3583                                 glslshaderstring = (char *)builtinshaderstring;
3584                 }
3585                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3586                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3587                 return shaderstring;
3588         }
3589         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3590         if (shaderstring)
3591         {
3592                 if (printfromdisknotice)
3593                         Con_DPrintf("from disk %s... ", filename);
3594                 return shaderstring;
3595         }
3596         return shaderstring;
3597 }
3598
3599 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3600 {
3601         int i;
3602         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3603         int vertstrings_count = 0;
3604         int geomstrings_count = 0;
3605         int fragstrings_count = 0;
3606         char *vertexstring, *geometrystring, *fragmentstring;
3607         const char *vertstrings_list[32+3];
3608         const char *geomstrings_list[32+3];
3609         const char *fragstrings_list[32+3];
3610         char permutationname[256];
3611
3612         if (p->compiled)
3613                 return;
3614         p->compiled = true;
3615         p->program = 0;
3616
3617         permutationname[0] = 0;
3618         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3619         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3620         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3621
3622         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3623
3624         // the first pretext is which type of shader to compile as
3625         // (later these will all be bound together as a program object)
3626         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3627         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3628         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3629
3630         // the second pretext is the mode (for example a light source)
3631         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3632         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3633         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3634         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3635
3636         // now add all the permutation pretexts
3637         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3638         {
3639                 if (permutation & (1<<i))
3640                 {
3641                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3642                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3643                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3644                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3645                 }
3646                 else
3647                 {
3648                         // keep line numbers correct
3649                         vertstrings_list[vertstrings_count++] = "\n";
3650                         geomstrings_list[geomstrings_count++] = "\n";
3651                         fragstrings_list[fragstrings_count++] = "\n";
3652                 }
3653         }
3654
3655         // now append the shader text itself
3656         vertstrings_list[vertstrings_count++] = vertexstring;
3657         geomstrings_list[geomstrings_count++] = geometrystring;
3658         fragstrings_list[fragstrings_count++] = fragmentstring;
3659
3660         // if any sources were NULL, clear the respective list
3661         if (!vertexstring)
3662                 vertstrings_count = 0;
3663         if (!geometrystring)
3664                 geomstrings_count = 0;
3665         if (!fragmentstring)
3666                 fragstrings_count = 0;
3667
3668         // compile the shader program
3669         if (vertstrings_count + geomstrings_count + fragstrings_count)
3670                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3671         if (p->program)
3672         {
3673                 CHECKGLERROR
3674                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3675                 // look up all the uniform variable names we care about, so we don't
3676                 // have to look them up every time we set them
3677
3678                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3679                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3680                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3681                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3682                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3683                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3684                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3685                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3686                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3687                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3688                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3689                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3690                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3691                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3692                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3693                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3694                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3695                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3696                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3697                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3698                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3699                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3700                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3701                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3702                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3703                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3704                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3705                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3706                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3707                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3708                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3709                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3710                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3711                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3712                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3713                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3714                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3715                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3716                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3717                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3718                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3719                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3720                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3721                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3722                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3723                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3724                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3725                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3726                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3727                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3728                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3729                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3730                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3731                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3732                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3733                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3734                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3735                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3736                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3737                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3738                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3739                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3740                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3741                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3742                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3743                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3744                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3745                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3746                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3747                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3748                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3749                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3750                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3751                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3752                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3753                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3754                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3755                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3756                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3757                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3758                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3759                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3760                 // initialize the samplers to refer to the texture units we use
3761                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3762                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3763                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3764                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3765                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3766                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3767                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3768                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3769                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3770                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3771                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3772                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3773                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3774                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3775                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3776                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3777                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3778                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3779                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3780                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3781                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3782                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3783                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3784                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3785                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3786                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3787                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3788                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3789                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3790                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3791                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3792                 CHECKGLERROR
3793                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3794         }
3795         else
3796                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3797
3798         // free the strings
3799         if (vertexstring)
3800                 Mem_Free(vertexstring);
3801         if (geometrystring)
3802                 Mem_Free(geometrystring);
3803         if (fragmentstring)
3804                 Mem_Free(fragmentstring);
3805 }
3806
3807 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3808 {
3809         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3810         if (r_glsl_permutation != perm)
3811         {
3812                 r_glsl_permutation = perm;
3813                 if (!r_glsl_permutation->program)
3814                 {
3815                         if (!r_glsl_permutation->compiled)
3816                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3817                         if (!r_glsl_permutation->program)
3818                         {
3819                                 // remove features until we find a valid permutation
3820                                 int i;
3821                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3822                                 {
3823                                         // reduce i more quickly whenever it would not remove any bits
3824                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3825                                         if (!(permutation & j))
3826                                                 continue;
3827                                         permutation -= j;
3828                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3829                                         if (!r_glsl_permutation->compiled)
3830                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3831                                         if (r_glsl_permutation->program)
3832                                                 break;
3833                                 }
3834                                 if (i >= SHADERPERMUTATION_COUNT)
3835                                 {
3836                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3837                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3838                                         qglUseProgramObjectARB(0);CHECKGLERROR
3839                                         return; // no bit left to clear, entire mode is broken
3840                                 }
3841                         }
3842                 }
3843                 CHECKGLERROR
3844                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3845         }
3846         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3847         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3848         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3849 }
3850
3851 #ifdef SUPPORTCG
3852 #include <Cg/cgGL.h>
3853 struct r_cg_permutation_s;
3854 typedef struct r_cg_permutation_s
3855 {
3856         /// hash lookup data
3857         struct r_cg_permutation_s *hashnext;
3858         unsigned int mode;
3859         unsigned int permutation;
3860
3861         /// indicates if we have tried compiling this permutation already
3862         qboolean compiled;
3863         /// 0 if compilation failed
3864         CGprogram vprogram;
3865         CGprogram fprogram;
3866         /// locations of detected parameters in programs, or NULL if not found
3867         CGparameter vp_EyePosition;
3868         CGparameter vp_FogPlane;
3869         CGparameter vp_LightDir;
3870         CGparameter vp_LightPosition;
3871         CGparameter vp_ModelToLight;
3872         CGparameter vp_TexMatrix;
3873         CGparameter vp_BackgroundTexMatrix;
3874         CGparameter vp_ModelViewProjectionMatrix;
3875         CGparameter vp_ModelViewMatrix;
3876         CGparameter vp_ShadowMapMatrix;
3877
3878         CGparameter fp_Texture_First;
3879         CGparameter fp_Texture_Second;
3880         CGparameter fp_Texture_GammaRamps;
3881         CGparameter fp_Texture_Normal;
3882         CGparameter fp_Texture_Color;
3883         CGparameter fp_Texture_Gloss;
3884         CGparameter fp_Texture_Glow;
3885         CGparameter fp_Texture_SecondaryNormal;
3886         CGparameter fp_Texture_SecondaryColor;
3887         CGparameter fp_Texture_SecondaryGloss;
3888         CGparameter fp_Texture_SecondaryGlow;
3889         CGparameter fp_Texture_Pants;
3890         CGparameter fp_Texture_Shirt;
3891         CGparameter fp_Texture_FogHeightTexture;
3892         CGparameter fp_Texture_FogMask;
3893         CGparameter fp_Texture_Lightmap;
3894         CGparameter fp_Texture_Deluxemap;
3895         CGparameter fp_Texture_Attenuation;
3896         CGparameter fp_Texture_Cube;
3897         CGparameter fp_Texture_Refraction;
3898         CGparameter fp_Texture_Reflection;
3899         CGparameter fp_Texture_ShadowMapRect;
3900         CGparameter fp_Texture_ShadowMapCube;
3901         CGparameter fp_Texture_ShadowMap2D;
3902         CGparameter fp_Texture_CubeProjection;
3903         CGparameter fp_Texture_ScreenDepth;
3904         CGparameter fp_Texture_ScreenNormalMap;
3905         CGparameter fp_Texture_ScreenDiffuse;
3906         CGparameter fp_Texture_ScreenSpecular;
3907         CGparameter fp_Texture_ReflectMask;
3908         CGparameter fp_Texture_ReflectCube;
3909         CGparameter fp_Alpha;
3910         CGparameter fp_BloomBlur_Parameters;
3911         CGparameter fp_ClientTime;
3912         CGparameter fp_Color_Ambient;
3913         CGparameter fp_Color_Diffuse;
3914         CGparameter fp_Color_Specular;
3915         CGparameter fp_Color_Glow;
3916         CGparameter fp_Color_Pants;
3917         CGparameter fp_Color_Shirt;
3918         CGparameter fp_DeferredColor_Ambient;
3919         CGparameter fp_DeferredColor_Diffuse;
3920         CGparameter fp_DeferredColor_Specular;
3921         CGparameter fp_DeferredMod_Diffuse;
3922         CGparameter fp_DeferredMod_Specular;
3923         CGparameter fp_DistortScaleRefractReflect;
3924         CGparameter fp_EyePosition;
3925         CGparameter fp_FogColor;
3926         CGparameter fp_FogHeightFade;
3927         CGparameter fp_FogPlane;
3928         CGparameter fp_FogPlaneViewDist;
3929         CGparameter fp_FogRangeRecip;
3930         CGparameter fp_LightColor;
3931         CGparameter fp_LightDir;
3932         CGparameter fp_LightPosition;
3933         CGparameter fp_OffsetMapping_Scale;
3934         CGparameter fp_PixelSize;
3935         CGparameter fp_ReflectColor;
3936         CGparameter fp_ReflectFactor;
3937         CGparameter fp_ReflectOffset;
3938         CGparameter fp_RefractColor;
3939         CGparameter fp_Saturation;
3940         CGparameter fp_ScreenCenterRefractReflect;
3941         CGparameter fp_ScreenScaleRefractReflect;
3942         CGparameter fp_ScreenToDepth;
3943         CGparameter fp_ShadowMap_Parameters;
3944         CGparameter fp_ShadowMap_TextureScale;
3945         CGparameter fp_SpecularPower;
3946         CGparameter fp_UserVec1;
3947         CGparameter fp_UserVec2;
3948         CGparameter fp_UserVec3;
3949         CGparameter fp_UserVec4;
3950         CGparameter fp_ViewTintColor;
3951         CGparameter fp_ViewToLight;
3952         CGparameter fp_PixelToScreenTexCoord;
3953         CGparameter fp_ModelToReflectCube;
3954 }
3955 r_cg_permutation_t;
3956
3957 /// information about each possible shader permutation
3958 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3959 /// currently selected permutation
3960 r_cg_permutation_t *r_cg_permutation;
3961 /// storage for permutations linked in the hash table
3962 memexpandablearray_t r_cg_permutationarray;
3963
3964 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3965
3966 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3967 {
3968         //unsigned int hashdepth = 0;
3969         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3970         r_cg_permutation_t *p;
3971         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3972         {
3973                 if (p->mode == mode && p->permutation == permutation)
3974                 {
3975                         //if (hashdepth > 10)
3976                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3977                         return p;
3978                 }
3979                 //hashdepth++;
3980         }
3981         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3982         p->mode = mode;
3983         p->permutation = permutation;
3984         p->hashnext = r_cg_permutationhash[mode][hashindex];
3985         r_cg_permutationhash[mode][hashindex] = p;
3986         //if (hashdepth > 10)
3987         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3988         return p;
3989 }
3990
3991 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3992 {
3993         char *shaderstring;
3994         if (!filename || !filename[0])
3995                 return NULL;
3996         if (!strcmp(filename, "cg/default.cg"))
3997         {
3998                 if (!cgshaderstring)
3999                 {
4000                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4001                         if (cgshaderstring)
4002                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4003                         else
4004                                 cgshaderstring = (char *)builtincgshaderstring;
4005                 }
4006                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4007                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4008                 return shaderstring;
4009         }
4010         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4011         if (shaderstring)
4012         {
4013                 if (printfromdisknotice)
4014                         Con_DPrintf("from disk %s... ", filename);
4015                 return shaderstring;
4016         }
4017         return shaderstring;
4018 }
4019
4020 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4021 {
4022         // TODO: load or create .fp and .vp shader files
4023 }
4024
4025 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4026 {
4027         int i;
4028         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4029         int vertstrings_count = 0, vertstring_length = 0;
4030         int geomstrings_count = 0, geomstring_length = 0;
4031         int fragstrings_count = 0, fragstring_length = 0;
4032         char *t;
4033         char *vertexstring, *geometrystring, *fragmentstring;
4034         char *vertstring, *geomstring, *fragstring;
4035         const char *vertstrings_list[32+3];
4036         const char *geomstrings_list[32+3];
4037         const char *fragstrings_list[32+3];
4038         char permutationname[256];
4039         char cachename[256];
4040         CGprofile vertexProfile;
4041         CGprofile fragmentProfile;
4042
4043         if (p->compiled)
4044                 return;
4045         p->compiled = true;
4046         p->vprogram = NULL;
4047         p->fprogram = NULL;
4048
4049         permutationname[0] = 0;
4050         cachename[0] = 0;
4051         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4052         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4053         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4054
4055         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4056         strlcat(cachename, "cg/", sizeof(cachename));
4057
4058         // the first pretext is which type of shader to compile as
4059         // (later these will all be bound together as a program object)
4060         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4061         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4062         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4063
4064         // the second pretext is the mode (for example a light source)
4065         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4066         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4067         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4068         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4069         strlcat(cachename, modeinfo->name, sizeof(cachename));
4070
4071         // now add all the permutation pretexts
4072         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4073         {
4074                 if (permutation & (1<<i))
4075                 {
4076                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4077                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4078                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4079                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4080                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4081                 }
4082                 else
4083                 {
4084                         // keep line numbers correct
4085                         vertstrings_list[vertstrings_count++] = "\n";
4086                         geomstrings_list[geomstrings_count++] = "\n";
4087                         fragstrings_list[fragstrings_count++] = "\n";
4088                 }
4089         }
4090
4091         // replace spaces in the cachename with _ characters
4092         for (i = 0;cachename[i];i++)
4093                 if (cachename[i] == ' ')
4094                         cachename[i] = '_';
4095
4096         // now append the shader text itself
4097         vertstrings_list[vertstrings_count++] = vertexstring;
4098         geomstrings_list[geomstrings_count++] = geometrystring;
4099         fragstrings_list[fragstrings_count++] = fragmentstring;
4100
4101         // if any sources were NULL, clear the respective list
4102         if (!vertexstring)
4103                 vertstrings_count = 0;
4104         if (!geometrystring)
4105                 geomstrings_count = 0;
4106         if (!fragmentstring)
4107                 fragstrings_count = 0;
4108
4109         vertstring_length = 0;
4110         for (i = 0;i < vertstrings_count;i++)
4111                 vertstring_length += strlen(vertstrings_list[i]);
4112         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4113         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4114                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4115
4116         geomstring_length = 0;
4117         for (i = 0;i < geomstrings_count;i++)
4118                 geomstring_length += strlen(geomstrings_list[i]);
4119         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4120         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4121                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4122
4123         fragstring_length = 0;
4124         for (i = 0;i < fragstrings_count;i++)
4125                 fragstring_length += strlen(fragstrings_list[i]);
4126         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4127         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4128                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4129
4130         CHECKGLERROR
4131         CHECKCGERROR
4132         //vertexProfile = CG_PROFILE_ARBVP1;
4133         //fragmentProfile = CG_PROFILE_ARBFP1;
4134         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4135         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4136         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4137         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4138         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4139         CHECKGLERROR
4140
4141         // try to load the cached shader, or generate one
4142         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4143
4144         // if caching failed, do a dynamic compile for now
4145         CHECKCGERROR
4146         if (vertstring[0] && !p->vprogram)
4147                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4148         CHECKCGERROR
4149         if (fragstring[0] && !p->fprogram)
4150                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4151         CHECKCGERROR
4152
4153         // look up all the uniform variable names we care about, so we don't
4154         // have to look them up every time we set them
4155         if (p->vprogram)
4156         {
4157                 CHECKCGERROR
4158                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4159                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4160                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4161                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4162                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4163                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4164                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4165                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4166                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4167                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4168                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4169                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4170                 CHECKCGERROR
4171         }
4172         if (p->fprogram)
4173         {
4174                 CHECKCGERROR
4175                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4176                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4177                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4178                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4179                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4180                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4181                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4182                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4183                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4184                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4185                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4186                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4187                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4188                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4189                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4190                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4191                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4192                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4193                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4194                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4195                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4196                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4197                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4198                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4199                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4200                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4201                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4202                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4203                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4204                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4205                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4206                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4207                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4208                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4209                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4210                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4211                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4212                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4213                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4214                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4215                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4216                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4217                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4218                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4219                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4220                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4221                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4222                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4223                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4224                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4225                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4226                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4227                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4228                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4229                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4230                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4231                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4232                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4233                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4234                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4235                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4236                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4237                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4238                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4239                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4240                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4241                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4242                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4243                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4244                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4245                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4246                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4247                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4248                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4249                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4250                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4251                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4252                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4253                 CHECKCGERROR
4254         }
4255
4256         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4257                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4258         else
4259                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4260
4261         // free the strings
4262         if (vertstring)
4263                 Mem_Free(vertstring);
4264         if (geomstring)
4265                 Mem_Free(geomstring);
4266         if (fragstring)
4267                 Mem_Free(fragstring);
4268         if (vertexstring)
4269                 Mem_Free(vertexstring);
4270         if (geometrystring)
4271                 Mem_Free(geometrystring);
4272         if (fragmentstring)
4273                 Mem_Free(fragmentstring);
4274 }
4275
4276 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4277 {
4278         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4279         CHECKGLERROR
4280         CHECKCGERROR
4281         if (r_cg_permutation != perm)
4282         {
4283                 r_cg_permutation = perm;
4284                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4285                 {
4286                         if (!r_cg_permutation->compiled)
4287                                 R_CG_CompilePermutation(perm, mode, permutation);
4288                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4289                         {
4290                                 // remove features until we find a valid permutation
4291                                 int i;
4292                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4293                                 {
4294                                         // reduce i more quickly whenever it would not remove any bits
4295                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4296                                         if (!(permutation & j))
4297                                                 continue;
4298                                         permutation -= j;
4299                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4300                                         if (!r_cg_permutation->compiled)
4301                                                 R_CG_CompilePermutation(perm, mode, permutation);
4302                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4303                                                 break;
4304                                 }
4305                                 if (i >= SHADERPERMUTATION_COUNT)
4306                                 {
4307                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4308                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4309                                         return; // no bit left to clear, entire mode is broken
4310                                 }
4311                         }
4312                 }
4313                 CHECKGLERROR
4314                 CHECKCGERROR
4315                 if (r_cg_permutation->vprogram)
4316                 {
4317                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4318                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4319                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4320                 }
4321                 else
4322                 {
4323                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4324                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4325                 }
4326                 if (r_cg_permutation->fprogram)
4327                 {
4328                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4329                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4330                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4331                 }
4332                 else
4333                 {
4334                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4335                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4336                 }
4337         }
4338         CHECKCGERROR
4339         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4340         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4341         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4342 }
4343
4344 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4345 {
4346         cgGLSetTextureParameter(param, R_GetTexture(tex));
4347         cgGLEnableTextureParameter(param);
4348 }
4349 #endif
4350
4351 void R_GLSL_Restart_f(void)
4352 {
4353         unsigned int i, limit;
4354         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4355                 Mem_Free(glslshaderstring);
4356         glslshaderstring = NULL;
4357         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4358                 Mem_Free(cgshaderstring);
4359         cgshaderstring = NULL;
4360         switch(vid.renderpath)
4361         {
4362         case RENDERPATH_GL20:
4363                 {
4364                         r_glsl_permutation_t *p;
4365                         r_glsl_permutation = NULL;
4366                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4367                         for (i = 0;i < limit;i++)
4368                         {
4369                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4370                                 {
4371                                         GL_Backend_FreeProgram(p->program);
4372                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4373                                 }
4374                         }
4375                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4376                 }
4377                 break;
4378         case RENDERPATH_CGGL:
4379 #ifdef SUPPORTCG
4380                 {
4381                         r_cg_permutation_t *p;
4382                         r_cg_permutation = NULL;
4383                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4384                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4385                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4386                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4387                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4388                         for (i = 0;i < limit;i++)
4389                         {
4390                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4391                                 {
4392                                         if (p->vprogram)
4393                                                 cgDestroyProgram(p->vprogram);
4394                                         if (p->fprogram)
4395                                                 cgDestroyProgram(p->fprogram);
4396                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4397                                 }
4398                         }
4399                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4400                 }
4401                 break;
4402 #endif
4403         case RENDERPATH_GL13:
4404         case RENDERPATH_GL11:
4405                 break;
4406         }
4407 }
4408
4409 void R_GLSL_DumpShader_f(void)
4410 {
4411         int i;
4412         qfile_t *file;
4413
4414         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4415         if (file)
4416         {
4417                 FS_Print(file, "/* The engine may define the following macros:\n");
4418                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4419                 for (i = 0;i < SHADERMODE_COUNT;i++)
4420                         FS_Print(file, glslshadermodeinfo[i].pretext);
4421                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4422                         FS_Print(file, shaderpermutationinfo[i].pretext);
4423                 FS_Print(file, "*/\n");
4424                 FS_Print(file, builtinshaderstring);
4425                 FS_Close(file);
4426                 Con_Printf("glsl/default.glsl written\n");
4427         }
4428         else
4429                 Con_Printf("failed to write to glsl/default.glsl\n");
4430
4431 #ifdef SUPPORTCG
4432         file = FS_OpenRealFile("cg/default.cg", "w", false);
4433         if (file)
4434         {
4435                 FS_Print(file, "/* The engine may define the following macros:\n");
4436                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4437                 for (i = 0;i < SHADERMODE_COUNT;i++)
4438                         FS_Print(file, cgshadermodeinfo[i].pretext);
4439                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4440                         FS_Print(file, shaderpermutationinfo[i].pretext);
4441                 FS_Print(file, "*/\n");
4442                 FS_Print(file, builtincgshaderstring);
4443                 FS_Close(file);
4444                 Con_Printf("cg/default.cg written\n");
4445         }
4446         else
4447                 Con_Printf("failed to write to cg/default.cg\n");
4448 #endif
4449 }
4450
4451 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4452 {
4453         if (!second)
4454                 texturemode = GL_MODULATE;
4455         switch (vid.renderpath)
4456         {
4457         case RENDERPATH_GL20:
4458                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4459                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4460                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4461                 break;
4462         case RENDERPATH_CGGL:
4463 #ifdef SUPPORTCG
4464                 CHECKCGERROR
4465                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4466                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4467                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4468 #endif
4469                 break;
4470         case RENDERPATH_GL13:
4471                 R_Mesh_TexBind(0, first );
4472                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4473                 R_Mesh_TexBind(1, second);
4474                 if (second)
4475                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4476                 break;
4477         case RENDERPATH_GL11:
4478                 R_Mesh_TexBind(0, first );
4479                 break;
4480         }
4481 }
4482
4483 void R_SetupShader_DepthOrShadow(void)
4484 {
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4489                 break;
4490         case RENDERPATH_CGGL:
4491 #ifdef SUPPORTCG
4492                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4493 #endif
4494                 break;
4495         case RENDERPATH_GL13:
4496                 R_Mesh_TexBind(0, 0);
4497                 R_Mesh_TexBind(1, 0);
4498                 break;
4499         case RENDERPATH_GL11:
4500                 R_Mesh_TexBind(0, 0);
4501                 break;
4502         }
4503 }
4504
4505 void R_SetupShader_ShowDepth(void)
4506 {
4507         switch (vid.renderpath)
4508         {
4509         case RENDERPATH_GL20:
4510                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4511                 break;
4512         case RENDERPATH_CGGL:
4513 #ifdef SUPPORTCG
4514                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4515 #endif
4516                 break;
4517         case RENDERPATH_GL13:
4518                 break;
4519         case RENDERPATH_GL11:
4520                 break;
4521         }
4522 }
4523
4524 extern qboolean r_shadow_usingdeferredprepass;
4525 extern cvar_t r_shadow_deferred_8bitrange;
4526 extern rtexture_t *r_shadow_attenuationgradienttexture;
4527 extern rtexture_t *r_shadow_attenuation2dtexture;
4528 extern rtexture_t *r_shadow_attenuation3dtexture;
4529 extern qboolean r_shadow_usingshadowmaprect;
4530 extern qboolean r_shadow_usingshadowmapcube;
4531 extern qboolean r_shadow_usingshadowmap2d;
4532 extern qboolean r_shadow_usingshadowmaportho;
4533 extern float r_shadow_shadowmap_texturescale[2];
4534 extern float r_shadow_shadowmap_parameters[4];
4535 extern qboolean r_shadow_shadowmapvsdct;
4536 extern qboolean r_shadow_shadowmapsampler;
4537 extern int r_shadow_shadowmappcf;
4538 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4539 extern rtexture_t *r_shadow_shadowmap2dtexture;
4540 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4541 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4542 extern matrix4x4_t r_shadow_shadowmapmatrix;
4543 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4544 extern int r_shadow_prepass_width;
4545 extern int r_shadow_prepass_height;
4546 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4547 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4548 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4549 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4550 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4551 {
4552         // select a permutation of the lighting shader appropriate to this
4553         // combination of texture, entity, light source, and fogging, only use the
4554         // minimum features necessary to avoid wasting rendering time in the
4555         // fragment shader on features that are not being used
4556         unsigned int permutation = 0;
4557         unsigned int mode = 0;
4558         float m16f[16];
4559         if (rsurfacepass == RSURFPASS_BACKGROUND)
4560         {
4561                 // distorted background
4562                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4563                         mode = SHADERMODE_WATER;
4564                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4565                         mode = SHADERMODE_REFRACTION;
4566                 else
4567                 {
4568                         mode = SHADERMODE_GENERIC;
4569                         permutation |= SHADERPERMUTATION_DIFFUSE;
4570                 }
4571                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4572                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4573                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4574                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4575                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4576                 R_Mesh_ColorPointer(NULL, 0, 0);
4577                 GL_AlphaTest(false);
4578                 GL_BlendFunc(GL_ONE, GL_ZERO);
4579         }
4580         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4581         {
4582                 if (r_glsl_offsetmapping.integer)
4583                 {
4584                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4585                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4586                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4587                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4588                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4589                         {
4590                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4591                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4592                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4593                         }
4594                 }
4595                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4596                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4598                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4599                 // normalmap (deferred prepass), may use alpha test on diffuse
4600                 mode = SHADERMODE_DEFERREDGEOMETRY;
4601                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4602                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4603                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4604                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4605                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4606                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4608                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4609                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4610                 else
4611                         R_Mesh_ColorPointer(NULL, 0, 0);
4612                 GL_AlphaTest(false);
4613                 GL_BlendFunc(GL_ONE, GL_ZERO);
4614         }
4615         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4616         {
4617                 if (r_glsl_offsetmapping.integer)
4618                 {
4619                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4620                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4621                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4622                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4623                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4624                         {
4625                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4626                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4627                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4628                         }
4629                 }
4630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4631                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4632                 // light source
4633                 mode = SHADERMODE_LIGHTSOURCE;
4634                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4635                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4636                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4637                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4638                 if (diffusescale > 0)
4639                         permutation |= SHADERPERMUTATION_DIFFUSE;
4640                 if (specularscale > 0)
4641                 {
4642                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4643                         if (r_shadow_glossexact.integer)
4644                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4645                 }
4646                 if (r_refdef.fogenabled)
4647                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4648                 if (rsurface.texture->colormapping)
4649                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4650                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4651                 {
4652                         if (r_shadow_usingshadowmaprect)
4653                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4654                         if (r_shadow_usingshadowmap2d)
4655                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4656                         if (r_shadow_usingshadowmapcube)
4657                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4658                         else if(r_shadow_shadowmapvsdct)
4659                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4660
4661                         if (r_shadow_shadowmapsampler)
4662                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4663                         if (r_shadow_shadowmappcf > 1)
4664                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4665                         else if (r_shadow_shadowmappcf)
4666                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4667                 }
4668                 if (rsurface.texture->reflectmasktexture)
4669                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4670                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4671                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4672                 {
4673                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4674                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4675                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4676                 }
4677                 else
4678                 {
4679                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4680                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4681                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4682                 }
4683                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4684                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4685                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4686                 else
4687                         R_Mesh_ColorPointer(NULL, 0, 0);
4688                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4689                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4690         }
4691         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4692         {
4693                 if (r_glsl_offsetmapping.integer)
4694                 {
4695                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4696                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4697                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4698                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4699                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4700                         {
4701                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4702                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4703                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4704                         }
4705                 }
4706                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4707                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4708                 // unshaded geometry (fullbright or ambient model lighting)
4709                 mode = SHADERMODE_FLATCOLOR;
4710                 ambientscale = diffusescale = specularscale = 0;
4711                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4712                         permutation |= SHADERPERMUTATION_GLOW;
4713                 if (r_refdef.fogenabled)
4714                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4715                 if (rsurface.texture->colormapping)
4716                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4717                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4718                 {
4719                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4720                         if (r_shadow_usingshadowmaprect)
4721                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4722                         if (r_shadow_usingshadowmap2d)
4723                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4724
4725                         if (r_shadow_shadowmapsampler)
4726                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4727                         if (r_shadow_shadowmappcf > 1)
4728                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4729                         else if (r_shadow_shadowmappcf)
4730                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4731                 }
4732                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4733                         permutation |= SHADERPERMUTATION_REFLECTION;
4734                 if (rsurface.texture->reflectmasktexture)
4735                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4736                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4737                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4738                 {
4739                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4740                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4741                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4742                 }
4743                 else
4744                 {
4745                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4746                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4747                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4748                 }
4749                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4750                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4751                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4752                 else
4753                         R_Mesh_ColorPointer(NULL, 0, 0);
4754                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4755                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4756         }
4757         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4758         {
4759                 if (r_glsl_offsetmapping.integer)
4760                 {
4761                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4762                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4763                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4764                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4765                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4766                         {
4767                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4768                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4769                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4770                         }
4771                 }
4772                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4773                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4774                 // directional model lighting
4775                 mode = SHADERMODE_LIGHTDIRECTION;
4776                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4777                         permutation |= SHADERPERMUTATION_GLOW;
4778                 permutation |= SHADERPERMUTATION_DIFFUSE;
4779                 if (specularscale > 0)
4780                 {
4781                         permutation |= SHADERPERMUTATION_SPECULAR;
4782                         if (r_shadow_glossexact.integer)
4783                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4784                 }
4785                 if (r_refdef.fogenabled)
4786                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4787                 if (rsurface.texture->colormapping)
4788                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4789                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4790                 {
4791                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4792                         if (r_shadow_usingshadowmaprect)
4793                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4794                         if (r_shadow_usingshadowmap2d)
4795                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4796
4797                         if (r_shadow_shadowmapsampler)
4798                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4799                         if (r_shadow_shadowmappcf > 1)
4800                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4801                         else if (r_shadow_shadowmappcf)
4802                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4803                 }
4804                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4805                         permutation |= SHADERPERMUTATION_REFLECTION;
4806                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4807                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4808                 if (rsurface.texture->reflectmasktexture)
4809                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4810                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4811                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4812                 {
4813                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4814                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4815                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4816                 }
4817                 else
4818                 {
4819                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4820                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4821                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4822                 }
4823                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4824                 R_Mesh_ColorPointer(NULL, 0, 0);
4825                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4826                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4827         }
4828         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4829         {
4830                 if (r_glsl_offsetmapping.integer)
4831                 {
4832                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4833                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4834                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4835                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4836                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4837                         {
4838                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4839                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4840                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4841                         }
4842                 }
4843                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4844                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4845                 // ambient model lighting
4846                 mode = SHADERMODE_LIGHTDIRECTION;
4847                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4848                         permutation |= SHADERPERMUTATION_GLOW;
4849                 if (r_refdef.fogenabled)
4850                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4851                 if (rsurface.texture->colormapping)
4852                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4853                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4854                 {
4855                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4856                         if (r_shadow_usingshadowmaprect)
4857                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4858                         if (r_shadow_usingshadowmap2d)
4859                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4860
4861                         if (r_shadow_shadowmapsampler)
4862                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4863                         if (r_shadow_shadowmappcf > 1)
4864                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4865                         else if (r_shadow_shadowmappcf)
4866                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4867                 }
4868                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4869                         permutation |= SHADERPERMUTATION_REFLECTION;
4870                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4871                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4872                 if (rsurface.texture->reflectmasktexture)
4873                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4874                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4875                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4876                 {
4877                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4878                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4879                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4880                 }
4881                 else
4882                 {
4883                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4884                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4885                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4886                 }
4887                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4888                 R_Mesh_ColorPointer(NULL, 0, 0);
4889                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4890                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4891         }
4892         else
4893         {
4894                 if (r_glsl_offsetmapping.integer)
4895                 {
4896                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4897                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4898                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4899                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4900                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4901                         {
4902                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4903                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4904                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4905                         }
4906                 }
4907                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4908                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4909                 // lightmapped wall
4910                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4911                         permutation |= SHADERPERMUTATION_GLOW;
4912                 if (r_refdef.fogenabled)
4913                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4914                 if (rsurface.texture->colormapping)
4915                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4916                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4917                 {
4918                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4919                         if (r_shadow_usingshadowmaprect)
4920                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4921                         if (r_shadow_usingshadowmap2d)
4922                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4923
4924                         if (r_shadow_shadowmapsampler)
4925                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4926                         if (r_shadow_shadowmappcf > 1)
4927                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4928                         else if (r_shadow_shadowmappcf)
4929                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4930                 }
4931                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4932                         permutation |= SHADERPERMUTATION_REFLECTION;
4933                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4934                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4935                 if (rsurface.texture->reflectmasktexture)
4936                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4937                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4938                 {
4939                         // deluxemapping (light direction texture)
4940                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4941                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4942                         else
4943                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4944                         permutation |= SHADERPERMUTATION_DIFFUSE;
4945                         if (specularscale > 0)
4946                         {
4947                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4948                                 if (r_shadow_glossexact.integer)
4949                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4950                         }
4951                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4952                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4953                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4954                         else
4955                                 R_Mesh_ColorPointer(NULL, 0, 0);
4956                 }
4957                 else if (r_glsl_deluxemapping.integer >= 2)
4958                 {
4959                         // fake deluxemapping (uniform light direction in tangentspace)
4960                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4961                         permutation |= SHADERPERMUTATION_DIFFUSE;
4962                         if (specularscale > 0)
4963                         {
4964                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4965                                 if (r_shadow_glossexact.integer)
4966                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4967                         }
4968                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4969                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4970                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4971                         else
4972                                 R_Mesh_ColorPointer(NULL, 0, 0);
4973                 }
4974                 else if (rsurface.uselightmaptexture)
4975                 {
4976                         // ordinary lightmapping (q1bsp, q3bsp)
4977                         mode = SHADERMODE_LIGHTMAP;
4978                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4979                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4980                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4981                         else
4982                                 R_Mesh_ColorPointer(NULL, 0, 0);
4983                 }
4984                 else
4985                 {
4986                         // ordinary vertex coloring (q3bsp)
4987                         mode = SHADERMODE_VERTEXCOLOR;
4988                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4989                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4990                 }
4991                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4992                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4993                 {
4994                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4995                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4996                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4997                 }
4998                 else
4999                 {
5000                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5001                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5002                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5003                 }
5004                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5005                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5006         }
5007         switch(vid.renderpath)
5008         {
5009         case RENDERPATH_GL20:
5010                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5011                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5012                 if (mode == SHADERMODE_LIGHTSOURCE)
5013                 {
5014                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5015                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5016                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5017                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5018                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5019                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5020         
5021                         // additive passes are only darkened by fog, not tinted
5022                         if (r_glsl_permutation->loc_FogColor >= 0)
5023                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5024                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5025                 }
5026                 else
5027                 {
5028                         if (mode == SHADERMODE_FLATCOLOR)
5029                         {
5030                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5031                         }
5032                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5033                         {
5034                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5035                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5036                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5037                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5038                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5039                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5040                                 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]);
5041                         }
5042                         else
5043                         {
5044                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5045                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5046                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5047                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5048                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5049                         }
5050                         // additive passes are only darkened by fog, not tinted
5051                         if (r_glsl_permutation->loc_FogColor >= 0)
5052                         {
5053                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5054                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055                                 else
5056                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5057                         }
5058                         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);
5059                         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]);
5060                         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]);
5061                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5062                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5063                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5064                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5065                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5066                 }
5067                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5068                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5069                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5070                 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]);
5071                 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]);
5072
5073                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5074                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5075                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5076                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5077                 {
5078                         if (rsurface.texture->pantstexture)
5079                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5080                         else
5081                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5082                 }
5083                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5084                 {
5085                         if (rsurface.texture->shirttexture)
5086                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5087                         else
5088                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5089                 }
5090                 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]);
5091                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5092                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5093                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5094                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5095                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5096                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5097
5098         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5099         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5100         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5101                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5102                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5103                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5104                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5105                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5106                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5107                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5108                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5109                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5110                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5111                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5112                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5113                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5114                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5115                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5116                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5117                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5118                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5119                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5120                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5121                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5122                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5123                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5124                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5125                 {
5126                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5127                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5128                         if (rsurface.rtlight)
5129                         {
5130                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5131                                 if (r_shadow_usingshadowmapcube)
5132                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5133                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5134                         }
5135                 }
5136                 CHECKGLERROR
5137                 break;
5138         case RENDERPATH_CGGL:
5139 #ifdef SUPPORTCG
5140                 R_SetupShader_SetPermutationCG(mode, permutation);
5141                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5142                 if (mode == SHADERMODE_LIGHTSOURCE)
5143                 {
5144                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5145                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5146                 }
5147                 else
5148                 {
5149                         if (mode == SHADERMODE_LIGHTDIRECTION)
5150                         {
5151                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5152                         }
5153                 }
5154                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5155                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5156                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5157                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5158                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5159                 CHECKGLERROR
5160
5161                 if (mode == SHADERMODE_LIGHTSOURCE)
5162                 {
5163                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5164                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5165                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5166                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5167                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5168
5169                         // additive passes are only darkened by fog, not tinted
5170                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5171                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5172                 }
5173                 else
5174                 {
5175                         if (mode == SHADERMODE_FLATCOLOR)
5176                         {
5177                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5178                         }
5179                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5180                         {
5181                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5182                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5183                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5184                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5185                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5186                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5187                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5188                         }
5189                         else
5190                         {
5191                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5192                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5193                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5194                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5195                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5196                         }
5197                         // additive passes are only darkened by fog, not tinted
5198                         if (r_cg_permutation->fp_FogColor)
5199                         {
5200                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5201                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5202                                 else
5203                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5204                                 CHECKCGERROR
5205                         }
5206                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5207                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5208                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5209                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5210                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5211                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5212                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5213                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5214                 }
5215                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5216                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5217                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5218                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5219                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5220                 if (r_cg_permutation->fp_Color_Pants)
5221                 {
5222                         if (rsurface.texture->pantstexture)
5223                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5224                         else
5225                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5226                         CHECKCGERROR
5227                 }
5228                 if (r_cg_permutation->fp_Color_Shirt)
5229                 {
5230                         if (rsurface.texture->shirttexture)
5231                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5232                         else
5233                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5234                         CHECKCGERROR
5235                 }
5236                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5237                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5238                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5239                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5240                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5241                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5242                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5243
5244         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5245         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5246         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5247                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5248                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5249                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5250                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5251                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5252                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5253                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5254                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5255                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5256                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5257                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5258                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5259                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5260                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5261                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5262                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5263                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5264                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5265                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5266                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5267                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5268                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5269                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5270                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5271                 {
5272                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5273                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5274                         if (rsurface.rtlight)
5275                         {
5276                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5277                                 if (r_shadow_usingshadowmapcube)
5278                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5279                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5280                         }
5281                 }
5282
5283                 CHECKGLERROR
5284 #endif
5285                 break;
5286         case RENDERPATH_GL13:
5287         case RENDERPATH_GL11:
5288                 break;
5289         }
5290 }
5291
5292 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5293 {
5294         // select a permutation of the lighting shader appropriate to this
5295         // combination of texture, entity, light source, and fogging, only use the
5296         // minimum features necessary to avoid wasting rendering time in the
5297         // fragment shader on features that are not being used
5298         unsigned int permutation = 0;
5299         unsigned int mode = 0;
5300         const float *lightcolorbase = rtlight->currentcolor;
5301         float ambientscale = rtlight->ambientscale;
5302         float diffusescale = rtlight->diffusescale;
5303         float specularscale = rtlight->specularscale;
5304         // this is the location of the light in view space
5305         vec3_t viewlightorigin;
5306         // this transforms from view space (camera) to light space (cubemap)
5307         matrix4x4_t viewtolight;
5308         matrix4x4_t lighttoview;
5309         float viewtolight16f[16];
5310         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5311         // light source
5312         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5313         if (rtlight->currentcubemap != r_texture_whitecube)
5314                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5315         if (diffusescale > 0)
5316                 permutation |= SHADERPERMUTATION_DIFFUSE;
5317         if (specularscale > 0)
5318         {
5319                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5320                 if (r_shadow_glossexact.integer)
5321                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322         }
5323         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5324         {
5325                 if (r_shadow_usingshadowmaprect)
5326                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5327                 if (r_shadow_usingshadowmap2d)
5328                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5329                 if (r_shadow_usingshadowmapcube)
5330                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5331                 else if(r_shadow_shadowmapvsdct)
5332                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5333
5334                 if (r_shadow_shadowmapsampler)
5335                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5336                 if (r_shadow_shadowmappcf > 1)
5337                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5338                 else if (r_shadow_shadowmappcf)
5339                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5340         }
5341         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5342         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5343         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5344         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5345         switch(vid.renderpath)
5346         {
5347         case RENDERPATH_GL20:
5348                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5349                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5350                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5351                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5352                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5353                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5354                 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]);
5355                 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]);
5356                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5357                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5358                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5359
5360                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5361                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5362                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5363                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5364                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5365                 if (r_shadow_usingshadowmapcube)
5366                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5367                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5368                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5369                 break;
5370         case RENDERPATH_CGGL:
5371 #ifdef SUPPORTCG
5372                 R_SetupShader_SetPermutationCG(mode, permutation);
5373                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5374                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5375                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5376                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5377                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5378                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5379                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5380                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5381                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5382                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5383
5384                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5385                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5386                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5387                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5388                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5389                 if (r_shadow_usingshadowmapcube)
5390                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5391                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5392                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5393 #endif
5394                 break;
5395         case RENDERPATH_GL13:
5396         case RENDERPATH_GL11:
5397                 break;
5398         }
5399 }
5400
5401 #define SKINFRAME_HASH 1024
5402
5403 typedef struct
5404 {
5405         int loadsequence; // incremented each level change
5406         memexpandablearray_t array;
5407         skinframe_t *hash[SKINFRAME_HASH];
5408 }
5409 r_skinframe_t;
5410 r_skinframe_t r_skinframe;
5411
5412 void R_SkinFrame_PrepareForPurge(void)
5413 {
5414         r_skinframe.loadsequence++;
5415         // wrap it without hitting zero
5416         if (r_skinframe.loadsequence >= 200)
5417                 r_skinframe.loadsequence = 1;
5418 }
5419
5420 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5421 {
5422         if (!skinframe)
5423                 return;
5424         // mark the skinframe as used for the purging code
5425         skinframe->loadsequence = r_skinframe.loadsequence;
5426 }
5427
5428 void R_SkinFrame_Purge(void)
5429 {
5430         int i;
5431         skinframe_t *s;
5432         for (i = 0;i < SKINFRAME_HASH;i++)
5433         {
5434                 for (s = r_skinframe.hash[i];s;s = s->next)
5435                 {
5436                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5437                         {
5438                                 if (s->merged == s->base)
5439                                         s->merged = NULL;
5440                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5441                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5442                                 R_PurgeTexture(s->merged);s->merged = NULL;
5443                                 R_PurgeTexture(s->base  );s->base   = NULL;
5444                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5445                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5446                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5447                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5448                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5449                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5450                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5451                                 s->loadsequence = 0;
5452                         }
5453                 }
5454         }
5455 }
5456
5457 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5458         skinframe_t *item;
5459         char basename[MAX_QPATH];
5460
5461         Image_StripImageExtension(name, basename, sizeof(basename));
5462
5463         if( last == NULL ) {
5464                 int hashindex;
5465                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5466                 item = r_skinframe.hash[hashindex];
5467         } else {
5468                 item = last->next;
5469         }
5470
5471         // linearly search through the hash bucket
5472         for( ; item ; item = item->next ) {
5473                 if( !strcmp( item->basename, basename ) ) {
5474                         return item;
5475                 }
5476         }
5477         return NULL;
5478 }
5479
5480 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5481 {
5482         skinframe_t *item;
5483         int hashindex;
5484         char basename[MAX_QPATH];
5485
5486         Image_StripImageExtension(name, basename, sizeof(basename));
5487
5488         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5489         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5490                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5491                         break;
5492
5493         if (!item) {
5494                 rtexture_t *dyntexture;
5495                 // check whether its a dynamic texture
5496                 dyntexture = CL_GetDynTexture( basename );
5497                 if (!add && !dyntexture)
5498                         return NULL;
5499                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5500                 memset(item, 0, sizeof(*item));
5501                 strlcpy(item->basename, basename, sizeof(item->basename));
5502                 item->base = dyntexture; // either NULL or dyntexture handle
5503                 item->textureflags = textureflags;
5504                 item->comparewidth = comparewidth;
5505                 item->compareheight = compareheight;
5506                 item->comparecrc = comparecrc;
5507                 item->next = r_skinframe.hash[hashindex];
5508                 r_skinframe.hash[hashindex] = item;
5509         }
5510         else if( item->base == NULL )
5511         {
5512                 rtexture_t *dyntexture;
5513                 // check whether its a dynamic texture
5514                 // 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]
5515                 dyntexture = CL_GetDynTexture( basename );
5516                 item->base = dyntexture; // either NULL or dyntexture handle
5517         }
5518
5519         R_SkinFrame_MarkUsed(item);
5520         return item;
5521 }
5522
5523 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5524         { \
5525                 unsigned long long avgcolor[5], wsum; \
5526                 int pix, comp, w; \
5527                 avgcolor[0] = 0; \
5528                 avgcolor[1] = 0; \
5529                 avgcolor[2] = 0; \
5530                 avgcolor[3] = 0; \
5531                 avgcolor[4] = 0; \
5532                 wsum = 0; \
5533                 for(pix = 0; pix < cnt; ++pix) \
5534                 { \
5535                         w = 0; \
5536                         for(comp = 0; comp < 3; ++comp) \
5537                                 w += getpixel; \
5538                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5539                         { \
5540                                 ++wsum; \
5541                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5542                                 w = getpixel; \
5543                                 for(comp = 0; comp < 3; ++comp) \
5544                                         avgcolor[comp] += getpixel * w; \
5545                                 avgcolor[3] += w; \
5546                         } \
5547                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5548                         avgcolor[4] += getpixel; \
5549                 } \
5550                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5551                         avgcolor[3] = 1; \
5552                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5553                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5554                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5555                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5556         }
5557
5558 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5559 {
5560         int j;
5561         unsigned char *pixels;
5562         unsigned char *bumppixels;
5563         unsigned char *basepixels = NULL;
5564         int basepixels_width = 0;
5565         int basepixels_height = 0;
5566         skinframe_t *skinframe;
5567         rtexture_t *ddsbase = NULL;
5568         qboolean ddshasalpha = false;
5569         float ddsavgcolor[4];
5570         char basename[MAX_QPATH];
5571
5572         if (cls.state == ca_dedicated)
5573                 return NULL;
5574
5575         // return an existing skinframe if already loaded
5576         // if loading of the first image fails, don't make a new skinframe as it
5577         // would cause all future lookups of this to be missing
5578         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5579         if (skinframe && skinframe->base)
5580                 return skinframe;
5581
5582         Image_StripImageExtension(name, basename, sizeof(basename));
5583
5584         // check for DDS texture file first
5585         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5586         {
5587                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5588                 if (basepixels == NULL)
5589                         return NULL;
5590         }
5591
5592         if (developer_loading.integer)
5593                 Con_Printf("loading skin \"%s\"\n", name);
5594
5595         // we've got some pixels to store, so really allocate this new texture now
5596         if (!skinframe)
5597                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5598         skinframe->stain = NULL;
5599         skinframe->merged = NULL;
5600         skinframe->base = NULL;
5601         skinframe->pants = NULL;
5602         skinframe->shirt = NULL;
5603         skinframe->nmap = NULL;
5604         skinframe->gloss = NULL;
5605         skinframe->glow = NULL;
5606         skinframe->fog = NULL;
5607         skinframe->reflect = NULL;
5608         skinframe->hasalpha = false;
5609
5610         if (ddsbase)
5611         {
5612                 skinframe->base = ddsbase;
5613                 skinframe->hasalpha = ddshasalpha;
5614                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5615                 if (r_loadfog && skinframe->hasalpha)
5616                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5617                 //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]);
5618         }
5619         else
5620         {
5621                 basepixels_width = image_width;
5622                 basepixels_height = image_height;
5623                 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);
5624                 if (textureflags & TEXF_ALPHA)
5625                 {
5626                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5627                         {
5628                                 if (basepixels[j] < 255)
5629                                 {
5630                                         skinframe->hasalpha = true;
5631                                         break;
5632                                 }
5633                         }
5634                         if (r_loadfog && skinframe->hasalpha)
5635                         {
5636                                 // has transparent pixels
5637                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5638                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5639                                 {
5640                                         pixels[j+0] = 255;
5641                                         pixels[j+1] = 255;
5642                                         pixels[j+2] = 255;
5643                                         pixels[j+3] = basepixels[j+3];
5644                                 }
5645                                 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);
5646                                 Mem_Free(pixels);
5647                         }
5648                 }
5649                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5650                 //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]);
5651                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5652                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5653                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5654                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5655         }
5656
5657         if (r_loaddds)
5658         {
5659                 if (r_loadnormalmap)
5660                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5661                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5662                 if (r_loadgloss)
5663                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5664                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5665                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5666                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5667         }
5668
5669         // _norm is the name used by tenebrae and has been adopted as standard
5670         if (r_loadnormalmap && skinframe->nmap == NULL)
5671         {
5672                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5673                 {
5674                         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);
5675                         Mem_Free(pixels);
5676                         pixels = NULL;
5677                 }
5678                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5679                 {
5680                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5681                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5682                         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);
5683                         Mem_Free(pixels);
5684                         Mem_Free(bumppixels);
5685                 }
5686                 else if (r_shadow_bumpscale_basetexture.value > 0)
5687                 {
5688                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5689                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5690                         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);
5691                         Mem_Free(pixels);
5692                 }
5693                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5694                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5695         }
5696
5697         // _luma is supported only for tenebrae compatibility
5698         // _glow is the preferred name
5699         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5700         {
5701                 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);
5702                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5703                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5704                 Mem_Free(pixels);pixels = NULL;
5705         }
5706
5707         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5708         {
5709                 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);
5710                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5711                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5712                 Mem_Free(pixels);
5713                 pixels = NULL;
5714         }
5715
5716         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5717         {
5718                 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);
5719                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5720                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5721                 Mem_Free(pixels);
5722                 pixels = NULL;
5723         }
5724
5725         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5726         {
5727                 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);
5728                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5729                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5730                 Mem_Free(pixels);
5731                 pixels = NULL;
5732         }
5733
5734         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5735         {
5736                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5737                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5738                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5739                 Mem_Free(pixels);
5740                 pixels = NULL;
5741         }
5742
5743         if (basepixels)
5744                 Mem_Free(basepixels);
5745
5746         return skinframe;
5747 }
5748
5749 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5750 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5751 {
5752         int i;
5753         unsigned char *temp1, *temp2;
5754         skinframe_t *skinframe;
5755
5756         if (cls.state == ca_dedicated)
5757                 return NULL;
5758
5759         // if already loaded just return it, otherwise make a new skinframe
5760         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5761         if (skinframe && skinframe->base)
5762                 return skinframe;
5763
5764         skinframe->stain = NULL;
5765         skinframe->merged = NULL;
5766         skinframe->base = NULL;
5767         skinframe->pants = NULL;
5768         skinframe->shirt = NULL;
5769         skinframe->nmap = NULL;
5770         skinframe->gloss = NULL;
5771         skinframe->glow = NULL;
5772         skinframe->fog = NULL;
5773         skinframe->reflect = NULL;
5774         skinframe->hasalpha = false;
5775
5776         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5777         if (!skindata)
5778                 return NULL;
5779
5780         if (developer_loading.integer)
5781                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5782
5783         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5784         {
5785                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5786                 temp2 = temp1 + width * height * 4;
5787                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5788                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5789                 Mem_Free(temp1);
5790         }
5791         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5792         if (textureflags & TEXF_ALPHA)
5793         {
5794                 for (i = 3;i < width * height * 4;i += 4)
5795                 {
5796                         if (skindata[i] < 255)
5797                         {
5798                                 skinframe->hasalpha = true;
5799                                 break;
5800                         }
5801                 }
5802                 if (r_loadfog && skinframe->hasalpha)
5803                 {
5804                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5805                         memcpy(fogpixels, skindata, width * height * 4);
5806                         for (i = 0;i < width * height * 4;i += 4)
5807                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5808                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5809                         Mem_Free(fogpixels);
5810                 }
5811         }
5812
5813         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5814         //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]);
5815
5816         return skinframe;
5817 }
5818
5819 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5820 {
5821         int i;
5822         int featuresmask;
5823         skinframe_t *skinframe;
5824
5825         if (cls.state == ca_dedicated)
5826                 return NULL;
5827
5828         // if already loaded just return it, otherwise make a new skinframe
5829         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5830         if (skinframe && skinframe->base)
5831                 return skinframe;
5832
5833         skinframe->stain = NULL;
5834         skinframe->merged = NULL;
5835         skinframe->base = NULL;
5836         skinframe->pants = NULL;
5837         skinframe->shirt = NULL;
5838         skinframe->nmap = NULL;
5839         skinframe->gloss = NULL;
5840         skinframe->glow = NULL;
5841         skinframe->fog = NULL;
5842         skinframe->reflect = NULL;
5843         skinframe->hasalpha = false;
5844
5845         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5846         if (!skindata)
5847                 return NULL;
5848
5849         if (developer_loading.integer)
5850                 Con_Printf("loading quake skin \"%s\"\n", name);
5851
5852         // 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)
5853         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5854         memcpy(skinframe->qpixels, skindata, width*height);
5855         skinframe->qwidth = width;
5856         skinframe->qheight = height;
5857
5858         featuresmask = 0;
5859         for (i = 0;i < width * height;i++)
5860                 featuresmask |= palette_featureflags[skindata[i]];
5861
5862         skinframe->hasalpha = false;
5863         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5864         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5865         skinframe->qgeneratemerged = true;
5866         skinframe->qgeneratebase = skinframe->qhascolormapping;
5867         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5868
5869         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5870         //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]);
5871
5872         return skinframe;
5873 }
5874
5875 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5876 {
5877         int width;
5878         int height;
5879         unsigned char *skindata;
5880
5881         if (!skinframe->qpixels)
5882                 return;
5883
5884         if (!skinframe->qhascolormapping)
5885                 colormapped = false;
5886
5887         if (colormapped)
5888         {
5889                 if (!skinframe->qgeneratebase)
5890                         return;
5891         }
5892         else
5893         {
5894                 if (!skinframe->qgeneratemerged)
5895                         return;
5896         }
5897
5898         width = skinframe->qwidth;
5899         height = skinframe->qheight;
5900         skindata = skinframe->qpixels;
5901
5902         if (skinframe->qgeneratenmap)
5903         {
5904                 unsigned char *temp1, *temp2;
5905                 skinframe->qgeneratenmap = false;
5906                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5907                 temp2 = temp1 + width * height * 4;
5908                 // use either a custom palette or the quake palette
5909                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5910                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5911                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5912                 Mem_Free(temp1);
5913         }
5914
5915         if (skinframe->qgenerateglow)
5916         {
5917                 skinframe->qgenerateglow = false;
5918                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5919         }
5920
5921         if (colormapped)
5922         {
5923                 skinframe->qgeneratebase = false;
5924                 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);
5925                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5926                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5927         }
5928         else
5929         {
5930                 skinframe->qgeneratemerged = false;
5931                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5932         }
5933
5934         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5935         {
5936                 Mem_Free(skinframe->qpixels);
5937                 skinframe->qpixels = NULL;
5938         }
5939 }
5940
5941 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)
5942 {
5943         int i;
5944         skinframe_t *skinframe;
5945
5946         if (cls.state == ca_dedicated)
5947                 return NULL;
5948
5949         // if already loaded just return it, otherwise make a new skinframe
5950         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5951         if (skinframe && skinframe->base)
5952                 return skinframe;
5953
5954         skinframe->stain = NULL;
5955         skinframe->merged = NULL;
5956         skinframe->base = NULL;
5957         skinframe->pants = NULL;
5958         skinframe->shirt = NULL;
5959         skinframe->nmap = NULL;
5960         skinframe->gloss = NULL;
5961         skinframe->glow = NULL;
5962         skinframe->fog = NULL;
5963         skinframe->reflect = NULL;
5964         skinframe->hasalpha = false;
5965
5966         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5967         if (!skindata)
5968                 return NULL;
5969
5970         if (developer_loading.integer)
5971                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5972
5973         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5974         if (textureflags & TEXF_ALPHA)
5975         {
5976                 for (i = 0;i < width * height;i++)
5977                 {
5978                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5979                         {
5980                                 skinframe->hasalpha = true;
5981                                 break;
5982                         }
5983                 }
5984                 if (r_loadfog && skinframe->hasalpha)
5985                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5986         }
5987
5988         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5989         //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]);
5990
5991         return skinframe;
5992 }
5993
5994 skinframe_t *R_SkinFrame_LoadMissing(void)
5995 {
5996         skinframe_t *skinframe;
5997
5998         if (cls.state == ca_dedicated)
5999                 return NULL;
6000
6001         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6002         skinframe->stain = NULL;
6003         skinframe->merged = NULL;
6004         skinframe->base = NULL;
6005         skinframe->pants = NULL;
6006         skinframe->shirt = NULL;
6007         skinframe->nmap = NULL;
6008         skinframe->gloss = NULL;
6009         skinframe->glow = NULL;
6010         skinframe->fog = NULL;
6011         skinframe->reflect = NULL;
6012         skinframe->hasalpha = false;
6013
6014         skinframe->avgcolor[0] = rand() / RAND_MAX;
6015         skinframe->avgcolor[1] = rand() / RAND_MAX;
6016         skinframe->avgcolor[2] = rand() / RAND_MAX;
6017         skinframe->avgcolor[3] = 1;
6018
6019         return skinframe;
6020 }
6021
6022 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6023 typedef struct suffixinfo_s
6024 {
6025         char *suffix;
6026         qboolean flipx, flipy, flipdiagonal;
6027 }
6028 suffixinfo_t;
6029 static suffixinfo_t suffix[3][6] =
6030 {
6031         {
6032                 {"px",   false, false, false},
6033                 {"nx",   false, false, false},
6034                 {"py",   false, false, false},
6035                 {"ny",   false, false, false},
6036                 {"pz",   false, false, false},
6037                 {"nz",   false, false, false}
6038         },
6039         {
6040                 {"posx", false, false, false},
6041                 {"negx", false, false, false},
6042                 {"posy", false, false, false},
6043                 {"negy", false, false, false},
6044                 {"posz", false, false, false},
6045                 {"negz", false, false, false}
6046         },
6047         {
6048                 {"rt",    true, false,  true},
6049                 {"lf",   false,  true,  true},
6050                 {"ft",    true,  true, false},
6051                 {"bk",   false, false, false},
6052                 {"up",    true, false,  true},
6053                 {"dn",    true, false,  true}
6054         }
6055 };
6056
6057 static int componentorder[4] = {0, 1, 2, 3};
6058
6059 rtexture_t *R_LoadCubemap(const char *basename)
6060 {
6061         int i, j, cubemapsize;
6062         unsigned char *cubemappixels, *image_buffer;
6063         rtexture_t *cubemaptexture;
6064         char name[256];
6065         // must start 0 so the first loadimagepixels has no requested width/height
6066         cubemapsize = 0;
6067         cubemappixels = NULL;
6068         cubemaptexture = NULL;
6069         // keep trying different suffix groups (posx, px, rt) until one loads
6070         for (j = 0;j < 3 && !cubemappixels;j++)
6071         {
6072                 // load the 6 images in the suffix group
6073                 for (i = 0;i < 6;i++)
6074                 {
6075                         // generate an image name based on the base and and suffix
6076                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6077                         // load it
6078                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6079                         {
6080                                 // an image loaded, make sure width and height are equal
6081                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6082                                 {
6083                                         // if this is the first image to load successfully, allocate the cubemap memory
6084                                         if (!cubemappixels && image_width >= 1)
6085                                         {
6086                                                 cubemapsize = image_width;
6087                                                 // note this clears to black, so unavailable sides are black
6088                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6089                                         }
6090                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6091                                         if (cubemappixels)
6092                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6093                                 }
6094                                 else
6095                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6096                                 // free the image
6097                                 Mem_Free(image_buffer);
6098                         }
6099                 }
6100         }
6101         // if a cubemap loaded, upload it
6102         if (cubemappixels)
6103         {
6104                 if (developer_loading.integer)
6105                         Con_Printf("loading cubemap \"%s\"\n", basename);
6106
6107                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6108                 Mem_Free(cubemappixels);
6109         }
6110         else
6111         {
6112                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6113                 if (developer_loading.integer)
6114                 {
6115                         Con_Printf("(tried tried images ");
6116                         for (j = 0;j < 3;j++)
6117                                 for (i = 0;i < 6;i++)
6118                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6119                         Con_Print(" and was unable to find any of them).\n");
6120                 }
6121         }
6122         return cubemaptexture;
6123 }
6124
6125 rtexture_t *R_GetCubemap(const char *basename)
6126 {
6127         int i;
6128         for (i = 0;i < r_texture_numcubemaps;i++)
6129                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6130                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6131         if (i >= MAX_CUBEMAPS)
6132                 return r_texture_whitecube;
6133         r_texture_numcubemaps++;
6134         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6135         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6136         return r_texture_cubemaps[i].texture;
6137 }
6138
6139 void R_FreeCubemaps(void)
6140 {
6141         int i;
6142         for (i = 0;i < r_texture_numcubemaps;i++)
6143         {
6144                 if (developer_loading.integer)
6145                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6146                 if (r_texture_cubemaps[i].texture)
6147                         R_FreeTexture(r_texture_cubemaps[i].texture);
6148         }
6149         r_texture_numcubemaps = 0;
6150 }
6151
6152 void R_Main_FreeViewCache(void)
6153 {
6154         if (r_refdef.viewcache.entityvisible)
6155                 Mem_Free(r_refdef.viewcache.entityvisible);
6156         if (r_refdef.viewcache.world_pvsbits)
6157                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6158         if (r_refdef.viewcache.world_leafvisible)
6159                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6160         if (r_refdef.viewcache.world_surfacevisible)
6161                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6162         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6163 }
6164
6165 void R_Main_ResizeViewCache(void)
6166 {
6167         int numentities = r_refdef.scene.numentities;
6168         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6169         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6170         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6171         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6172         if (r_refdef.viewcache.maxentities < numentities)
6173         {
6174                 r_refdef.viewcache.maxentities = numentities;
6175                 if (r_refdef.viewcache.entityvisible)
6176                         Mem_Free(r_refdef.viewcache.entityvisible);
6177                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6178         }
6179         if (r_refdef.viewcache.world_numclusters != numclusters)
6180         {
6181                 r_refdef.viewcache.world_numclusters = numclusters;
6182                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6183                 if (r_refdef.viewcache.world_pvsbits)
6184                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6185                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6186         }
6187         if (r_refdef.viewcache.world_numleafs != numleafs)
6188         {
6189                 r_refdef.viewcache.world_numleafs = numleafs;
6190                 if (r_refdef.viewcache.world_leafvisible)
6191                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6192                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6193         }
6194         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6195         {
6196                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6197                 if (r_refdef.viewcache.world_surfacevisible)
6198                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6199                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6200         }
6201 }
6202
6203 extern rtexture_t *loadingscreentexture;
6204 void gl_main_start(void)
6205 {
6206         loadingscreentexture = NULL;
6207         r_texture_blanknormalmap = NULL;
6208         r_texture_white = NULL;
6209         r_texture_grey128 = NULL;
6210         r_texture_black = NULL;
6211         r_texture_whitecube = NULL;
6212         r_texture_normalizationcube = NULL;
6213         r_texture_fogattenuation = NULL;
6214         r_texture_fogheighttexture = NULL;
6215         r_texture_gammaramps = NULL;
6216         r_texture_numcubemaps = 0;
6217
6218         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6219         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6220
6221         switch(vid.renderpath)
6222         {
6223         case RENDERPATH_GL20:
6224         case RENDERPATH_CGGL:
6225                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6226                 Cvar_SetValueQuick(&gl_combine, 1);
6227                 Cvar_SetValueQuick(&r_glsl, 1);
6228                 r_loadnormalmap = true;
6229                 r_loadgloss = true;
6230                 r_loadfog = false;
6231                 break;
6232         case RENDERPATH_GL13:
6233                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6234                 Cvar_SetValueQuick(&gl_combine, 1);
6235                 Cvar_SetValueQuick(&r_glsl, 0);
6236                 r_loadnormalmap = false;
6237                 r_loadgloss = false;
6238                 r_loadfog = true;
6239                 break;
6240         case RENDERPATH_GL11:
6241                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6242                 Cvar_SetValueQuick(&gl_combine, 0);
6243                 Cvar_SetValueQuick(&r_glsl, 0);
6244                 r_loadnormalmap = false;
6245                 r_loadgloss = false;
6246                 r_loadfog = true;
6247                 break;
6248         }
6249
6250         R_AnimCache_Free();
6251         R_FrameData_Reset();
6252
6253         r_numqueries = 0;
6254         r_maxqueries = 0;
6255         memset(r_queries, 0, sizeof(r_queries));
6256
6257         r_qwskincache = NULL;
6258         r_qwskincache_size = 0;
6259
6260         // set up r_skinframe loading system for textures
6261         memset(&r_skinframe, 0, sizeof(r_skinframe));
6262         r_skinframe.loadsequence = 1;
6263         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6264
6265         r_main_texturepool = R_AllocTexturePool();
6266         R_BuildBlankTextures();
6267         R_BuildNoTexture();
6268         if (vid.support.arb_texture_cube_map)
6269         {
6270                 R_BuildWhiteCube();
6271                 R_BuildNormalizationCube();
6272         }
6273         r_texture_fogattenuation = NULL;
6274         r_texture_fogheighttexture = NULL;
6275         r_texture_gammaramps = NULL;
6276         //r_texture_fogintensity = NULL;
6277         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6278         memset(&r_waterstate, 0, sizeof(r_waterstate));
6279         r_glsl_permutation = NULL;
6280         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6281         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6282         glslshaderstring = NULL;
6283 #ifdef SUPPORTCG
6284         r_cg_permutation = NULL;
6285         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6286         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6287         cgshaderstring = NULL;
6288 #endif
6289         memset(&r_svbsp, 0, sizeof (r_svbsp));
6290
6291         r_refdef.fogmasktable_density = 0;
6292 }
6293
6294 void gl_main_shutdown(void)
6295 {
6296         R_AnimCache_Free();
6297         R_FrameData_Reset();
6298
6299         R_Main_FreeViewCache();
6300
6301         if (r_maxqueries)
6302                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6303
6304         r_numqueries = 0;
6305         r_maxqueries = 0;
6306         memset(r_queries, 0, sizeof(r_queries));
6307
6308         r_qwskincache = NULL;
6309         r_qwskincache_size = 0;
6310
6311         // clear out the r_skinframe state
6312         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6313         memset(&r_skinframe, 0, sizeof(r_skinframe));
6314
6315         if (r_svbsp.nodes)
6316                 Mem_Free(r_svbsp.nodes);
6317         memset(&r_svbsp, 0, sizeof (r_svbsp));
6318         R_FreeTexturePool(&r_main_texturepool);
6319         loadingscreentexture = NULL;
6320         r_texture_blanknormalmap = NULL;
6321         r_texture_white = NULL;
6322         r_texture_grey128 = NULL;
6323         r_texture_black = NULL;
6324         r_texture_whitecube = NULL;
6325         r_texture_normalizationcube = NULL;
6326         r_texture_fogattenuation = NULL;
6327         r_texture_fogheighttexture = NULL;
6328         r_texture_gammaramps = NULL;
6329         r_texture_numcubemaps = 0;
6330         //r_texture_fogintensity = NULL;
6331         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6332         memset(&r_waterstate, 0, sizeof(r_waterstate));
6333         r_glsl_permutation = NULL;
6334         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6335         glslshaderstring = NULL;
6336 #ifdef SUPPORTCG
6337         r_cg_permutation = NULL;
6338         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6339         cgshaderstring = NULL;
6340 #endif
6341         R_GLSL_Restart_f();
6342 }
6343
6344 extern void CL_ParseEntityLump(char *entitystring);
6345 void gl_main_newmap(void)
6346 {
6347         // FIXME: move this code to client
6348         int l;
6349         char *entities, entname[MAX_QPATH];
6350         if (r_qwskincache)
6351                 Mem_Free(r_qwskincache);
6352         r_qwskincache = NULL;
6353         r_qwskincache_size = 0;
6354         if (cl.worldmodel)
6355         {
6356                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6357                 l = (int)strlen(entname) - 4;
6358                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6359                 {
6360                         memcpy(entname + l, ".ent", 5);
6361                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6362                         {
6363                                 CL_ParseEntityLump(entities);
6364                                 Mem_Free(entities);
6365                                 return;
6366                         }
6367                 }
6368                 if (cl.worldmodel->brush.entities)
6369                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6370         }
6371         R_Main_FreeViewCache();
6372
6373         R_FrameData_Reset();
6374 }
6375
6376 void GL_Main_Init(void)
6377 {
6378         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6379
6380         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6381         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6382         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6383         if (gamemode == GAME_NEHAHRA)
6384         {
6385                 Cvar_RegisterVariable (&gl_fogenable);
6386                 Cvar_RegisterVariable (&gl_fogdensity);
6387                 Cvar_RegisterVariable (&gl_fogred);
6388                 Cvar_RegisterVariable (&gl_foggreen);
6389                 Cvar_RegisterVariable (&gl_fogblue);
6390                 Cvar_RegisterVariable (&gl_fogstart);
6391                 Cvar_RegisterVariable (&gl_fogend);
6392                 Cvar_RegisterVariable (&gl_skyclip);
6393         }
6394         Cvar_RegisterVariable(&r_motionblur);
6395         Cvar_RegisterVariable(&r_motionblur_maxblur);
6396         Cvar_RegisterVariable(&r_motionblur_bmin);
6397         Cvar_RegisterVariable(&r_motionblur_vmin);
6398         Cvar_RegisterVariable(&r_motionblur_vmax);
6399         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6400         Cvar_RegisterVariable(&r_motionblur_randomize);
6401         Cvar_RegisterVariable(&r_damageblur);
6402         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6403         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6404         Cvar_RegisterVariable(&r_equalize_entities_by);
6405         Cvar_RegisterVariable(&r_equalize_entities_to);
6406         Cvar_RegisterVariable(&r_depthfirst);
6407         Cvar_RegisterVariable(&r_useinfinitefarclip);
6408         Cvar_RegisterVariable(&r_farclip_base);
6409         Cvar_RegisterVariable(&r_farclip_world);
6410         Cvar_RegisterVariable(&r_nearclip);
6411         Cvar_RegisterVariable(&r_showbboxes);
6412         Cvar_RegisterVariable(&r_showsurfaces);
6413         Cvar_RegisterVariable(&r_showtris);
6414         Cvar_RegisterVariable(&r_shownormals);
6415         Cvar_RegisterVariable(&r_showlighting);
6416         Cvar_RegisterVariable(&r_showshadowvolumes);
6417         Cvar_RegisterVariable(&r_showcollisionbrushes);
6418         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6419         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6420         Cvar_RegisterVariable(&r_showdisabledepthtest);
6421         Cvar_RegisterVariable(&r_drawportals);
6422         Cvar_RegisterVariable(&r_drawentities);
6423         Cvar_RegisterVariable(&r_cullentities_trace);
6424         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6425         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6426         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6427         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6428         Cvar_RegisterVariable(&r_drawviewmodel);
6429         Cvar_RegisterVariable(&r_drawexteriormodel);
6430         Cvar_RegisterVariable(&r_speeds);
6431         Cvar_RegisterVariable(&r_fullbrights);
6432         Cvar_RegisterVariable(&r_wateralpha);
6433         Cvar_RegisterVariable(&r_dynamic);
6434         Cvar_RegisterVariable(&r_fullbright);
6435         Cvar_RegisterVariable(&r_shadows);
6436         Cvar_RegisterVariable(&r_shadows_darken);
6437         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6438         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6439         Cvar_RegisterVariable(&r_shadows_throwdistance);
6440         Cvar_RegisterVariable(&r_shadows_throwdirection);
6441         Cvar_RegisterVariable(&r_shadows_focus);
6442         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6443         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6444         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6445         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6446         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6447         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6448         Cvar_RegisterVariable(&r_fog_exp2);
6449         Cvar_RegisterVariable(&r_drawfog);
6450         Cvar_RegisterVariable(&r_transparentdepthmasking);
6451         Cvar_RegisterVariable(&r_texture_dds_load);
6452         Cvar_RegisterVariable(&r_texture_dds_save);
6453         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6454         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6455         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6456         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6457         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6458         Cvar_RegisterVariable(&r_textureunits);
6459         Cvar_RegisterVariable(&gl_combine);
6460         Cvar_RegisterVariable(&r_glsl);
6461         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6462         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6463         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6464         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6465         Cvar_RegisterVariable(&r_glsl_postprocess);
6466         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6467         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6468         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6469         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6470         Cvar_RegisterVariable(&r_water);
6471         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6472         Cvar_RegisterVariable(&r_water_clippingplanebias);
6473         Cvar_RegisterVariable(&r_water_refractdistort);
6474         Cvar_RegisterVariable(&r_water_reflectdistort);
6475         Cvar_RegisterVariable(&r_lerpsprites);
6476         Cvar_RegisterVariable(&r_lerpmodels);
6477         Cvar_RegisterVariable(&r_lerplightstyles);
6478         Cvar_RegisterVariable(&r_waterscroll);
6479         Cvar_RegisterVariable(&r_bloom);
6480         Cvar_RegisterVariable(&r_bloom_colorscale);
6481         Cvar_RegisterVariable(&r_bloom_brighten);
6482         Cvar_RegisterVariable(&r_bloom_blur);
6483         Cvar_RegisterVariable(&r_bloom_resolution);
6484         Cvar_RegisterVariable(&r_bloom_colorexponent);
6485         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6486         Cvar_RegisterVariable(&r_hdr);
6487         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6488         Cvar_RegisterVariable(&r_hdr_glowintensity);
6489         Cvar_RegisterVariable(&r_hdr_range);
6490         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6491         Cvar_RegisterVariable(&developer_texturelogging);
6492         Cvar_RegisterVariable(&gl_lightmaps);
6493         Cvar_RegisterVariable(&r_test);
6494         Cvar_RegisterVariable(&r_batchmode);
6495         Cvar_RegisterVariable(&r_glsl_saturation);
6496         Cvar_RegisterVariable(&r_framedatasize);
6497         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6498                 Cvar_SetValue("r_fullbrights", 0);
6499         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6500
6501         Cvar_RegisterVariable(&r_track_sprites);
6502         Cvar_RegisterVariable(&r_track_sprites_flags);
6503         Cvar_RegisterVariable(&r_track_sprites_scalew);
6504         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6505         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6506         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6507 }
6508
6509 extern void R_Textures_Init(void);
6510 extern void GL_Draw_Init(void);
6511 extern void GL_Main_Init(void);
6512 extern void R_Shadow_Init(void);
6513 extern void R_Sky_Init(void);
6514 extern void GL_Surf_Init(void);
6515 extern void R_Particles_Init(void);
6516 extern void R_Explosion_Init(void);
6517 extern void gl_backend_init(void);
6518 extern void Sbar_Init(void);
6519 extern void R_LightningBeams_Init(void);
6520 extern void Mod_RenderInit(void);
6521 extern void Font_Init(void);
6522
6523 void Render_Init(void)
6524 {
6525         gl_backend_init();
6526         R_Textures_Init();
6527         GL_Main_Init();
6528         Font_Init();
6529         GL_Draw_Init();
6530         R_Shadow_Init();
6531         R_Sky_Init();
6532         GL_Surf_Init();
6533         Sbar_Init();
6534         R_Particles_Init();
6535         R_Explosion_Init();
6536         R_LightningBeams_Init();
6537         Mod_RenderInit();
6538 }
6539
6540 /*
6541 ===============
6542 GL_Init
6543 ===============
6544 */
6545 extern char *ENGINE_EXTENSIONS;
6546 void GL_Init (void)
6547 {
6548         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6549         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6550         gl_version = (const char *)qglGetString(GL_VERSION);
6551         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6552
6553         if (!gl_extensions)
6554                 gl_extensions = "";
6555         if (!gl_platformextensions)
6556                 gl_platformextensions = "";
6557
6558         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6559         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6560         Con_Printf("GL_VERSION: %s\n", gl_version);
6561         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6562         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6563
6564         VID_CheckExtensions();
6565
6566         // LordHavoc: report supported extensions
6567         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6568
6569         // clear to black (loading plaque will be seen over this)
6570         CHECKGLERROR
6571         qglClearColor(0,0,0,1);CHECKGLERROR
6572         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6573 }
6574
6575 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6576 {
6577         int i;
6578         mplane_t *p;
6579         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6580         {
6581                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6582                 if (i == 4)
6583                         continue;
6584                 p = r_refdef.view.frustum + i;
6585                 switch(p->signbits)
6586                 {
6587                 default:
6588                 case 0:
6589                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6590                                 return true;
6591                         break;
6592                 case 1:
6593                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6594                                 return true;
6595                         break;
6596                 case 2:
6597                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6598                                 return true;
6599                         break;
6600                 case 3:
6601                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6602                                 return true;
6603                         break;
6604                 case 4:
6605                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6606                                 return true;
6607                         break;
6608                 case 5:
6609                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6610                                 return true;
6611                         break;
6612                 case 6:
6613                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6614                                 return true;
6615                         break;
6616                 case 7:
6617                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6618                                 return true;
6619                         break;
6620                 }
6621         }
6622         return false;
6623 }
6624
6625 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6626 {
6627         int i;
6628         const mplane_t *p;
6629         for (i = 0;i < numplanes;i++)
6630         {
6631                 p = planes + i;
6632                 switch(p->signbits)
6633                 {
6634                 default:
6635                 case 0:
6636                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6637                                 return true;
6638                         break;
6639                 case 1:
6640                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6641                                 return true;
6642                         break;
6643                 case 2:
6644                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6645                                 return true;
6646                         break;
6647                 case 3:
6648                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6649                                 return true;
6650                         break;
6651                 case 4:
6652                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6653                                 return true;
6654                         break;
6655                 case 5:
6656                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6657                                 return true;
6658                         break;
6659                 case 6:
6660                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6661                                 return true;
6662                         break;
6663                 case 7:
6664                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6665                                 return true;
6666                         break;
6667                 }
6668         }
6669         return false;
6670 }
6671
6672 //==================================================================================
6673
6674 // LordHavoc: this stores temporary data used within the same frame
6675
6676 qboolean r_framedata_failed;
6677 static size_t r_framedata_size;
6678 static size_t r_framedata_current;
6679 static void *r_framedata_base;
6680
6681 void R_FrameData_Reset(void)
6682 {
6683         if (r_framedata_base)
6684                 Mem_Free(r_framedata_base);
6685         r_framedata_base = NULL;
6686         r_framedata_size = 0;
6687         r_framedata_current = 0;
6688         r_framedata_failed = false;
6689 }
6690
6691 void R_FrameData_NewFrame(void)
6692 {
6693         size_t wantedsize;
6694         if (r_framedata_failed)
6695                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6696         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6697         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6698         if (r_framedata_size != wantedsize)
6699         {
6700                 r_framedata_size = wantedsize;
6701                 if (r_framedata_base)
6702                         Mem_Free(r_framedata_base);
6703                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6704         }
6705         r_framedata_current = 0;
6706         r_framedata_failed = false;
6707 }
6708
6709 void *R_FrameData_Alloc(size_t size)
6710 {
6711         void *data;
6712
6713         // align to 16 byte boundary
6714         size = (size + 15) & ~15;
6715         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6716         r_framedata_current += size;
6717
6718         // check overflow
6719         if (r_framedata_current > r_framedata_size)
6720                 r_framedata_failed = true;
6721
6722         // return NULL on everything after a failure
6723         if (r_framedata_failed)
6724                 return NULL;
6725
6726         return data;
6727 }
6728
6729 void *R_FrameData_Store(size_t size, void *data)
6730 {
6731         void *d = R_FrameData_Alloc(size);
6732         if (d)
6733                 memcpy(d, data, size);
6734         return d;
6735 }
6736
6737 //==================================================================================
6738
6739 // LordHavoc: animcache originally written by Echon, rewritten since then
6740
6741 /**
6742  * Animation cache prevents re-generating mesh data for an animated model
6743  * multiple times in one frame for lighting, shadowing, reflections, etc.
6744  */
6745
6746 void R_AnimCache_Free(void)
6747 {
6748 }
6749
6750 void R_AnimCache_ClearCache(void)
6751 {
6752         int i;
6753         entity_render_t *ent;
6754
6755         for (i = 0;i < r_refdef.scene.numentities;i++)
6756         {
6757                 ent = r_refdef.scene.entities[i];
6758                 ent->animcache_vertex3f = NULL;
6759                 ent->animcache_normal3f = NULL;
6760                 ent->animcache_svector3f = NULL;
6761                 ent->animcache_tvector3f = NULL;
6762         }
6763 }
6764
6765 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6766 {
6767         dp_model_t *model = ent->model;
6768         int numvertices;
6769         // see if it's already cached this frame
6770         if (ent->animcache_vertex3f)
6771         {
6772                 // add normals/tangents if needed
6773                 if (wantnormals || wanttangents)
6774                 {
6775                         if (ent->animcache_normal3f)
6776                                 wantnormals = false;
6777                         if (ent->animcache_svector3f)
6778                                 wanttangents = false;
6779                         if (wantnormals || wanttangents)
6780                         {
6781                                 numvertices = model->surfmesh.num_vertices;
6782                                 if (wantnormals)
6783                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6784                                 if (wanttangents)
6785                                 {
6786                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6787                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6788                                 }
6789                                 if (!r_framedata_failed)
6790                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6791                         }
6792                 }
6793         }
6794         else
6795         {
6796                 // see if this ent is worth caching
6797                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6798                         return false;
6799                 // get some memory for this entity and generate mesh data
6800                 numvertices = model->surfmesh.num_vertices;
6801                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802                 if (wantnormals)
6803                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6804                 if (wanttangents)
6805                 {
6806                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6807                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6808                 }
6809                 if (!r_framedata_failed)
6810                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6811         }
6812         return !r_framedata_failed;
6813 }
6814
6815 void R_AnimCache_CacheVisibleEntities(void)
6816 {
6817         int i;
6818         qboolean wantnormals = !r_showsurfaces.integer;
6819         qboolean wanttangents = !r_showsurfaces.integer;
6820
6821         switch(vid.renderpath)
6822         {
6823         case RENDERPATH_GL20:
6824         case RENDERPATH_CGGL:
6825                 break;
6826         case RENDERPATH_GL13:
6827         case RENDERPATH_GL11:
6828                 wanttangents = false;
6829                 break;
6830         }
6831
6832         // TODO: thread this
6833         // NOTE: R_PrepareRTLights() also caches entities
6834
6835         for (i = 0;i < r_refdef.scene.numentities;i++)
6836                 if (r_refdef.viewcache.entityvisible[i])
6837                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6838 }
6839
6840 //==================================================================================
6841
6842 static void R_View_UpdateEntityLighting (void)
6843 {
6844         int i;
6845         entity_render_t *ent;
6846         vec3_t tempdiffusenormal, avg;
6847         vec_t f, fa, fd, fdd;
6848         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6849
6850         for (i = 0;i < r_refdef.scene.numentities;i++)
6851         {
6852                 ent = r_refdef.scene.entities[i];
6853
6854                 // skip unseen models
6855                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6856                         continue;
6857
6858                 // skip bsp models
6859                 if (ent->model && ent->model->brush.num_leafs)
6860                 {
6861                         // TODO: use modellight for r_ambient settings on world?
6862                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6863                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6864                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6865                         continue;
6866                 }
6867
6868                 // fetch the lighting from the worldmodel data
6869                 VectorClear(ent->modellight_ambient);
6870                 VectorClear(ent->modellight_diffuse);
6871                 VectorClear(tempdiffusenormal);
6872                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6873                 {
6874                         vec3_t org;
6875                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6876                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6877                         if(ent->flags & RENDER_EQUALIZE)
6878                         {
6879                                 // first fix up ambient lighting...
6880                                 if(r_equalize_entities_minambient.value > 0)
6881                                 {
6882                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6883                                         if(fd > 0)
6884                                         {
6885                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6886                                                 if(fa < r_equalize_entities_minambient.value * fd)
6887                                                 {
6888                                                         // solve:
6889                                                         //   fa'/fd' = minambient
6890                                                         //   fa'+0.25*fd' = fa+0.25*fd
6891                                                         //   ...
6892                                                         //   fa' = fd' * minambient
6893                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6894                                                         //   ...
6895                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6896                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6897                                                         //   ...
6898                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6899                                                         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
6900                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6901                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6902                                                 }
6903                                         }
6904                                 }
6905
6906                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6907                                 {
6908                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6909                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6910                                         if(f > 0)
6911                                         {
6912                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6913                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6914                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6915                                         }
6916                                 }
6917                         }
6918                 }
6919                 else // highly rare
6920                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6921
6922                 // move the light direction into modelspace coordinates for lighting code
6923                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6924                 if(VectorLength2(ent->modellight_lightdir) == 0)
6925                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6926                 VectorNormalize(ent->modellight_lightdir);
6927         }
6928 }
6929
6930 #define MAX_LINEOFSIGHTTRACES 64
6931
6932 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6933 {
6934         int i;
6935         vec3_t boxmins, boxmaxs;
6936         vec3_t start;
6937         vec3_t end;
6938         dp_model_t *model = r_refdef.scene.worldmodel;
6939
6940         if (!model || !model->brush.TraceLineOfSight)
6941                 return true;
6942
6943         // expand the box a little
6944         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6945         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6946         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6947         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6948         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6949         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6950
6951         // return true if eye is inside enlarged box
6952         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6953                 return true;
6954
6955         // try center
6956         VectorCopy(eye, start);
6957         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6958         if (model->brush.TraceLineOfSight(model, start, end))
6959                 return true;
6960
6961         // try various random positions
6962         for (i = 0;i < numsamples;i++)
6963         {
6964                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6965                 if (model->brush.TraceLineOfSight(model, start, end))
6966                         return true;
6967         }
6968
6969         return false;
6970 }
6971
6972
6973 static void R_View_UpdateEntityVisible (void)
6974 {
6975         int i;
6976         int renderimask;
6977         int samples;
6978         entity_render_t *ent;
6979
6980         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6981                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6982                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6983                 :                                                          RENDER_EXTERIORMODEL;
6984         if (!r_drawviewmodel.integer)
6985                 renderimask |= RENDER_VIEWMODEL;
6986         if (!r_drawexteriormodel.integer)
6987                 renderimask |= RENDER_EXTERIORMODEL;
6988         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6989         {
6990                 // worldmodel can check visibility
6991                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6992                 for (i = 0;i < r_refdef.scene.numentities;i++)
6993                 {
6994                         ent = r_refdef.scene.entities[i];
6995                         if (!(ent->flags & renderimask))
6996                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6997                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
6998                                 r_refdef.viewcache.entityvisible[i] = true;
6999                 }
7000                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7001                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7002                 {
7003                         for (i = 0;i < r_refdef.scene.numentities;i++)
7004                         {
7005                                 ent = r_refdef.scene.entities[i];
7006                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7007                                 {
7008                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7009                                         if (samples < 0)
7010                                                 continue; // temp entities do pvs only
7011                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7012                                                 ent->last_trace_visibility = realtime;
7013                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7014                                                 r_refdef.viewcache.entityvisible[i] = 0;
7015                                 }
7016                         }
7017                 }
7018         }
7019         else
7020         {
7021                 // no worldmodel or it can't check visibility
7022                 for (i = 0;i < r_refdef.scene.numentities;i++)
7023                 {
7024                         ent = r_refdef.scene.entities[i];
7025                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7026                 }
7027         }
7028 }
7029
7030 /// only used if skyrendermasked, and normally returns false
7031 int R_DrawBrushModelsSky (void)
7032 {
7033         int i, sky;
7034         entity_render_t *ent;
7035
7036         sky = false;
7037         for (i = 0;i < r_refdef.scene.numentities;i++)
7038         {
7039                 if (!r_refdef.viewcache.entityvisible[i])
7040                         continue;
7041                 ent = r_refdef.scene.entities[i];
7042                 if (!ent->model || !ent->model->DrawSky)
7043                         continue;
7044                 ent->model->DrawSky(ent);
7045                 sky = true;
7046         }
7047         return sky;
7048 }
7049
7050 static void R_DrawNoModel(entity_render_t *ent);
7051 static void R_DrawModels(void)
7052 {
7053         int i;
7054         entity_render_t *ent;
7055
7056         for (i = 0;i < r_refdef.scene.numentities;i++)
7057         {
7058                 if (!r_refdef.viewcache.entityvisible[i])
7059                         continue;
7060                 ent = r_refdef.scene.entities[i];
7061                 r_refdef.stats.entities++;
7062                 if (ent->model && ent->model->Draw != NULL)
7063                         ent->model->Draw(ent);
7064                 else
7065                         R_DrawNoModel(ent);
7066         }
7067 }
7068
7069 static void R_DrawModelsDepth(void)
7070 {
7071         int i;
7072         entity_render_t *ent;
7073
7074         for (i = 0;i < r_refdef.scene.numentities;i++)
7075         {
7076                 if (!r_refdef.viewcache.entityvisible[i])
7077                         continue;
7078                 ent = r_refdef.scene.entities[i];
7079                 if (ent->model && ent->model->DrawDepth != NULL)
7080                         ent->model->DrawDepth(ent);
7081         }
7082 }
7083
7084 static void R_DrawModelsDebug(void)
7085 {
7086         int i;
7087         entity_render_t *ent;
7088
7089         for (i = 0;i < r_refdef.scene.numentities;i++)
7090         {
7091                 if (!r_refdef.viewcache.entityvisible[i])
7092                         continue;
7093                 ent = r_refdef.scene.entities[i];
7094                 if (ent->model && ent->model->DrawDebug != NULL)
7095                         ent->model->DrawDebug(ent);
7096         }
7097 }
7098
7099 static void R_DrawModelsAddWaterPlanes(void)
7100 {
7101         int i;
7102         entity_render_t *ent;
7103
7104         for (i = 0;i < r_refdef.scene.numentities;i++)
7105         {
7106                 if (!r_refdef.viewcache.entityvisible[i])
7107                         continue;
7108                 ent = r_refdef.scene.entities[i];
7109                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7110                         ent->model->DrawAddWaterPlanes(ent);
7111         }
7112 }
7113
7114 static void R_View_SetFrustum(void)
7115 {
7116         int i;
7117         double slopex, slopey;
7118         vec3_t forward, left, up, origin;
7119
7120         // we can't trust r_refdef.view.forward and friends in reflected scenes
7121         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7122
7123 #if 0
7124         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7125         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7126         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7127         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7128         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7129         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7130         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7131         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7132         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7133         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7134         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7135         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7136 #endif
7137
7138 #if 0
7139         zNear = r_refdef.nearclip;
7140         nudge = 1.0 - 1.0 / (1<<23);
7141         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7142         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7143         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7144         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7145         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7146         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7147         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7148         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7149 #endif
7150
7151
7152
7153 #if 0
7154         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7155         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7156         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7157         r_refdef.view.frustum[0].dist = m[15] - m[12];
7158
7159         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7160         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7161         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7162         r_refdef.view.frustum[1].dist = m[15] + m[12];
7163
7164         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7165         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7166         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7167         r_refdef.view.frustum[2].dist = m[15] - m[13];
7168
7169         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7170         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7171         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7172         r_refdef.view.frustum[3].dist = m[15] + m[13];
7173
7174         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7175         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7176         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7177         r_refdef.view.frustum[4].dist = m[15] - m[14];
7178
7179         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7180         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7181         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7182         r_refdef.view.frustum[5].dist = m[15] + m[14];
7183 #endif
7184
7185         if (r_refdef.view.useperspective)
7186         {
7187                 slopex = 1.0 / r_refdef.view.frustum_x;
7188                 slopey = 1.0 / r_refdef.view.frustum_y;
7189                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7190                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7191                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7192                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7193                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7194
7195                 // Leaving those out was a mistake, those were in the old code, and they
7196                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7197                 // I couldn't reproduce it after adding those normalizations. --blub
7198                 VectorNormalize(r_refdef.view.frustum[0].normal);
7199                 VectorNormalize(r_refdef.view.frustum[1].normal);
7200                 VectorNormalize(r_refdef.view.frustum[2].normal);
7201                 VectorNormalize(r_refdef.view.frustum[3].normal);
7202
7203                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7204                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7205                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7206                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7207                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7208
7209                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7210                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7211                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7212                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7213                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7214         }
7215         else
7216         {
7217                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7218                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7219                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7220                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7221                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7222                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7223                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7224                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7225                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7226                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7227         }
7228         r_refdef.view.numfrustumplanes = 5;
7229
7230         if (r_refdef.view.useclipplane)
7231         {
7232                 r_refdef.view.numfrustumplanes = 6;
7233                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7234         }
7235
7236         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7237                 PlaneClassify(r_refdef.view.frustum + i);
7238
7239         // LordHavoc: note to all quake engine coders, Quake had a special case
7240         // for 90 degrees which assumed a square view (wrong), so I removed it,
7241         // Quake2 has it disabled as well.
7242
7243         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7244         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7245         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7246         //PlaneClassify(&frustum[0]);
7247
7248         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7249         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7250         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7251         //PlaneClassify(&frustum[1]);
7252
7253         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7254         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7255         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7256         //PlaneClassify(&frustum[2]);
7257
7258         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7259         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7260         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7261         //PlaneClassify(&frustum[3]);
7262
7263         // nearclip plane
7264         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7265         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7266         //PlaneClassify(&frustum[4]);
7267 }
7268
7269 void R_View_Update(void)
7270 {
7271         R_Main_ResizeViewCache();
7272         R_View_SetFrustum();
7273         R_View_WorldVisibility(r_refdef.view.useclipplane);
7274         R_View_UpdateEntityVisible();
7275         R_View_UpdateEntityLighting();
7276 }
7277
7278 void R_SetupView(qboolean allowwaterclippingplane)
7279 {
7280         const float *customclipplane = NULL;
7281         float plane[4];
7282         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7283         {
7284                 // LordHavoc: couldn't figure out how to make this approach the
7285                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7286                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7287                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7288                         dist = r_refdef.view.clipplane.dist;
7289                 plane[0] = r_refdef.view.clipplane.normal[0];
7290                 plane[1] = r_refdef.view.clipplane.normal[1];
7291                 plane[2] = r_refdef.view.clipplane.normal[2];
7292                 plane[3] = dist;
7293                 customclipplane = plane;
7294         }
7295
7296         if (!r_refdef.view.useperspective)
7297                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
7298         else if (vid.stencil && r_useinfinitefarclip.integer)
7299                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
7300         else
7301                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
7302         R_SetViewport(&r_refdef.view.viewport);
7303 }
7304
7305 void R_EntityMatrix(const matrix4x4_t *matrix)
7306 {
7307         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7308         {
7309                 gl_modelmatrixchanged = false;
7310                 gl_modelmatrix = *matrix;
7311                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7312                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7313                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7314                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7315                 CHECKGLERROR
7316                 switch(vid.renderpath)
7317                 {
7318                 case RENDERPATH_GL20:
7319                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7320                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7321                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7322                         break;
7323                 case RENDERPATH_CGGL:
7324 #ifdef SUPPORTCG
7325                         CHECKCGERROR
7326                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7327                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7328                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7329 #endif
7330                         break;
7331                 case RENDERPATH_GL13:
7332                 case RENDERPATH_GL11:
7333                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7334                         break;
7335                 }
7336         }
7337 }
7338
7339 void R_ResetViewRendering2D(void)
7340 {
7341         r_viewport_t viewport;
7342         DrawQ_Finish();
7343
7344         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7345         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
7346         R_SetViewport(&viewport);
7347         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7348         GL_Color(1, 1, 1, 1);
7349         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7350         GL_BlendFunc(GL_ONE, GL_ZERO);
7351         GL_AlphaTest(false);
7352         GL_ScissorTest(false);
7353         GL_DepthMask(false);
7354         GL_DepthRange(0, 1);
7355         GL_DepthTest(false);
7356         R_EntityMatrix(&identitymatrix);
7357         R_Mesh_ResetTextureState();
7358         GL_PolygonOffset(0, 0);
7359         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7360         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7361         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7362         qglStencilMask(~0);CHECKGLERROR
7363         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7364         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7365         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7366 }
7367
7368 void R_ResetViewRendering3D(void)
7369 {
7370         DrawQ_Finish();
7371
7372         R_SetupView(true);
7373         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7374         GL_Color(1, 1, 1, 1);
7375         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376         GL_BlendFunc(GL_ONE, GL_ZERO);
7377         GL_AlphaTest(false);
7378         GL_ScissorTest(true);
7379         GL_DepthMask(true);
7380         GL_DepthRange(0, 1);
7381         GL_DepthTest(true);
7382         R_EntityMatrix(&identitymatrix);
7383         R_Mesh_ResetTextureState();
7384         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7385         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388         qglStencilMask(~0);CHECKGLERROR
7389         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391         GL_CullFace(r_refdef.view.cullface_back);
7392 }
7393
7394 /*
7395 ================
7396 R_RenderView_UpdateViewVectors
7397 ================
7398 */
7399 static void R_RenderView_UpdateViewVectors(void)
7400 {
7401         // break apart the view matrix into vectors for various purposes
7402         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7403         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7404         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7405         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7406         // make an inverted copy of the view matrix for tracking sprites
7407         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7408 }
7409
7410 void R_RenderScene(void);
7411 void R_RenderWaterPlanes(void);
7412
7413 static void R_Water_StartFrame(void)
7414 {
7415         int i;
7416         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7417         r_waterstate_waterplane_t *p;
7418
7419         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7420                 return;
7421
7422         switch(vid.renderpath)
7423         {
7424         case RENDERPATH_GL20:
7425         case RENDERPATH_CGGL:
7426                 break;
7427         case RENDERPATH_GL13:
7428         case RENDERPATH_GL11:
7429                 return;
7430         }
7431
7432         // set waterwidth and waterheight to the water resolution that will be
7433         // used (often less than the screen resolution for faster rendering)
7434         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7435         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7436
7437         // calculate desired texture sizes
7438         // can't use water if the card does not support the texture size
7439         if (!r_water.integer || r_showsurfaces.integer)
7440                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7441         else if (vid.support.arb_texture_non_power_of_two)
7442         {
7443                 texturewidth = waterwidth;
7444                 textureheight = waterheight;
7445                 camerawidth = waterwidth;
7446                 cameraheight = waterheight;
7447         }
7448         else
7449         {
7450                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7451                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7452                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7453                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7454         }
7455
7456         // allocate textures as needed
7457         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7458         {
7459                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7460                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7461                 {
7462                         if (p->texture_refraction)
7463                                 R_FreeTexture(p->texture_refraction);
7464                         p->texture_refraction = NULL;
7465                         if (p->texture_reflection)
7466                                 R_FreeTexture(p->texture_reflection);
7467                         p->texture_reflection = NULL;
7468                         if (p->texture_camera)
7469                                 R_FreeTexture(p->texture_camera);
7470                         p->texture_camera = NULL;
7471                 }
7472                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7473                 r_waterstate.texturewidth = texturewidth;
7474                 r_waterstate.textureheight = textureheight;
7475                 r_waterstate.camerawidth = camerawidth;
7476                 r_waterstate.cameraheight = cameraheight;
7477         }
7478
7479         if (r_waterstate.texturewidth)
7480         {
7481                 r_waterstate.enabled = true;
7482
7483                 // when doing a reduced render (HDR) we want to use a smaller area
7484                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7485                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7486
7487                 // set up variables that will be used in shader setup
7488                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7489                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7490                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7492         }
7493
7494         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7495         r_waterstate.numwaterplanes = 0;
7496 }
7497
7498 void R_Water_AddWaterPlane(msurface_t *surface)
7499 {
7500         int triangleindex, planeindex;
7501         const int *e;
7502         vec3_t vert[3];
7503         vec3_t normal;
7504         vec3_t center;
7505         mplane_t plane;
7506         int cam_ent;
7507         r_waterstate_waterplane_t *p;
7508         texture_t *t = R_GetCurrentTexture(surface->texture);
7509         cam_ent = t->camera_entity;
7510         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7511                 cam_ent = 0;
7512
7513         // just use the first triangle with a valid normal for any decisions
7514         VectorClear(normal);
7515         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7516         {
7517                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7518                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7519                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7520                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7521                 if (VectorLength2(normal) >= 0.001)
7522                         break;
7523         }
7524
7525         VectorCopy(normal, plane.normal);
7526         VectorNormalize(plane.normal);
7527         plane.dist = DotProduct(vert[0], plane.normal);
7528         PlaneClassify(&plane);
7529         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7530         {
7531                 // skip backfaces (except if nocullface is set)
7532                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7533                         return;
7534                 VectorNegate(plane.normal, plane.normal);
7535                 plane.dist *= -1;
7536                 PlaneClassify(&plane);
7537         }
7538
7539
7540         // find a matching plane if there is one
7541         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7542                 if(p->camera_entity == t->camera_entity)
7543                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7544                                 break;
7545         if (planeindex >= r_waterstate.maxwaterplanes)
7546                 return; // nothing we can do, out of planes
7547
7548         // if this triangle does not fit any known plane rendered this frame, add one
7549         if (planeindex >= r_waterstate.numwaterplanes)
7550         {
7551                 // store the new plane
7552                 r_waterstate.numwaterplanes++;
7553                 p->plane = plane;
7554                 // clear materialflags and pvs
7555                 p->materialflags = 0;
7556                 p->pvsvalid = false;
7557                 p->camera_entity = t->camera_entity;
7558         }
7559         // merge this surface's materialflags into the waterplane
7560         p->materialflags |= t->currentmaterialflags;
7561         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7562         {
7563                 // merge this surface's PVS into the waterplane
7564                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7565                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7566                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7567                 {
7568                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7569                         p->pvsvalid = true;
7570                 }
7571         }
7572 }
7573
7574 static void R_Water_ProcessPlanes(void)
7575 {
7576         r_refdef_view_t originalview;
7577         r_refdef_view_t myview;
7578         int planeindex;
7579         r_waterstate_waterplane_t *p;
7580         vec3_t visorigin;
7581
7582         originalview = r_refdef.view;
7583
7584         // make sure enough textures are allocated
7585         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7586         {
7587                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7588                 {
7589                         if (!p->texture_refraction)
7590                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7591                         if (!p->texture_refraction)
7592                                 goto error;
7593                 }
7594                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7595                 {
7596                         if (!p->texture_camera)
7597                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7598                         if (!p->texture_camera)
7599                                 goto error;
7600                 }
7601
7602                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7603                 {
7604                         if (!p->texture_reflection)
7605                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7606                         if (!p->texture_reflection)
7607                                 goto error;
7608                 }
7609         }
7610
7611         // render views
7612         r_refdef.view = originalview;
7613         r_refdef.view.showdebug = false;
7614         r_refdef.view.width = r_waterstate.waterwidth;
7615         r_refdef.view.height = r_waterstate.waterheight;
7616         r_refdef.view.useclipplane = true;
7617         myview = r_refdef.view;
7618         r_waterstate.renderingscene = true;
7619         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7620         {
7621                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7622                 {
7623                         r_refdef.view = myview;
7624                         // render reflected scene and copy into texture
7625                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7626                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7627                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7628                         r_refdef.view.clipplane = p->plane;
7629                         // reverse the cullface settings for this render
7630                         r_refdef.view.cullface_front = GL_FRONT;
7631                         r_refdef.view.cullface_back = GL_BACK;
7632                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7633                         {
7634                                 r_refdef.view.usecustompvs = true;
7635                                 if (p->pvsvalid)
7636                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7637                                 else
7638                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7639                         }
7640
7641                         R_ResetViewRendering3D();
7642                         R_ClearScreen(r_refdef.fogenabled);
7643                         R_View_Update();
7644                         R_RenderScene();
7645
7646                         R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7647                 }
7648
7649                 // render the normal view scene and copy into texture
7650                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
7651                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7652                 {
7653                         r_waterstate.renderingrefraction = true;
7654                         r_refdef.view = myview;
7655
7656                         r_refdef.view.clipplane = p->plane;
7657                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7658                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7659
7660                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7661                         {
7662                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7663                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7664                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7665                                 R_RenderView_UpdateViewVectors();
7666                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7667                         }
7668
7669                         PlaneClassify(&r_refdef.view.clipplane);
7670
7671                         R_ResetViewRendering3D();
7672                         R_ClearScreen(r_refdef.fogenabled);
7673                         R_View_Update();
7674                         R_RenderScene();
7675
7676                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7677                         r_waterstate.renderingrefraction = false;
7678                 }
7679                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7680                 {
7681                         r_refdef.view = myview;
7682
7683                         r_refdef.view.clipplane = p->plane;
7684                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7685                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7686
7687                         r_refdef.view.width = r_waterstate.camerawidth;
7688                         r_refdef.view.height = r_waterstate.cameraheight;
7689                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7690                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7691
7692                         if(p->camera_entity)
7693                         {
7694                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7695                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7696                         }
7697
7698                         // reverse the cullface settings for this render
7699                         r_refdef.view.cullface_front = GL_FRONT;
7700                         r_refdef.view.cullface_back = GL_BACK;
7701                         // also reverse the view matrix
7702                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7703                         R_RenderView_UpdateViewVectors();
7704                         if(p->camera_entity)
7705                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7706                         
7707                         // camera needs no clipplane
7708                         r_refdef.view.useclipplane = false;
7709
7710                         PlaneClassify(&r_refdef.view.clipplane);
7711
7712                         R_ResetViewRendering3D();
7713                         R_ClearScreen(r_refdef.fogenabled);
7714                         R_View_Update();
7715                         R_RenderScene();
7716
7717                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7718                         r_waterstate.renderingrefraction = false;
7719                 }
7720
7721         }
7722         r_waterstate.renderingscene = false;
7723         r_refdef.view = originalview;
7724         R_ResetViewRendering3D();
7725         R_ClearScreen(r_refdef.fogenabled);
7726         R_View_Update();
7727         return;
7728 error:
7729         r_refdef.view = originalview;
7730         r_waterstate.renderingscene = false;
7731         Cvar_SetValueQuick(&r_water, 0);
7732         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7733         return;
7734 }
7735
7736 void R_Bloom_StartFrame(void)
7737 {
7738         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7739
7740         switch(vid.renderpath)
7741         {
7742         case RENDERPATH_GL20:
7743         case RENDERPATH_CGGL:
7744                 break;
7745         case RENDERPATH_GL13:
7746         case RENDERPATH_GL11:
7747                 return;
7748         }
7749
7750         // set bloomwidth and bloomheight to the bloom resolution that will be
7751         // used (often less than the screen resolution for faster rendering)
7752         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7753         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7754         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7755         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7756         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7757
7758         // calculate desired texture sizes
7759         if (vid.support.arb_texture_non_power_of_two)
7760         {
7761                 screentexturewidth = r_refdef.view.width;
7762                 screentextureheight = r_refdef.view.height;
7763                 bloomtexturewidth = r_bloomstate.bloomwidth;
7764                 bloomtextureheight = r_bloomstate.bloomheight;
7765         }
7766         else
7767         {
7768                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7769                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7770                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7771                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7772         }
7773
7774         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
7775         {
7776                 Cvar_SetValueQuick(&r_hdr, 0);
7777                 Cvar_SetValueQuick(&r_bloom, 0);
7778                 Cvar_SetValueQuick(&r_motionblur, 0);
7779                 Cvar_SetValueQuick(&r_damageblur, 0);
7780         }
7781
7782         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
7783                 screentexturewidth = screentextureheight = 0;
7784         if (!r_hdr.integer && !r_bloom.integer)
7785                 bloomtexturewidth = bloomtextureheight = 0;
7786
7787         // allocate textures as needed
7788         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7789         {
7790                 if (r_bloomstate.texture_screen)
7791                         R_FreeTexture(r_bloomstate.texture_screen);
7792                 r_bloomstate.texture_screen = NULL;
7793                 r_bloomstate.screentexturewidth = screentexturewidth;
7794                 r_bloomstate.screentextureheight = screentextureheight;
7795                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7796                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7797         }
7798         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7799         {
7800                 if (r_bloomstate.texture_bloom)
7801                         R_FreeTexture(r_bloomstate.texture_bloom);
7802                 r_bloomstate.texture_bloom = NULL;
7803                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7804                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7805                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7806                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7807         }
7808
7809         // when doing a reduced render (HDR) we want to use a smaller area
7810         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7811         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7812         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7813         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7814         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7815
7816         // set up a texcoord array for the full resolution screen image
7817         // (we have to keep this around to copy back during final render)
7818         r_bloomstate.screentexcoord2f[0] = 0;
7819         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7820         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7821         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7822         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7823         r_bloomstate.screentexcoord2f[5] = 0;
7824         r_bloomstate.screentexcoord2f[6] = 0;
7825         r_bloomstate.screentexcoord2f[7] = 0;
7826
7827         // set up a texcoord array for the reduced resolution bloom image
7828         // (which will be additive blended over the screen image)
7829         r_bloomstate.bloomtexcoord2f[0] = 0;
7830         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7831         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7832         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7834         r_bloomstate.bloomtexcoord2f[5] = 0;
7835         r_bloomstate.bloomtexcoord2f[6] = 0;
7836         r_bloomstate.bloomtexcoord2f[7] = 0;
7837
7838         if (r_hdr.integer || r_bloom.integer)
7839         {
7840                 r_bloomstate.enabled = true;
7841                 r_bloomstate.hdr = r_hdr.integer != 0;
7842         }
7843
7844         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7845 }
7846
7847 void R_Bloom_CopyBloomTexture(float colorscale)
7848 {
7849         r_refdef.stats.bloom++;
7850
7851         // scale down screen texture to the bloom texture size
7852         CHECKGLERROR
7853         R_SetViewport(&r_bloomstate.viewport);
7854         GL_BlendFunc(GL_ONE, GL_ZERO);
7855         GL_Color(colorscale, colorscale, colorscale, 1);
7856         // TODO: optimize with multitexture or GLSL
7857         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7858         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7859         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7860         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7861
7862         // we now have a bloom image in the framebuffer
7863         // copy it into the bloom image texture for later processing
7864         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7865         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7866 }
7867
7868 void R_Bloom_CopyHDRTexture(void)
7869 {
7870         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7871         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7872 }
7873
7874 void R_Bloom_MakeTexture(void)
7875 {
7876         int x, range, dir;
7877         float xoffset, yoffset, r, brighten;
7878
7879         r_refdef.stats.bloom++;
7880
7881         R_ResetViewRendering2D();
7882         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7883         R_Mesh_ColorPointer(NULL, 0, 0);
7884
7885         // we have a bloom image in the framebuffer
7886         CHECKGLERROR
7887         R_SetViewport(&r_bloomstate.viewport);
7888
7889         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7890         {
7891                 x *= 2;
7892                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7893                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7894                 GL_Color(r, r, r, 1);
7895                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7896                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7897                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7898                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7899
7900                 // copy the vertically blurred bloom view to a texture
7901                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7902                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7903         }
7904
7905         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7906         brighten = r_bloom_brighten.value;
7907         if (r_hdr.integer)
7908                 brighten *= r_hdr_range.value;
7909         brighten = sqrt(brighten);
7910         if(range >= 1)
7911                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7912         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7913         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7914
7915         for (dir = 0;dir < 2;dir++)
7916         {
7917                 // blend on at multiple vertical offsets to achieve a vertical blur
7918                 // TODO: do offset blends using GLSL
7919                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7920                 GL_BlendFunc(GL_ONE, GL_ZERO);
7921                 for (x = -range;x <= range;x++)
7922                 {
7923                         if (!dir){xoffset = 0;yoffset = x;}
7924                         else {xoffset = x;yoffset = 0;}
7925                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7926                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7927                         // compute a texcoord array with the specified x and y offset
7928                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7929                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7930                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7931                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7932                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7933                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7934                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7935                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7936                         // this r value looks like a 'dot' particle, fading sharply to
7937                         // black at the edges
7938                         // (probably not realistic but looks good enough)
7939                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7940                         //r = brighten/(range*2+1);
7941                         r = brighten / (range * 2 + 1);
7942                         if(range >= 1)
7943                                 r *= (1 - x*x/(float)(range*range));
7944                         GL_Color(r, r, r, 1);
7945                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7946                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7947                         GL_BlendFunc(GL_ONE, GL_ONE);
7948                 }
7949
7950                 // copy the vertically blurred bloom view to a texture
7951                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7952                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7953         }
7954
7955         // apply subtract last
7956         // (just like it would be in a GLSL shader)
7957         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7958         {
7959                 GL_BlendFunc(GL_ONE, GL_ZERO);
7960                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7961                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7962                 GL_Color(1, 1, 1, 1);
7963                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7964                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7965
7966                 GL_BlendFunc(GL_ONE, GL_ONE);
7967                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7968                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7969                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7970                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7971                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7972                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7974
7975                 // copy the darkened bloom view to a texture
7976                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7977                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7978         }
7979 }
7980
7981 void R_HDR_RenderBloomTexture(void)
7982 {
7983         int oldwidth, oldheight;
7984         float oldcolorscale;
7985
7986         oldcolorscale = r_refdef.view.colorscale;
7987         oldwidth = r_refdef.view.width;
7988         oldheight = r_refdef.view.height;
7989         r_refdef.view.width = r_bloomstate.bloomwidth;
7990         r_refdef.view.height = r_bloomstate.bloomheight;
7991
7992         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7993         // TODO: add exposure compensation features
7994         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7995
7996         r_refdef.view.showdebug = false;
7997         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7998
7999         R_ResetViewRendering3D();
8000
8001         R_ClearScreen(r_refdef.fogenabled);
8002         if (r_timereport_active)
8003                 R_TimeReport("HDRclear");
8004
8005         R_View_Update();
8006         if (r_timereport_active)
8007                 R_TimeReport("visibility");
8008
8009         // only do secondary renders with HDR if r_hdr is 2 or higher
8010         r_waterstate.numwaterplanes = 0;
8011         if (r_waterstate.enabled && r_hdr.integer >= 2)
8012                 R_RenderWaterPlanes();
8013
8014         r_refdef.view.showdebug = true;
8015         R_RenderScene();
8016         r_waterstate.numwaterplanes = 0;
8017
8018         R_ResetViewRendering2D();
8019
8020         R_Bloom_CopyHDRTexture();
8021         R_Bloom_MakeTexture();
8022
8023         // restore the view settings
8024         r_refdef.view.width = oldwidth;
8025         r_refdef.view.height = oldheight;
8026         r_refdef.view.colorscale = oldcolorscale;
8027
8028         R_ResetViewRendering3D();
8029
8030         R_ClearScreen(r_refdef.fogenabled);
8031         if (r_timereport_active)
8032                 R_TimeReport("viewclear");
8033 }
8034
8035 static void R_BlendView(void)
8036 {
8037         unsigned int permutation;
8038         float uservecs[4][4];
8039
8040         switch (vid.renderpath)
8041         {
8042         case RENDERPATH_GL20:
8043         case RENDERPATH_CGGL:
8044                 permutation =
8045                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8046                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8047                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8048                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8049                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8050
8051                 if (r_bloomstate.texture_screen)
8052                 {
8053                         // make sure the buffer is available
8054                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8055
8056                         R_ResetViewRendering2D();
8057                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8058                         R_Mesh_ColorPointer(NULL, 0, 0);
8059
8060                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8061                         {
8062                                 // declare variables
8063                                 float speed;
8064                                 static float avgspeed;
8065
8066                                 speed = VectorLength(cl.movement_velocity);
8067
8068                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8069                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8070
8071                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8072                                 speed = bound(0, speed, 1);
8073                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8074
8075                                 // calculate values into a standard alpha
8076                                 cl.motionbluralpha = 1 - exp(-
8077                                                 (
8078                                                  (r_motionblur.value * speed / 80)
8079                                                  +
8080                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8081                                                 )
8082                                                 /
8083                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8084                                            );
8085
8086                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8087                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8088                                 // apply the blur
8089                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8090                                 {
8091                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8092                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8093                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8094                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8095                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8096                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8097                                 }
8098                         }
8099
8100                         // copy view into the screen texture
8101                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8102                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8103                 }
8104                 else if (!r_bloomstate.texture_bloom)
8105                 {
8106                         // we may still have to do view tint...
8107                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8108                         {
8109                                 // apply a color tint to the whole view
8110                                 R_ResetViewRendering2D();
8111                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8112                                 R_Mesh_ColorPointer(NULL, 0, 0);
8113                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8114                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8115                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8116                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8117                         }
8118                         break; // no screen processing, no bloom, skip it
8119                 }
8120
8121                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8122                 {
8123                         // render simple bloom effect
8124                         // copy the screen and shrink it and darken it for the bloom process
8125                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8126                         // make the bloom texture
8127                         R_Bloom_MakeTexture();
8128                 }
8129
8130 #if _MSC_VER >= 1400
8131 #define sscanf sscanf_s
8132 #endif
8133                 memset(uservecs, 0, sizeof(uservecs));
8134                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8135                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8136                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8137                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8138
8139                 R_ResetViewRendering2D();
8140                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8141                 R_Mesh_ColorPointer(NULL, 0, 0);
8142                 GL_Color(1, 1, 1, 1);
8143                 GL_BlendFunc(GL_ONE, GL_ZERO);
8144                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8145                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8146
8147                 switch(vid.renderpath)
8148                 {
8149                 case RENDERPATH_GL20:
8150                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8151                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8152                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8153                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8154                         if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8155                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8156                         if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
8157                         if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
8158                         if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
8159                         if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
8160                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8161                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8162                         break;
8163                 case RENDERPATH_CGGL:
8164 #ifdef SUPPORTCG
8165                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8166                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8167                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8168                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8169                         if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
8170                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8171                         if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
8172                         if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
8173                         if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
8174                         if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
8175                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8176                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8177 #endif
8178                         break;
8179                 default:
8180                         break;
8181                 }
8182                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8183                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8184                 break;
8185         case RENDERPATH_GL13:
8186         case RENDERPATH_GL11:
8187                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8188                 {
8189                         // apply a color tint to the whole view
8190                         R_ResetViewRendering2D();
8191                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8192                         R_Mesh_ColorPointer(NULL, 0, 0);
8193                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8194                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8195                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8196                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8197                 }
8198                 break;
8199         }
8200 }
8201
8202 matrix4x4_t r_waterscrollmatrix;
8203
8204 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8205 {
8206         if (r_refdef.fog_density)
8207         {
8208                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8209                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8210                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8211
8212                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8213                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8214                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8215                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8216
8217                 {
8218                         vec3_t fogvec;
8219                         VectorCopy(r_refdef.fogcolor, fogvec);
8220                         //   color.rgb *= ContrastBoost * SceneBrightness;
8221                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8222                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8223                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8224                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8225                 }
8226         }
8227 }
8228
8229 void R_UpdateVariables(void)
8230 {
8231         R_Textures_Frame();
8232
8233         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8234
8235         r_refdef.farclip = r_farclip_base.value;
8236         if (r_refdef.scene.worldmodel)
8237                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8238         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8239
8240         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8241                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8242         r_refdef.polygonfactor = 0;
8243         r_refdef.polygonoffset = 0;
8244         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8245         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8246
8247         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8248         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8249         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8250         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8251         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8252         if (r_showsurfaces.integer)
8253         {
8254                 r_refdef.scene.rtworld = false;
8255                 r_refdef.scene.rtworldshadows = false;
8256                 r_refdef.scene.rtdlight = false;
8257                 r_refdef.scene.rtdlightshadows = false;
8258                 r_refdef.lightmapintensity = 0;
8259         }
8260
8261         if (gamemode == GAME_NEHAHRA)
8262         {
8263                 if (gl_fogenable.integer)
8264                 {
8265                         r_refdef.oldgl_fogenable = true;
8266                         r_refdef.fog_density = gl_fogdensity.value;
8267                         r_refdef.fog_red = gl_fogred.value;
8268                         r_refdef.fog_green = gl_foggreen.value;
8269                         r_refdef.fog_blue = gl_fogblue.value;
8270                         r_refdef.fog_alpha = 1;
8271                         r_refdef.fog_start = 0;
8272                         r_refdef.fog_end = gl_skyclip.value;
8273                         r_refdef.fog_height = 1<<30;
8274                         r_refdef.fog_fadedepth = 128;
8275                 }
8276                 else if (r_refdef.oldgl_fogenable)
8277                 {
8278                         r_refdef.oldgl_fogenable = false;
8279                         r_refdef.fog_density = 0;
8280                         r_refdef.fog_red = 0;
8281                         r_refdef.fog_green = 0;
8282                         r_refdef.fog_blue = 0;
8283                         r_refdef.fog_alpha = 0;
8284                         r_refdef.fog_start = 0;
8285                         r_refdef.fog_end = 0;
8286                         r_refdef.fog_height = 1<<30;
8287                         r_refdef.fog_fadedepth = 128;
8288                 }
8289         }
8290
8291         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8292         r_refdef.fog_start = max(0, r_refdef.fog_start);
8293         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8294
8295         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8296
8297         if (r_refdef.fog_density && r_drawfog.integer)
8298         {
8299                 r_refdef.fogenabled = true;
8300                 // this is the point where the fog reaches 0.9986 alpha, which we
8301                 // consider a good enough cutoff point for the texture
8302                 // (0.9986 * 256 == 255.6)
8303                 if (r_fog_exp2.integer)
8304                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8305                 else
8306                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8307                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8308                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8309                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8310                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8311                         R_BuildFogHeightTexture();
8312                 // fog color was already set
8313                 // update the fog texture
8314                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
8315                         R_BuildFogTexture();
8316                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8317                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8318         }
8319         else
8320                 r_refdef.fogenabled = false;
8321
8322         switch(vid.renderpath)
8323         {
8324         case RENDERPATH_GL20:
8325         case RENDERPATH_CGGL:
8326                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8327                 {
8328                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8329                         {
8330                                 // build GLSL gamma texture
8331 #define RAMPWIDTH 256
8332                                 unsigned short ramp[RAMPWIDTH * 3];
8333                                 unsigned char rampbgr[RAMPWIDTH][4];
8334                                 int i;
8335
8336                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8337
8338                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8339                                 for(i = 0; i < RAMPWIDTH; ++i)
8340                                 {
8341                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8342                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8343                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8344                                         rampbgr[i][3] = 0;
8345                                 }
8346                                 if (r_texture_gammaramps)
8347                                 {
8348                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8349                                 }
8350                                 else
8351                                 {
8352                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8353                                 }
8354                         }
8355                 }
8356                 else
8357                 {
8358                         // remove GLSL gamma texture
8359                 }
8360                 break;
8361         case RENDERPATH_GL13:
8362         case RENDERPATH_GL11:
8363                 break;
8364         }
8365 }
8366
8367 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8368 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8369 /*
8370 ================
8371 R_SelectScene
8372 ================
8373 */
8374 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8375         if( scenetype != r_currentscenetype ) {
8376                 // store the old scenetype
8377                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8378                 r_currentscenetype = scenetype;
8379                 // move in the new scene
8380                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8381         }
8382 }
8383
8384 /*
8385 ================
8386 R_GetScenePointer
8387 ================
8388 */
8389 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8390 {
8391         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8392         if( scenetype == r_currentscenetype ) {
8393                 return &r_refdef.scene;
8394         } else {
8395                 return &r_scenes_store[ scenetype ];
8396         }
8397 }
8398
8399 /*
8400 ================
8401 R_RenderView
8402 ================
8403 */
8404 void R_RenderView(void)
8405 {
8406         if (r_timereport_active)
8407                 R_TimeReport("start");
8408         r_textureframe++; // used only by R_GetCurrentTexture
8409         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8410
8411         if (!r_drawentities.integer)
8412                 r_refdef.scene.numentities = 0;
8413
8414         R_AnimCache_ClearCache();
8415         R_FrameData_NewFrame();
8416
8417         if (r_refdef.view.isoverlay)
8418         {
8419                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8420                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8421                 R_TimeReport("depthclear");
8422
8423                 r_refdef.view.showdebug = false;
8424
8425                 r_waterstate.enabled = false;
8426                 r_waterstate.numwaterplanes = 0;
8427
8428                 R_RenderScene();
8429
8430                 CHECKGLERROR
8431                 return;
8432         }
8433
8434         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8435                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8436
8437         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8438
8439         R_RenderView_UpdateViewVectors();
8440
8441         R_Shadow_UpdateWorldLightSelection();
8442
8443         R_Bloom_StartFrame();
8444         R_Water_StartFrame();
8445
8446         CHECKGLERROR
8447         if (r_timereport_active)
8448                 R_TimeReport("viewsetup");
8449
8450         R_ResetViewRendering3D();
8451
8452         if (r_refdef.view.clear || r_refdef.fogenabled)
8453         {
8454                 R_ClearScreen(r_refdef.fogenabled);
8455                 if (r_timereport_active)
8456                         R_TimeReport("viewclear");
8457         }
8458         r_refdef.view.clear = true;
8459
8460         // this produces a bloom texture to be used in R_BlendView() later
8461         if (r_hdr.integer && r_bloomstate.bloomwidth)
8462         {
8463                 R_HDR_RenderBloomTexture();
8464                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8465                 r_textureframe++; // used only by R_GetCurrentTexture
8466         }
8467
8468         r_refdef.view.showdebug = true;
8469
8470         R_View_Update();
8471         if (r_timereport_active)
8472                 R_TimeReport("visibility");
8473
8474         r_waterstate.numwaterplanes = 0;
8475         if (r_waterstate.enabled)
8476                 R_RenderWaterPlanes();
8477
8478         R_RenderScene();
8479         r_waterstate.numwaterplanes = 0;
8480
8481         R_BlendView();
8482         if (r_timereport_active)
8483                 R_TimeReport("blendview");
8484
8485         GL_Scissor(0, 0, vid.width, vid.height);
8486         GL_ScissorTest(false);
8487         CHECKGLERROR
8488 }
8489
8490 void R_RenderWaterPlanes(void)
8491 {
8492         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8493         {
8494                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8495                 if (r_timereport_active)
8496                         R_TimeReport("waterworld");
8497         }
8498
8499         // don't let sound skip if going slow
8500         if (r_refdef.scene.extraupdate)
8501                 S_ExtraUpdate ();
8502
8503         R_DrawModelsAddWaterPlanes();
8504         if (r_timereport_active)
8505                 R_TimeReport("watermodels");
8506
8507         if (r_waterstate.numwaterplanes)
8508         {
8509                 R_Water_ProcessPlanes();
8510                 if (r_timereport_active)
8511                         R_TimeReport("waterscenes");
8512         }
8513 }
8514
8515 extern void R_DrawLightningBeams (void);
8516 extern void VM_CL_AddPolygonsToMeshQueue (void);
8517 extern void R_DrawPortals (void);
8518 extern cvar_t cl_locs_show;
8519 static void R_DrawLocs(void);
8520 static void R_DrawEntityBBoxes(void);
8521 static void R_DrawModelDecals(void);
8522 extern void R_DrawModelShadows(void);
8523 extern void R_DrawModelShadowMaps(void);
8524 extern cvar_t cl_decals_newsystem;
8525 extern qboolean r_shadow_usingdeferredprepass;
8526 void R_RenderScene(void)
8527 {
8528         qboolean shadowmapping = false;
8529
8530         if (r_timereport_active)
8531                 R_TimeReport("beginscene");
8532
8533         r_refdef.stats.renders++;
8534
8535         R_UpdateFogColor();
8536
8537         // don't let sound skip if going slow
8538         if (r_refdef.scene.extraupdate)
8539                 S_ExtraUpdate ();
8540
8541         R_MeshQueue_BeginScene();
8542
8543         R_SkyStartFrame();
8544
8545         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
8546
8547         if (r_timereport_active)
8548                 R_TimeReport("skystartframe");
8549
8550         if (cl.csqc_vidvars.drawworld)
8551         {
8552                 // don't let sound skip if going slow
8553                 if (r_refdef.scene.extraupdate)
8554                         S_ExtraUpdate ();
8555
8556                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8557                 {
8558                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8559                         if (r_timereport_active)
8560                                 R_TimeReport("worldsky");
8561                 }
8562
8563                 if (R_DrawBrushModelsSky() && r_timereport_active)
8564                         R_TimeReport("bmodelsky");
8565
8566                 if (skyrendermasked && skyrenderlater)
8567                 {
8568                         // we have to force off the water clipping plane while rendering sky
8569                         R_SetupView(false);
8570                         R_Sky();
8571                         R_SetupView(true);
8572                         if (r_timereport_active)
8573                                 R_TimeReport("sky");
8574                 }
8575         }
8576
8577         R_AnimCache_CacheVisibleEntities();
8578         if (r_timereport_active)
8579                 R_TimeReport("animation");
8580
8581         R_Shadow_PrepareLights();
8582         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8583                 R_Shadow_PrepareModelShadows();
8584         if (r_timereport_active)
8585                 R_TimeReport("preparelights");
8586
8587         if (R_Shadow_ShadowMappingEnabled())
8588                 shadowmapping = true;
8589
8590         if (r_shadow_usingdeferredprepass)
8591                 R_Shadow_DrawPrepass();
8592
8593         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8594         {
8595                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8596                 if (r_timereport_active)
8597                         R_TimeReport("worlddepth");
8598         }
8599         if (r_depthfirst.integer >= 2)
8600         {
8601                 R_DrawModelsDepth();
8602                 if (r_timereport_active)
8603                         R_TimeReport("modeldepth");
8604         }
8605
8606         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8607         {
8608                 R_DrawModelShadowMaps();
8609                 R_ResetViewRendering3D();
8610                 // don't let sound skip if going slow
8611                 if (r_refdef.scene.extraupdate)
8612                         S_ExtraUpdate ();
8613         }
8614
8615         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8616         {
8617                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8618                 if (r_timereport_active)
8619                         R_TimeReport("world");
8620         }
8621
8622         // don't let sound skip if going slow
8623         if (r_refdef.scene.extraupdate)
8624                 S_ExtraUpdate ();
8625
8626         R_DrawModels();
8627         if (r_timereport_active)
8628                 R_TimeReport("models");
8629
8630         // don't let sound skip if going slow
8631         if (r_refdef.scene.extraupdate)
8632                 S_ExtraUpdate ();
8633
8634         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8635         {
8636                 R_DrawModelShadows();
8637                 R_ResetViewRendering3D();
8638                 // don't let sound skip if going slow
8639                 if (r_refdef.scene.extraupdate)
8640                         S_ExtraUpdate ();
8641         }
8642
8643         if (!r_shadow_usingdeferredprepass)
8644         {
8645                 R_Shadow_DrawLights();
8646                 if (r_timereport_active)
8647                         R_TimeReport("rtlights");
8648         }
8649
8650         // don't let sound skip if going slow
8651         if (r_refdef.scene.extraupdate)
8652                 S_ExtraUpdate ();
8653
8654         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8655         {
8656                 R_DrawModelShadows();
8657                 R_ResetViewRendering3D();
8658                 // don't let sound skip if going slow
8659                 if (r_refdef.scene.extraupdate)
8660                         S_ExtraUpdate ();
8661         }
8662
8663         if (cl.csqc_vidvars.drawworld)
8664         {
8665                 if (cl_decals_newsystem.integer)
8666                 {
8667                         R_DrawModelDecals();
8668                         if (r_timereport_active)
8669                                 R_TimeReport("modeldecals");
8670                 }
8671                 else
8672                 {
8673                         R_DrawDecals();
8674                         if (r_timereport_active)
8675                                 R_TimeReport("decals");
8676                 }
8677
8678                 R_DrawParticles();
8679                 if (r_timereport_active)
8680                         R_TimeReport("particles");
8681
8682                 R_DrawExplosions();
8683                 if (r_timereport_active)
8684                         R_TimeReport("explosions");
8685
8686                 R_DrawLightningBeams();
8687                 if (r_timereport_active)
8688                         R_TimeReport("lightning");
8689         }
8690
8691         VM_CL_AddPolygonsToMeshQueue();
8692
8693         if (r_refdef.view.showdebug)
8694         {
8695                 if (cl_locs_show.integer)
8696                 {
8697                         R_DrawLocs();
8698                         if (r_timereport_active)
8699                                 R_TimeReport("showlocs");
8700                 }
8701
8702                 if (r_drawportals.integer)
8703                 {
8704                         R_DrawPortals();
8705                         if (r_timereport_active)
8706                                 R_TimeReport("portals");
8707                 }
8708
8709                 if (r_showbboxes.value > 0)
8710                 {
8711                         R_DrawEntityBBoxes();
8712                         if (r_timereport_active)
8713                                 R_TimeReport("bboxes");
8714                 }
8715         }
8716
8717         R_MeshQueue_RenderTransparent();
8718         if (r_timereport_active)
8719                 R_TimeReport("drawtrans");
8720
8721         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8722         {
8723                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8724                 if (r_timereport_active)
8725                         R_TimeReport("worlddebug");
8726                 R_DrawModelsDebug();
8727                 if (r_timereport_active)
8728                         R_TimeReport("modeldebug");
8729         }
8730
8731         if (cl.csqc_vidvars.drawworld)
8732         {
8733                 R_Shadow_DrawCoronas();
8734                 if (r_timereport_active)
8735                         R_TimeReport("coronas");
8736         }
8737
8738         // don't let sound skip if going slow
8739         if (r_refdef.scene.extraupdate)
8740                 S_ExtraUpdate ();
8741
8742         R_ResetViewRendering2D();
8743 }
8744
8745 static const unsigned short bboxelements[36] =
8746 {
8747         5, 1, 3, 5, 3, 7,
8748         6, 2, 0, 6, 0, 4,
8749         7, 3, 2, 7, 2, 6,
8750         4, 0, 1, 4, 1, 5,
8751         4, 5, 7, 4, 7, 6,
8752         1, 0, 2, 1, 2, 3,
8753 };
8754
8755 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8756 {
8757         int i;
8758         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8759
8760         RSurf_ActiveWorldEntity();
8761
8762         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8763         GL_DepthMask(false);
8764         GL_DepthRange(0, 1);
8765         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8766         R_Mesh_ResetTextureState();
8767
8768         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8769         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8770         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8771         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8772         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8773         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8774         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8775         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8776         R_FillColors(color4f, 8, cr, cg, cb, ca);
8777         if (r_refdef.fogenabled)
8778         {
8779                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8780                 {
8781                         f1 = RSurf_FogVertex(v);
8782                         f2 = 1 - f1;
8783                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8784                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8785                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8786                 }
8787         }
8788         R_Mesh_VertexPointer(vertex3f, 0, 0);
8789         R_Mesh_ColorPointer(color4f, 0, 0);
8790         R_Mesh_ResetTextureState();
8791         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8792         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8793 }
8794
8795 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8796 {
8797         int i;
8798         float color[4];
8799         prvm_edict_t *edict;
8800         prvm_prog_t *prog_save = prog;
8801
8802         // this function draws bounding boxes of server entities
8803         if (!sv.active)
8804                 return;
8805
8806         GL_CullFace(GL_NONE);
8807         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8808
8809         prog = 0;
8810         SV_VM_Begin();
8811         for (i = 0;i < numsurfaces;i++)
8812         {
8813                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8814                 switch ((int)edict->fields.server->solid)
8815                 {
8816                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8817                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8818                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8819                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8820                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8821                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8822                 }
8823                 color[3] *= r_showbboxes.value;
8824                 color[3] = bound(0, color[3], 1);
8825                 GL_DepthTest(!r_showdisabledepthtest.integer);
8826                 GL_CullFace(r_refdef.view.cullface_front);
8827                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8828         }
8829         SV_VM_End();
8830         prog = prog_save;
8831 }
8832
8833 static void R_DrawEntityBBoxes(void)
8834 {
8835         int i;
8836         prvm_edict_t *edict;
8837         vec3_t center;
8838         prvm_prog_t *prog_save = prog;
8839
8840         // this function draws bounding boxes of server entities
8841         if (!sv.active)
8842                 return;
8843
8844         prog = 0;
8845         SV_VM_Begin();
8846         for (i = 0;i < prog->num_edicts;i++)
8847         {
8848                 edict = PRVM_EDICT_NUM(i);
8849                 if (edict->priv.server->free)
8850                         continue;
8851                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8852                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8853                         continue;
8854                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8855                         continue;
8856                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8857                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8858         }
8859         SV_VM_End();
8860         prog = prog_save;
8861 }
8862
8863 static const int nomodelelement3i[24] =
8864 {
8865         5, 2, 0,
8866         5, 1, 2,
8867         5, 0, 3,
8868         5, 3, 1,
8869         0, 2, 4,
8870         2, 1, 4,
8871         3, 0, 4,
8872         1, 3, 4
8873 };
8874
8875 static const unsigned short nomodelelement3s[24] =
8876 {
8877         5, 2, 0,
8878         5, 1, 2,
8879         5, 0, 3,
8880         5, 3, 1,
8881         0, 2, 4,
8882         2, 1, 4,
8883         3, 0, 4,
8884         1, 3, 4
8885 };
8886
8887 static const float nomodelvertex3f[6*3] =
8888 {
8889         -16,   0,   0,
8890          16,   0,   0,
8891           0, -16,   0,
8892           0,  16,   0,
8893           0,   0, -16,
8894           0,   0,  16
8895 };
8896
8897 static const float nomodelcolor4f[6*4] =
8898 {
8899         0.0f, 0.0f, 0.5f, 1.0f,
8900         0.0f, 0.0f, 0.5f, 1.0f,
8901         0.0f, 0.5f, 0.0f, 1.0f,
8902         0.0f, 0.5f, 0.0f, 1.0f,
8903         0.5f, 0.0f, 0.0f, 1.0f,
8904         0.5f, 0.0f, 0.0f, 1.0f
8905 };
8906
8907 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8908 {
8909         int i;
8910         float f1, f2, *c;
8911         float color4f[6*4];
8912
8913         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8914
8915         // this is only called once per entity so numsurfaces is always 1, and
8916         // surfacelist is always {0}, so this code does not handle batches
8917
8918         if (rsurface.ent_flags & RENDER_ADDITIVE)
8919         {
8920                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8921                 GL_DepthMask(false);
8922         }
8923         else if (rsurface.colormod[3] < 1)
8924         {
8925                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8926                 GL_DepthMask(false);
8927         }
8928         else
8929         {
8930                 GL_BlendFunc(GL_ONE, GL_ZERO);
8931                 GL_DepthMask(true);
8932         }
8933         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8934         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8935         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8936         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8937         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8938         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8939         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8940         R_Mesh_ColorPointer(color4f, 0, 0);
8941         for (i = 0, c = color4f;i < 6;i++, c += 4)
8942         {
8943                 c[0] *= rsurface.colormod[0];
8944                 c[1] *= rsurface.colormod[1];
8945                 c[2] *= rsurface.colormod[2];
8946                 c[3] *= rsurface.colormod[3];
8947         }
8948         if (r_refdef.fogenabled)
8949         {
8950                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8951                 {
8952                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8953                         f2 = 1 - f1;
8954                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8955                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8956                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8957                 }
8958         }
8959         R_Mesh_ResetTextureState();
8960         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8961 }
8962
8963 void R_DrawNoModel(entity_render_t *ent)
8964 {
8965         vec3_t org;
8966         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8967         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8968                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8969         else
8970                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8971 }
8972
8973 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8974 {
8975         vec3_t right1, right2, diff, normal;
8976
8977         VectorSubtract (org2, org1, normal);
8978
8979         // calculate 'right' vector for start
8980         VectorSubtract (r_refdef.view.origin, org1, diff);
8981         CrossProduct (normal, diff, right1);
8982         VectorNormalize (right1);
8983
8984         // calculate 'right' vector for end
8985         VectorSubtract (r_refdef.view.origin, org2, diff);
8986         CrossProduct (normal, diff, right2);
8987         VectorNormalize (right2);
8988
8989         vert[ 0] = org1[0] + width * right1[0];
8990         vert[ 1] = org1[1] + width * right1[1];
8991         vert[ 2] = org1[2] + width * right1[2];
8992         vert[ 3] = org1[0] - width * right1[0];
8993         vert[ 4] = org1[1] - width * right1[1];
8994         vert[ 5] = org1[2] - width * right1[2];
8995         vert[ 6] = org2[0] - width * right2[0];
8996         vert[ 7] = org2[1] - width * right2[1];
8997         vert[ 8] = org2[2] - width * right2[2];
8998         vert[ 9] = org2[0] + width * right2[0];
8999         vert[10] = org2[1] + width * right2[1];
9000         vert[11] = org2[2] + width * right2[2];
9001 }
9002
9003 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
9004 {
9005         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9006         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9007         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9008         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9009         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9010         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9011         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9012         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9013         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9014         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9015         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9016         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9017 }
9018
9019 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9020 {
9021         int i;
9022         float *vertex3f;
9023         float v[3];
9024         VectorSet(v, x, y, z);
9025         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9026                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9027                         break;
9028         if (i == mesh->numvertices)
9029         {
9030                 if (mesh->numvertices < mesh->maxvertices)
9031                 {
9032                         VectorCopy(v, vertex3f);
9033                         mesh->numvertices++;
9034                 }
9035                 return mesh->numvertices;
9036         }
9037         else
9038                 return i;
9039 }
9040
9041 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9042 {
9043         int i;
9044         int *e, element[3];
9045         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9046         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9047         e = mesh->element3i + mesh->numtriangles * 3;
9048         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9049         {
9050                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9051                 if (mesh->numtriangles < mesh->maxtriangles)
9052                 {
9053                         *e++ = element[0];
9054                         *e++ = element[1];
9055                         *e++ = element[2];
9056                         mesh->numtriangles++;
9057                 }
9058                 element[1] = element[2];
9059         }
9060 }
9061
9062 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9063 {
9064         int i;
9065         int *e, element[3];
9066         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9067         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9068         e = mesh->element3i + mesh->numtriangles * 3;
9069         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9070         {
9071                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9072                 if (mesh->numtriangles < mesh->maxtriangles)
9073                 {
9074                         *e++ = element[0];
9075                         *e++ = element[1];
9076                         *e++ = element[2];
9077                         mesh->numtriangles++;
9078                 }
9079                 element[1] = element[2];
9080         }
9081 }
9082
9083 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9084 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9085 {
9086         int planenum, planenum2;
9087         int w;
9088         int tempnumpoints;
9089         mplane_t *plane, *plane2;
9090         double maxdist;
9091         double temppoints[2][256*3];
9092         // figure out how large a bounding box we need to properly compute this brush
9093         maxdist = 0;
9094         for (w = 0;w < numplanes;w++)
9095                 maxdist = max(maxdist, fabs(planes[w].dist));
9096         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9097         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9098         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9099         {
9100                 w = 0;
9101                 tempnumpoints = 4;
9102                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9103                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9104                 {
9105                         if (planenum2 == planenum)
9106                                 continue;
9107                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
9108                         w = !w;
9109                 }
9110                 if (tempnumpoints < 3)
9111                         continue;
9112                 // generate elements forming a triangle fan for this polygon
9113                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9114         }
9115 }
9116
9117 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
9118 {
9119         texturelayer_t *layer;
9120         layer = t->currentlayers + t->currentnumlayers++;
9121         layer->type = type;
9122         layer->depthmask = depthmask;
9123         layer->blendfunc1 = blendfunc1;
9124         layer->blendfunc2 = blendfunc2;
9125         layer->texture = texture;
9126         layer->texmatrix = *matrix;
9127         layer->color[0] = r;
9128         layer->color[1] = g;
9129         layer->color[2] = b;
9130         layer->color[3] = a;
9131 }
9132
9133 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9134 {
9135         double index, f;
9136         index = parms[2] + r_refdef.scene.time * parms[3];
9137         index -= floor(index);
9138         switch (func)
9139         {
9140         default:
9141         case Q3WAVEFUNC_NONE:
9142         case Q3WAVEFUNC_NOISE:
9143         case Q3WAVEFUNC_COUNT:
9144                 f = 0;
9145                 break;
9146         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9147         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9148         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9149         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9150         case Q3WAVEFUNC_TRIANGLE:
9151                 index *= 4;
9152                 f = index - floor(index);
9153                 if (index < 1)
9154                         f = f;
9155                 else if (index < 2)
9156                         f = 1 - f;
9157                 else if (index < 3)
9158                         f = -f;
9159                 else
9160                         f = -(1 - f);
9161                 break;
9162         }
9163         return (float)(parms[0] + parms[1] * f);
9164 }
9165
9166 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9167 {
9168         int w, h, idx;
9169         float f;
9170         float tcmat[12];
9171         matrix4x4_t matrix, temp;
9172         switch(tcmod->tcmod)
9173         {
9174                 case Q3TCMOD_COUNT:
9175                 case Q3TCMOD_NONE:
9176                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9177                                 matrix = r_waterscrollmatrix;
9178                         else
9179                                 matrix = identitymatrix;
9180                         break;
9181                 case Q3TCMOD_ENTITYTRANSLATE:
9182                         // this is used in Q3 to allow the gamecode to control texcoord
9183                         // scrolling on the entity, which is not supported in darkplaces yet.
9184                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9185                         break;
9186                 case Q3TCMOD_ROTATE:
9187                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9188                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9189                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9190                         break;
9191                 case Q3TCMOD_SCALE:
9192                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9193                         break;
9194                 case Q3TCMOD_SCROLL:
9195                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9196                         break;
9197                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9198                         w = (int) tcmod->parms[0];
9199                         h = (int) tcmod->parms[1];
9200                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9201                         f = f - floor(f);
9202                         idx = (int) floor(f * w * h);
9203                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9204                         break;
9205                 case Q3TCMOD_STRETCH:
9206                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9207                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9208                         break;
9209                 case Q3TCMOD_TRANSFORM:
9210                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9211                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9212                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9213                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9214                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9215                         break;
9216                 case Q3TCMOD_TURBULENT:
9217                         // this is handled in the RSurf_PrepareVertices function
9218                         matrix = identitymatrix;
9219                         break;
9220         }
9221         temp = *texmatrix;
9222         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9223 }
9224
9225 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9226 {
9227         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9228         char name[MAX_QPATH];
9229         skinframe_t *skinframe;
9230         unsigned char pixels[296*194];
9231         strlcpy(cache->name, skinname, sizeof(cache->name));
9232         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9233         if (developer_loading.integer)
9234                 Con_Printf("loading %s\n", name);
9235         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9236         if (!skinframe || !skinframe->base)
9237         {
9238                 unsigned char *f;
9239                 fs_offset_t filesize;
9240                 skinframe = NULL;
9241                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9242                 if (f)
9243                 {
9244                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9245                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9246                         Mem_Free(f);
9247                 }
9248         }
9249         cache->skinframe = skinframe;
9250 }
9251
9252 texture_t *R_GetCurrentTexture(texture_t *t)
9253 {
9254         int i;
9255         const entity_render_t *ent = rsurface.entity;
9256         dp_model_t *model = ent->model;
9257         q3shaderinfo_layer_tcmod_t *tcmod;
9258
9259         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9260                 return t->currentframe;
9261         t->update_lastrenderframe = r_textureframe;
9262         t->update_lastrenderentity = (void *)ent;
9263
9264         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9265                 t->camera_entity = ent->entitynumber;
9266         else
9267                 t->camera_entity = 0;
9268
9269         // switch to an alternate material if this is a q1bsp animated material
9270         {
9271                 texture_t *texture = t;
9272                 int s = rsurface.ent_skinnum;
9273                 if ((unsigned int)s >= (unsigned int)model->numskins)
9274                         s = 0;
9275                 if (model->skinscenes)
9276                 {
9277                         if (model->skinscenes[s].framecount > 1)
9278                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9279                         else
9280                                 s = model->skinscenes[s].firstframe;
9281                 }
9282                 if (s > 0)
9283                         t = t + s * model->num_surfaces;
9284                 if (t->animated)
9285                 {
9286                         // use an alternate animation if the entity's frame is not 0,
9287                         // and only if the texture has an alternate animation
9288                         if (rsurface.ent_alttextures && t->anim_total[1])
9289                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9290                         else
9291                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9292                 }
9293                 texture->currentframe = t;
9294         }
9295
9296         // update currentskinframe to be a qw skin or animation frame
9297         if (rsurface.ent_qwskin >= 0)
9298         {
9299                 i = rsurface.ent_qwskin;
9300                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9301                 {
9302                         r_qwskincache_size = cl.maxclients;
9303                         if (r_qwskincache)
9304                                 Mem_Free(r_qwskincache);
9305                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9306                 }
9307                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9308                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9309                 t->currentskinframe = r_qwskincache[i].skinframe;
9310                 if (t->currentskinframe == NULL)
9311                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9312         }
9313         else if (t->numskinframes >= 2)
9314                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9315         if (t->backgroundnumskinframes >= 2)
9316                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9317
9318         t->currentmaterialflags = t->basematerialflags;
9319         t->currentalpha = rsurface.colormod[3];
9320         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9321                 t->currentalpha *= r_wateralpha.value;
9322         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9323                 t->currentalpha *= t->r_water_wateralpha;
9324         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9325                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9326         if (!(rsurface.ent_flags & RENDER_LIGHT))
9327                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9328         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9329         {
9330                 // pick a model lighting mode
9331                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9332                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9333                 else
9334                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9335         }
9336         if (rsurface.ent_flags & RENDER_ADDITIVE)
9337                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9338         else if (t->currentalpha < 1)
9339                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9340         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9341                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9342         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9343                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9344         if (t->backgroundnumskinframes)
9345                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9346         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9347         {
9348                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9349                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9350         }
9351         else
9352                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9353         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9354                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9355
9356         // there is no tcmod
9357         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9358         {
9359                 t->currenttexmatrix = r_waterscrollmatrix;
9360                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9361         }
9362         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9363         {
9364                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9365                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9366         }
9367
9368         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9369                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9370         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9371                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9372
9373         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9374         if (t->currentskinframe->qpixels)
9375                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9376         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9377         if (!t->basetexture)
9378                 t->basetexture = r_texture_notexture;
9379         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9380         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9381         t->nmaptexture = t->currentskinframe->nmap;
9382         if (!t->nmaptexture)
9383                 t->nmaptexture = r_texture_blanknormalmap;
9384         t->glosstexture = r_texture_black;
9385         t->glowtexture = t->currentskinframe->glow;
9386         t->fogtexture = t->currentskinframe->fog;
9387         t->reflectmasktexture = t->currentskinframe->reflect;
9388         if (t->backgroundnumskinframes)
9389         {
9390                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9391                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9392                 t->backgroundglosstexture = r_texture_black;
9393                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9394                 if (!t->backgroundnmaptexture)
9395                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9396         }
9397         else
9398         {
9399                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9400                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9401                 t->backgroundglosstexture = r_texture_black;
9402                 t->backgroundglowtexture = NULL;
9403         }
9404         t->specularpower = r_shadow_glossexponent.value;
9405         // TODO: store reference values for these in the texture?
9406         t->specularscale = 0;
9407         if (r_shadow_gloss.integer > 0)
9408         {
9409                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9410                 {
9411                         if (r_shadow_glossintensity.value > 0)
9412                         {
9413                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9414                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9415                                 t->specularscale = r_shadow_glossintensity.value;
9416                         }
9417                 }
9418                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9419                 {
9420                         t->glosstexture = r_texture_white;
9421                         t->backgroundglosstexture = r_texture_white;
9422                         t->specularscale = r_shadow_gloss2intensity.value;
9423                         t->specularpower = r_shadow_gloss2exponent.value;
9424                 }
9425         }
9426         t->specularscale *= t->specularscalemod;
9427         t->specularpower *= t->specularpowermod;
9428
9429         // lightmaps mode looks bad with dlights using actual texturing, so turn
9430         // off the colormap and glossmap, but leave the normalmap on as it still
9431         // accurately represents the shading involved
9432         if (gl_lightmaps.integer)
9433         {
9434                 t->basetexture = r_texture_grey128;
9435                 t->pantstexture = r_texture_black;
9436                 t->shirttexture = r_texture_black;
9437                 t->nmaptexture = r_texture_blanknormalmap;
9438                 t->glosstexture = r_texture_black;
9439                 t->glowtexture = NULL;
9440                 t->fogtexture = NULL;
9441                 t->reflectmasktexture = NULL;
9442                 t->backgroundbasetexture = NULL;
9443                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9444                 t->backgroundglosstexture = r_texture_black;
9445                 t->backgroundglowtexture = NULL;
9446                 t->specularscale = 0;
9447                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9448         }
9449
9450         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9451         VectorClear(t->dlightcolor);
9452         t->currentnumlayers = 0;
9453         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9454         {
9455                 int blendfunc1, blendfunc2;
9456                 qboolean depthmask;
9457                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9458                 {
9459                         blendfunc1 = GL_SRC_ALPHA;
9460                         blendfunc2 = GL_ONE;
9461                 }
9462                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9463                 {
9464                         blendfunc1 = GL_SRC_ALPHA;
9465                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9466                 }
9467                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9468                 {
9469                         blendfunc1 = t->customblendfunc[0];
9470                         blendfunc2 = t->customblendfunc[1];
9471                 }
9472                 else
9473                 {
9474                         blendfunc1 = GL_ONE;
9475                         blendfunc2 = GL_ZERO;
9476                 }
9477                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9478                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9479                 {
9480                         // fullbright is not affected by r_refdef.lightmapintensity
9481                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9482                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9483                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9484                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9485                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9486                 }
9487                 else
9488                 {
9489                         vec3_t ambientcolor;
9490                         float colorscale;
9491                         // set the color tint used for lights affecting this surface
9492                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9493                         colorscale = 2;
9494                         // q3bsp has no lightmap updates, so the lightstylevalue that
9495                         // would normally be baked into the lightmap must be
9496                         // applied to the color
9497                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9498                         if (model->type == mod_brushq3)
9499                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9500                         colorscale *= r_refdef.lightmapintensity;
9501                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9502                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9503                         // basic lit geometry
9504                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9505                         // add pants/shirt if needed
9506                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9507                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
9508                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9509                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9510                         // now add ambient passes if needed
9511                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9512                         {
9513                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9514                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9515                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9516                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9517                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9518                         }
9519                 }
9520                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9521                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9522                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9523                 {
9524                         // if this is opaque use alpha blend which will darken the earlier
9525                         // passes cheaply.
9526                         //
9527                         // if this is an alpha blended material, all the earlier passes
9528                         // were darkened by fog already, so we only need to add the fog
9529                         // color ontop through the fog mask texture
9530                         //
9531                         // if this is an additive blended material, all the earlier passes
9532                         // were darkened by fog already, and we should not add fog color
9533                         // (because the background was not darkened, there is no fog color
9534                         // that was lost behind it).
9535                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9536                 }
9537         }
9538
9539         return t->currentframe;
9540 }
9541
9542 rsurfacestate_t rsurface;
9543
9544 void R_Mesh_ResizeArrays(int newvertices)
9545 {
9546         float *base;
9547         if (rsurface.array_size >= newvertices)
9548                 return;
9549         if (rsurface.array_modelvertex3f)
9550                 Mem_Free(rsurface.array_modelvertex3f);
9551         rsurface.array_size = (newvertices + 1023) & ~1023;
9552         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9553         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9554         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9555         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9556         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9557         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9558         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9559         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9560         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9561         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9562         rsurface.array_color4f           = base + rsurface.array_size * 27;
9563         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9564 }
9565
9566 void RSurf_ActiveWorldEntity(void)
9567 {
9568         dp_model_t *model = r_refdef.scene.worldmodel;
9569         //if (rsurface.entity == r_refdef.scene.worldentity)
9570         //      return;
9571         rsurface.entity = r_refdef.scene.worldentity;
9572         rsurface.skeleton = NULL;
9573         rsurface.ent_skinnum = 0;
9574         rsurface.ent_qwskin = -1;
9575         rsurface.ent_shadertime = 0;
9576         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9577         if (rsurface.array_size < model->surfmesh.num_vertices)
9578                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9579         rsurface.matrix = identitymatrix;
9580         rsurface.inversematrix = identitymatrix;
9581         rsurface.matrixscale = 1;
9582         rsurface.inversematrixscale = 1;
9583         R_EntityMatrix(&identitymatrix);
9584         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9585         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9586         rsurface.fograngerecip = r_refdef.fograngerecip;
9587         rsurface.fogheightfade = r_refdef.fogheightfade;
9588         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9589         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9590         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9591         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9592         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9593         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9594         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9595         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9596         rsurface.colormod[3] = 1;
9597         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9598         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9599         rsurface.frameblend[0].lerp = 1;
9600         rsurface.ent_alttextures = false;
9601         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9602         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9603         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9604         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9605         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9606         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9607         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9608         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9609         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9610         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9611         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9612         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9613         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9614         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9615         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9616         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9617         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9618         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9619         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9620         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9621         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9622         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9623         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9624         rsurface.modelelement3i = model->surfmesh.data_element3i;
9625         rsurface.modelelement3s = model->surfmesh.data_element3s;
9626         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9627         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9628         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9629         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9630         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9631         rsurface.modelsurfaces = model->data_surfaces;
9632         rsurface.generatedvertex = false;
9633         rsurface.vertex3f  = rsurface.modelvertex3f;
9634         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9635         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9636         rsurface.svector3f = rsurface.modelsvector3f;
9637         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9638         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9639         rsurface.tvector3f = rsurface.modeltvector3f;
9640         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9641         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9642         rsurface.normal3f  = rsurface.modelnormal3f;
9643         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9644         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9645         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9646 }
9647
9648 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9649 {
9650         dp_model_t *model = ent->model;
9651         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9652         //      return;
9653         rsurface.entity = (entity_render_t *)ent;
9654         rsurface.skeleton = ent->skeleton;
9655         rsurface.ent_skinnum = ent->skinnum;
9656         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
9657         rsurface.ent_shadertime = ent->shadertime;
9658         rsurface.ent_flags = ent->flags;
9659         if (rsurface.array_size < model->surfmesh.num_vertices)
9660                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9661         rsurface.matrix = ent->matrix;
9662         rsurface.inversematrix = ent->inversematrix;
9663         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9664         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9665         R_EntityMatrix(&rsurface.matrix);
9666         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9667         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9668         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9669         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9670         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9671         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9672         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9673         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9674         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9675         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9676         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9677         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9678         rsurface.colormod[3] = ent->alpha;
9679         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9680         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9681         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9682         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9683         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9684         if (ent->model->brush.submodel && !prepass)
9685         {
9686                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9687                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9688         }
9689         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9690         {
9691                 if (ent->animcache_vertex3f && !r_framedata_failed)
9692                 {
9693                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9694                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9695                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9696                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9697                 }
9698                 else if (wanttangents)
9699                 {
9700                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9701                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9702                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9703                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9704                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9705                 }
9706                 else if (wantnormals)
9707                 {
9708                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9709                         rsurface.modelsvector3f = NULL;
9710                         rsurface.modeltvector3f = NULL;
9711                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9712                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9713                 }
9714                 else
9715                 {
9716                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9717                         rsurface.modelsvector3f = NULL;
9718                         rsurface.modeltvector3f = NULL;
9719                         rsurface.modelnormal3f = NULL;
9720                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9721                 }
9722                 rsurface.modelvertex3f_bufferobject = 0;
9723                 rsurface.modelvertex3f_bufferoffset = 0;
9724                 rsurface.modelsvector3f_bufferobject = 0;
9725                 rsurface.modelsvector3f_bufferoffset = 0;
9726                 rsurface.modeltvector3f_bufferobject = 0;
9727                 rsurface.modeltvector3f_bufferoffset = 0;
9728                 rsurface.modelnormal3f_bufferobject = 0;
9729                 rsurface.modelnormal3f_bufferoffset = 0;
9730                 rsurface.generatedvertex = true;
9731         }
9732         else
9733         {
9734                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9735                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9736                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9737                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9738                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9739                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9740                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9741                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9742                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9743                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9744                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9745                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9746                 rsurface.generatedvertex = false;
9747         }
9748         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9749         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9750         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9751         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9752         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9753         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9754         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9755         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9756         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9757         rsurface.modelelement3i = model->surfmesh.data_element3i;
9758         rsurface.modelelement3s = model->surfmesh.data_element3s;
9759         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9760         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9761         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9762         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9763         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9764         rsurface.modelsurfaces = model->data_surfaces;
9765         rsurface.vertex3f  = rsurface.modelvertex3f;
9766         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9767         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9768         rsurface.svector3f = rsurface.modelsvector3f;
9769         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9770         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9771         rsurface.tvector3f = rsurface.modeltvector3f;
9772         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9773         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9774         rsurface.normal3f  = rsurface.modelnormal3f;
9775         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9776         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9777         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9778 }
9779
9780 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9781 {
9782         rsurface.entity = r_refdef.scene.worldentity;
9783         rsurface.skeleton = NULL;
9784         rsurface.ent_skinnum = 0;
9785         rsurface.ent_qwskin = -1;
9786         rsurface.ent_shadertime = shadertime;
9787         rsurface.ent_flags = entflags;
9788         rsurface.modelnum_vertices = numvertices;
9789         rsurface.modelnum_triangles = numtriangles;
9790         if (rsurface.array_size < rsurface.modelnum_vertices)
9791                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9792         rsurface.matrix = *matrix;
9793         rsurface.inversematrix = *inversematrix;
9794         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9795         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9796         R_EntityMatrix(&rsurface.matrix);
9797         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9798         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9799         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9800         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9801         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9802         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9803         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9804         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9805         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9806         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9807         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9808         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9809         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9810         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9811         rsurface.frameblend[0].lerp = 1;
9812         rsurface.ent_alttextures = false;
9813         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9814         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9815         if (wanttangents)
9816         {
9817                 rsurface.modelvertex3f = vertex3f;
9818                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9819                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9820                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9821         }
9822         else if (wantnormals)
9823         {
9824                 rsurface.modelvertex3f = vertex3f;
9825                 rsurface.modelsvector3f = NULL;
9826                 rsurface.modeltvector3f = NULL;
9827                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9828         }
9829         else
9830         {
9831                 rsurface.modelvertex3f = vertex3f;
9832                 rsurface.modelsvector3f = NULL;
9833                 rsurface.modeltvector3f = NULL;
9834                 rsurface.modelnormal3f = NULL;
9835         }
9836         rsurface.modelvertex3f_bufferobject = 0;
9837         rsurface.modelvertex3f_bufferoffset = 0;
9838         rsurface.modelsvector3f_bufferobject = 0;
9839         rsurface.modelsvector3f_bufferoffset = 0;
9840         rsurface.modeltvector3f_bufferobject = 0;
9841         rsurface.modeltvector3f_bufferoffset = 0;
9842         rsurface.modelnormal3f_bufferobject = 0;
9843         rsurface.modelnormal3f_bufferoffset = 0;
9844         rsurface.generatedvertex = true;
9845         rsurface.modellightmapcolor4f  = color4f;
9846         rsurface.modellightmapcolor4f_bufferobject = 0;
9847         rsurface.modellightmapcolor4f_bufferoffset = 0;
9848         rsurface.modeltexcoordtexture2f  = texcoord2f;
9849         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9850         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9851         rsurface.modeltexcoordlightmap2f  = NULL;
9852         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9853         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9854         rsurface.modelelement3i = element3i;
9855         rsurface.modelelement3s = element3s;
9856         rsurface.modelelement3i_bufferobject = 0;
9857         rsurface.modelelement3s_bufferobject = 0;
9858         rsurface.modellightmapoffsets = NULL;
9859         rsurface.modelsurfaces = NULL;
9860         rsurface.vertex3f  = rsurface.modelvertex3f;
9861         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9862         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9863         rsurface.svector3f = rsurface.modelsvector3f;
9864         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9865         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9866         rsurface.tvector3f = rsurface.modeltvector3f;
9867         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9868         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9869         rsurface.normal3f  = rsurface.modelnormal3f;
9870         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9871         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9872         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9873
9874         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9875         {
9876                 if ((wantnormals || wanttangents) && !normal3f)
9877                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9878                 if (wanttangents && !svector3f)
9879                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9880         }
9881 }
9882
9883 float RSurf_FogPoint(const float *v)
9884 {
9885         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9886         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9887         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9888         float FogHeightFade = r_refdef.fogheightfade;
9889         float fogfrac;
9890         unsigned int fogmasktableindex;
9891         if (r_refdef.fogplaneviewabove)
9892                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9893         else
9894                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9895         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9896         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9897 }
9898
9899 float RSurf_FogVertex(const float *v)
9900 {
9901         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9902         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9903         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9904         float FogHeightFade = rsurface.fogheightfade;
9905         float fogfrac;
9906         unsigned int fogmasktableindex;
9907         if (r_refdef.fogplaneviewabove)
9908                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9909         else
9910                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9911         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9912         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9913 }
9914
9915 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9916 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9917 {
9918         int deformindex;
9919         int texturesurfaceindex;
9920         int i, j;
9921         float amplitude;
9922         float animpos;
9923         float scale;
9924         const float *v1, *in_tc;
9925         float *out_tc;
9926         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9927         float waveparms[4];
9928         q3shaderinfo_deform_t *deform;
9929         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9930         if (rsurface.generatedvertex)
9931         {
9932                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9933                         generatenormals = true;
9934                 for (i = 0;i < Q3MAXDEFORMS;i++)
9935                 {
9936                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9937                         {
9938                                 generatetangents = true;
9939                                 generatenormals = true;
9940                         }
9941                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9942                                 generatenormals = true;
9943                 }
9944                 if (generatenormals && !rsurface.modelnormal3f)
9945                 {
9946                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9947                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9948                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9949                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9950                 }
9951                 if (generatetangents && !rsurface.modelsvector3f)
9952                 {
9953                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9954                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9955                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9956                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9957                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9958                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9959                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9960                 }
9961         }
9962         rsurface.vertex3f  = rsurface.modelvertex3f;
9963         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9964         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9965         rsurface.svector3f = rsurface.modelsvector3f;
9966         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9967         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9968         rsurface.tvector3f = rsurface.modeltvector3f;
9969         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9970         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9971         rsurface.normal3f  = rsurface.modelnormal3f;
9972         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9973         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9974         // if vertices are deformed (sprite flares and things in maps, possibly
9975         // water waves, bulges and other deformations), generate them into
9976         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9977         // (may be static model data or generated data for an animated model, or
9978         //  the previous deform pass)
9979         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9980         {
9981                 switch (deform->deform)
9982                 {
9983                 default:
9984                 case Q3DEFORM_PROJECTIONSHADOW:
9985                 case Q3DEFORM_TEXT0:
9986                 case Q3DEFORM_TEXT1:
9987                 case Q3DEFORM_TEXT2:
9988                 case Q3DEFORM_TEXT3:
9989                 case Q3DEFORM_TEXT4:
9990                 case Q3DEFORM_TEXT5:
9991                 case Q3DEFORM_TEXT6:
9992                 case Q3DEFORM_TEXT7:
9993                 case Q3DEFORM_NONE:
9994                         break;
9995                 case Q3DEFORM_AUTOSPRITE:
9996                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9997                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9998                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9999                         VectorNormalize(newforward);
10000                         VectorNormalize(newright);
10001                         VectorNormalize(newup);
10002                         // make deformed versions of only the model vertices used by the specified surfaces
10003                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10004                         {
10005                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10006                                 // a single autosprite surface can contain multiple sprites...
10007                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10008                                 {
10009                                         VectorClear(center);
10010                                         for (i = 0;i < 4;i++)
10011                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10012                                         VectorScale(center, 0.25f, center);
10013                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10014                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10015                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10016                                         for (i = 0;i < 4;i++)
10017                                         {
10018                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10019                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10020                                         }
10021                                 }
10022                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10023                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10024                         }
10025                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10026                         rsurface.vertex3f_bufferobject = 0;
10027                         rsurface.vertex3f_bufferoffset = 0;
10028                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10029                         rsurface.svector3f_bufferobject = 0;
10030                         rsurface.svector3f_bufferoffset = 0;
10031                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10032                         rsurface.tvector3f_bufferobject = 0;
10033                         rsurface.tvector3f_bufferoffset = 0;
10034                         rsurface.normal3f = rsurface.array_deformednormal3f;
10035                         rsurface.normal3f_bufferobject = 0;
10036                         rsurface.normal3f_bufferoffset = 0;
10037                         break;
10038                 case Q3DEFORM_AUTOSPRITE2:
10039                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10040                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10041                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10042                         VectorNormalize(newforward);
10043                         VectorNormalize(newright);
10044                         VectorNormalize(newup);
10045                         // make deformed versions of only the model vertices used by the specified surfaces
10046                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10047                         {
10048                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10049                                 const float *v1, *v2;
10050                                 vec3_t start, end;
10051                                 float f, l;
10052                                 struct
10053                                 {
10054                                         float length2;
10055                                         const float *v1;
10056                                         const float *v2;
10057                                 }
10058                                 shortest[2];
10059                                 memset(shortest, 0, sizeof(shortest));
10060                                 // a single autosprite surface can contain multiple sprites...
10061                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10062                                 {
10063                                         VectorClear(center);
10064                                         for (i = 0;i < 4;i++)
10065                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10066                                         VectorScale(center, 0.25f, center);
10067                                         // find the two shortest edges, then use them to define the
10068                                         // axis vectors for rotating around the central axis
10069                                         for (i = 0;i < 6;i++)
10070                                         {
10071                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10072                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10073 #if 0
10074                                                 Debug_PolygonBegin(NULL, 0);
10075                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10076                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10077                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10078                                                 Debug_PolygonEnd();
10079 #endif
10080                                                 l = VectorDistance2(v1, v2);
10081                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10082                                                 if (v1[2] != v2[2])
10083                                                         l += (1.0f / 1024.0f);
10084                                                 if (shortest[0].length2 > l || i == 0)
10085                                                 {
10086                                                         shortest[1] = shortest[0];
10087                                                         shortest[0].length2 = l;
10088                                                         shortest[0].v1 = v1;
10089                                                         shortest[0].v2 = v2;
10090                                                 }
10091                                                 else if (shortest[1].length2 > l || i == 1)
10092                                                 {
10093                                                         shortest[1].length2 = l;
10094                                                         shortest[1].v1 = v1;
10095                                                         shortest[1].v2 = v2;
10096                                                 }
10097                                         }
10098                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10099                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10100 #if 0
10101                                         Debug_PolygonBegin(NULL, 0);
10102                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10103                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10104                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10105                                         Debug_PolygonEnd();
10106 #endif
10107                                         // this calculates the right vector from the shortest edge
10108                                         // and the up vector from the edge midpoints
10109                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10110                                         VectorNormalize(right);
10111                                         VectorSubtract(end, start, up);
10112                                         VectorNormalize(up);
10113                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10114                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10115                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10116                                         VectorNegate(forward, forward);
10117                                         VectorReflect(forward, 0, up, forward);
10118                                         VectorNormalize(forward);
10119                                         CrossProduct(up, forward, newright);
10120                                         VectorNormalize(newright);
10121 #if 0
10122                                         Debug_PolygonBegin(NULL, 0);
10123                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10124                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10125                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10126                                         Debug_PolygonEnd();
10127 #endif
10128 #if 0
10129                                         Debug_PolygonBegin(NULL, 0);
10130                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10131                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10132                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10133                                         Debug_PolygonEnd();
10134 #endif
10135                                         // rotate the quad around the up axis vector, this is made
10136                                         // especially easy by the fact we know the quad is flat,
10137                                         // so we only have to subtract the center position and
10138                                         // measure distance along the right vector, and then
10139                                         // multiply that by the newright vector and add back the
10140                                         // center position
10141                                         // we also need to subtract the old position to undo the
10142                                         // displacement from the center, which we do with a
10143                                         // DotProduct, the subtraction/addition of center is also
10144                                         // optimized into DotProducts here
10145                                         l = DotProduct(right, center);
10146                                         for (i = 0;i < 4;i++)
10147                                         {
10148                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10149                                                 f = DotProduct(right, v1) - l;
10150                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10151                                         }
10152                                 }
10153                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10154                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10155                         }
10156                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10157                         rsurface.vertex3f_bufferobject = 0;
10158                         rsurface.vertex3f_bufferoffset = 0;
10159                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10160                         rsurface.svector3f_bufferobject = 0;
10161                         rsurface.svector3f_bufferoffset = 0;
10162                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10163                         rsurface.tvector3f_bufferobject = 0;
10164                         rsurface.tvector3f_bufferoffset = 0;
10165                         rsurface.normal3f = rsurface.array_deformednormal3f;
10166                         rsurface.normal3f_bufferobject = 0;
10167                         rsurface.normal3f_bufferoffset = 0;
10168                         break;
10169                 case Q3DEFORM_NORMAL:
10170                         // deform the normals to make reflections wavey
10171                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10172                         {
10173                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10174                                 for (j = 0;j < surface->num_vertices;j++)
10175                                 {
10176                                         float vertex[3];
10177                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10178                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10179                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10180                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10181                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10182                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10183                                         VectorNormalize(normal);
10184                                 }
10185                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10186                         }
10187                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10188                         rsurface.svector3f_bufferobject = 0;
10189                         rsurface.svector3f_bufferoffset = 0;
10190                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10191                         rsurface.tvector3f_bufferobject = 0;
10192                         rsurface.tvector3f_bufferoffset = 0;
10193                         rsurface.normal3f = rsurface.array_deformednormal3f;
10194                         rsurface.normal3f_bufferobject = 0;
10195                         rsurface.normal3f_bufferoffset = 0;
10196                         break;
10197                 case Q3DEFORM_WAVE:
10198                         // deform vertex array to make wavey water and flags and such
10199                         waveparms[0] = deform->waveparms[0];
10200                         waveparms[1] = deform->waveparms[1];
10201                         waveparms[2] = deform->waveparms[2];
10202                         waveparms[3] = deform->waveparms[3];
10203                         // this is how a divisor of vertex influence on deformation
10204                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10205                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10206                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10207                         {
10208                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10209                                 for (j = 0;j < surface->num_vertices;j++)
10210                                 {
10211                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10212                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10213                                         // if the wavefunc depends on time, evaluate it per-vertex
10214                                         if (waveparms[3])
10215                                         {
10216                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10217                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10218                                         }
10219                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10220                                 }
10221                         }
10222                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10223                         rsurface.vertex3f_bufferobject = 0;
10224                         rsurface.vertex3f_bufferoffset = 0;
10225                         break;
10226                 case Q3DEFORM_BULGE:
10227                         // deform vertex array to make the surface have moving bulges
10228                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10229                         {
10230                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10231                                 for (j = 0;j < surface->num_vertices;j++)
10232                                 {
10233                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10234                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10235                                 }
10236                         }
10237                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10238                         rsurface.vertex3f_bufferobject = 0;
10239                         rsurface.vertex3f_bufferoffset = 0;
10240                         break;
10241                 case Q3DEFORM_MOVE:
10242                         // deform vertex array
10243                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10244                         VectorScale(deform->parms, scale, waveparms);
10245                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10246                         {
10247                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10248                                 for (j = 0;j < surface->num_vertices;j++)
10249                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10250                         }
10251                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10252                         rsurface.vertex3f_bufferobject = 0;
10253                         rsurface.vertex3f_bufferoffset = 0;
10254                         break;
10255                 }
10256         }
10257         // generate texcoords based on the chosen texcoord source
10258         switch(rsurface.texture->tcgen.tcgen)
10259         {
10260         default:
10261         case Q3TCGEN_TEXTURE:
10262                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10263                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10264                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10265                 break;
10266         case Q3TCGEN_LIGHTMAP:
10267                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10268                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10269                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10270                 break;
10271         case Q3TCGEN_VECTOR:
10272                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10273                 {
10274                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10275                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10276                         {
10277                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10278                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10279                         }
10280                 }
10281                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10282                 rsurface.texcoordtexture2f_bufferobject  = 0;
10283                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10284                 break;
10285         case Q3TCGEN_ENVIRONMENT:
10286                 // make environment reflections using a spheremap
10287                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10288                 {
10289                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10290                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10291                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10292                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10293                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10294                         {
10295                                 // identical to Q3A's method, but executed in worldspace so
10296                                 // carried models can be shiny too
10297
10298                                 float viewer[3], d, reflected[3], worldreflected[3];
10299
10300                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10301                                 // VectorNormalize(viewer);
10302
10303                                 d = DotProduct(normal, viewer);
10304
10305                                 reflected[0] = normal[0]*2*d - viewer[0];
10306                                 reflected[1] = normal[1]*2*d - viewer[1];
10307                                 reflected[2] = normal[2]*2*d - viewer[2];
10308                                 // note: this is proportinal to viewer, so we can normalize later
10309
10310                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10311                                 VectorNormalize(worldreflected);
10312
10313                                 // note: this sphere map only uses world x and z!
10314                                 // so positive and negative y will LOOK THE SAME.
10315                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10316                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10317                         }
10318                 }
10319                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10320                 rsurface.texcoordtexture2f_bufferobject  = 0;
10321                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10322                 break;
10323         }
10324         // the only tcmod that needs software vertex processing is turbulent, so
10325         // check for it here and apply the changes if needed
10326         // and we only support that as the first one
10327         // (handling a mixture of turbulent and other tcmods would be problematic
10328         //  without punting it entirely to a software path)
10329         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10330         {
10331                 amplitude = rsurface.texture->tcmods[0].parms[1];
10332                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10333                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10334                 {
10335                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10336                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10337                         {
10338                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10339                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10340                         }
10341                 }
10342                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10343                 rsurface.texcoordtexture2f_bufferobject  = 0;
10344                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10345         }
10346         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10347         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10348         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10349         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10350 }
10351
10352 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10353 {
10354         int i, j;
10355         const msurface_t *surface = texturesurfacelist[0];
10356         const msurface_t *surface2;
10357         int firstvertex;
10358         int endvertex;
10359         int numvertices;
10360         int numtriangles;
10361         // TODO: lock all array ranges before render, rather than on each surface
10362         if (texturenumsurfaces == 1)
10363                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10364         else if (r_batchmode.integer == 2)
10365         {
10366                 #define MAXBATCHTRIANGLES 65536
10367                 int batchtriangles = 0;
10368                 static int batchelements[MAXBATCHTRIANGLES*3];
10369                 for (i = 0;i < texturenumsurfaces;i = j)
10370                 {
10371                         surface = texturesurfacelist[i];
10372                         j = i + 1;
10373                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10374                         {
10375                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10376                                 continue;
10377                         }
10378                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10379                         batchtriangles = surface->num_triangles;
10380                         firstvertex = surface->num_firstvertex;
10381                         endvertex = surface->num_firstvertex + surface->num_vertices;
10382                         for (;j < texturenumsurfaces;j++)
10383                         {
10384                                 surface2 = texturesurfacelist[j];
10385                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10386                                         break;
10387                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10388                                 batchtriangles += surface2->num_triangles;
10389                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10390                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10391                         }
10392                         surface2 = texturesurfacelist[j-1];
10393                         numvertices = endvertex - firstvertex;
10394                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10395                 }
10396         }
10397         else if (r_batchmode.integer == 1)
10398         {
10399                 for (i = 0;i < texturenumsurfaces;i = j)
10400                 {
10401                         surface = texturesurfacelist[i];
10402                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10403                                 if (texturesurfacelist[j] != surface2)
10404                                         break;
10405                         surface2 = texturesurfacelist[j-1];
10406                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10407                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10408                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10409                 }
10410         }
10411         else
10412         {
10413                 for (i = 0;i < texturenumsurfaces;i++)
10414                 {
10415                         surface = texturesurfacelist[i];
10416                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10417                 }
10418         }
10419 }
10420
10421 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10422 {
10423         switch(vid.renderpath)
10424         {
10425         case RENDERPATH_CGGL:
10426 #ifdef SUPPORTCG
10427                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10428                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10429 #endif
10430                 break;
10431         case RENDERPATH_GL20:
10432                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10433                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10434                 break;
10435         case RENDERPATH_GL13:
10436         case RENDERPATH_GL11:
10437                 R_Mesh_TexBind(0, surface->lightmaptexture);
10438                 break;
10439         }
10440 }
10441
10442 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10443 {
10444         // pick the closest matching water plane and bind textures
10445         int planeindex, vertexindex;
10446         float d, bestd;
10447         vec3_t vert;
10448         const float *v;
10449         r_waterstate_waterplane_t *p, *bestp;
10450         bestd = 0;
10451         bestp = NULL;
10452         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10453         {
10454                 if(p->camera_entity != rsurface.texture->camera_entity)
10455                         continue;
10456                 d = 0;
10457                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10458                 {
10459                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10460                         d += fabs(PlaneDiff(vert, &p->plane));
10461                 }
10462                 if (bestd > d || !bestp)
10463                 {
10464                         bestd = d;
10465                         bestp = p;
10466                 }
10467         }
10468         switch(vid.renderpath)
10469         {
10470         case RENDERPATH_CGGL:
10471 #ifdef SUPPORTCG
10472                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10473                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10474                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10475 #endif
10476                 break;
10477         case RENDERPATH_GL20:
10478                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10479                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10480                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10481                 break;
10482         case RENDERPATH_GL13:
10483         case RENDERPATH_GL11:
10484                 break;
10485         }
10486 }
10487
10488 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10489 {
10490         int i;
10491         const msurface_t *surface;
10492         if (r_waterstate.renderingscene)
10493                 return;
10494         for (i = 0;i < texturenumsurfaces;i++)
10495         {
10496                 surface = texturesurfacelist[i];
10497                 RSurf_BindLightmapForSurface(surface);
10498                 RSurf_BindReflectionForSurface(surface);
10499                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10500         }
10501 }
10502
10503 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10504 {
10505         int i;
10506         int j;
10507         const msurface_t *surface = texturesurfacelist[0];
10508         const msurface_t *surface2;
10509         int firstvertex;
10510         int endvertex;
10511         int numvertices;
10512         int numtriangles;
10513         if (texturenumsurfaces == 1)
10514         {
10515                 RSurf_BindLightmapForSurface(surface);
10516                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10517         }
10518         else if (r_batchmode.integer == 2)
10519         {
10520                 int batchtriangles = 0;
10521                 static int batchelements[MAXBATCHTRIANGLES*3];
10522                 for (i = 0;i < texturenumsurfaces;i = j)
10523                 {
10524                         surface = texturesurfacelist[i];
10525                         RSurf_BindLightmapForSurface(surface);
10526                         j = i + 1;
10527                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10528                         {
10529                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10530                                 continue;
10531                         }
10532                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10533                         batchtriangles = surface->num_triangles;
10534                         firstvertex = surface->num_firstvertex;
10535                         endvertex = surface->num_firstvertex + surface->num_vertices;
10536                         for (;j < texturenumsurfaces;j++)
10537                         {
10538                                 surface2 = texturesurfacelist[j];
10539                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10540                                         break;
10541                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10542                                 batchtriangles += surface2->num_triangles;
10543                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10544                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10545                         }
10546                         surface2 = texturesurfacelist[j-1];
10547                         numvertices = endvertex - firstvertex;
10548                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10549                 }
10550         }
10551         else if (r_batchmode.integer == 1)
10552         {
10553 #if 0
10554                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10555                 for (i = 0;i < texturenumsurfaces;i = j)
10556                 {
10557                         surface = texturesurfacelist[i];
10558                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10559                                 if (texturesurfacelist[j] != surface2)
10560                                         break;
10561                         Con_Printf(" %i", j - i);
10562                 }
10563                 Con_Printf("\n");
10564                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10565 #endif
10566                 for (i = 0;i < texturenumsurfaces;i = j)
10567                 {
10568                         surface = texturesurfacelist[i];
10569                         RSurf_BindLightmapForSurface(surface);
10570                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10571                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10572                                         break;
10573 #if 0
10574                         Con_Printf(" %i", j - i);
10575 #endif
10576                         surface2 = texturesurfacelist[j-1];
10577                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10578                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10579                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10580                 }
10581 #if 0
10582                 Con_Printf("\n");
10583 #endif
10584         }
10585         else
10586         {
10587                 for (i = 0;i < texturenumsurfaces;i++)
10588                 {
10589                         surface = texturesurfacelist[i];
10590                         RSurf_BindLightmapForSurface(surface);
10591                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10592                 }
10593         }
10594 }
10595
10596 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10597 {
10598         int j;
10599         int texturesurfaceindex;
10600         if (r_showsurfaces.integer == 2)
10601         {
10602                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10603                 {
10604                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10605                         for (j = 0;j < surface->num_triangles;j++)
10606                         {
10607                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10608                                 GL_Color(f, f, f, 1);
10609                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10610                         }
10611                 }
10612         }
10613         else
10614         {
10615                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10616                 {
10617                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10618                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10619                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10620                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10621                 }
10622         }
10623 }
10624
10625 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10626 {
10627         int texturesurfaceindex;
10628         int i;
10629         const float *v;
10630         float *c2;
10631         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10632         {
10633                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10634                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10635                 {
10636                         c2[0] = 0.5;
10637                         c2[1] = 0.5;
10638                         c2[2] = 0.5;
10639                         c2[3] = 1;
10640                 }
10641         }
10642         rsurface.lightmapcolor4f = rsurface.array_color4f;
10643         rsurface.lightmapcolor4f_bufferobject = 0;
10644         rsurface.lightmapcolor4f_bufferoffset = 0;
10645 }
10646
10647 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10648 {
10649         int texturesurfaceindex;
10650         int i;
10651         float f;
10652         const float *v;
10653         const float *c;
10654         float *c2;
10655         if (rsurface.lightmapcolor4f)
10656         {
10657                 // generate color arrays for the surfaces in this list
10658                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10659                 {
10660                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10661                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10662                         {
10663                                 f = RSurf_FogVertex(v);
10664                                 c2[0] = c[0] * f;
10665                                 c2[1] = c[1] * f;
10666                                 c2[2] = c[2] * f;
10667                                 c2[3] = c[3];
10668                         }
10669                 }
10670         }
10671         else
10672         {
10673                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10674                 {
10675                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10676                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10677                         {
10678                                 f = RSurf_FogVertex(v);
10679                                 c2[0] = f;
10680                                 c2[1] = f;
10681                                 c2[2] = f;
10682                                 c2[3] = 1;
10683                         }
10684                 }
10685         }
10686         rsurface.lightmapcolor4f = rsurface.array_color4f;
10687         rsurface.lightmapcolor4f_bufferobject = 0;
10688         rsurface.lightmapcolor4f_bufferoffset = 0;
10689 }
10690
10691 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10692 {
10693         int texturesurfaceindex;
10694         int i;
10695         float f;
10696         const float *v;
10697         const float *c;
10698         float *c2;
10699         if (!rsurface.lightmapcolor4f)
10700                 return;
10701         // generate color arrays for the surfaces in this list
10702         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10703         {
10704                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10705                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10706                 {
10707                         f = RSurf_FogVertex(v);
10708                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10709                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10710                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10711                         c2[3] = c[3];
10712                 }
10713         }
10714         rsurface.lightmapcolor4f = rsurface.array_color4f;
10715         rsurface.lightmapcolor4f_bufferobject = 0;
10716         rsurface.lightmapcolor4f_bufferoffset = 0;
10717 }
10718
10719 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10720 {
10721         int texturesurfaceindex;
10722         int i;
10723         const float *c;
10724         float *c2;
10725         if (!rsurface.lightmapcolor4f)
10726                 return;
10727         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10728         {
10729                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10730                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10731                 {
10732                         c2[0] = c[0] * r;
10733                         c2[1] = c[1] * g;
10734                         c2[2] = c[2] * b;
10735                         c2[3] = c[3] * a;
10736                 }
10737         }
10738         rsurface.lightmapcolor4f = rsurface.array_color4f;
10739         rsurface.lightmapcolor4f_bufferobject = 0;
10740         rsurface.lightmapcolor4f_bufferoffset = 0;
10741 }
10742
10743 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10744 {
10745         int texturesurfaceindex;
10746         int i;
10747         const float *c;
10748         float *c2;
10749         if (!rsurface.lightmapcolor4f)
10750                 return;
10751         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10752         {
10753                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10754                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10755                 {
10756                         c2[0] = c[0] + r_refdef.scene.ambient;
10757                         c2[1] = c[1] + r_refdef.scene.ambient;
10758                         c2[2] = c[2] + r_refdef.scene.ambient;
10759                         c2[3] = c[3];
10760                 }
10761         }
10762         rsurface.lightmapcolor4f = rsurface.array_color4f;
10763         rsurface.lightmapcolor4f_bufferobject = 0;
10764         rsurface.lightmapcolor4f_bufferoffset = 0;
10765 }
10766
10767 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10768 {
10769         // TODO: optimize
10770         rsurface.lightmapcolor4f = NULL;
10771         rsurface.lightmapcolor4f_bufferobject = 0;
10772         rsurface.lightmapcolor4f_bufferoffset = 0;
10773         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10774         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10775         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10776         GL_Color(r, g, b, a);
10777         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10778 }
10779
10780 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10781 {
10782         // TODO: optimize applyfog && applycolor case
10783         // just apply fog if necessary, and tint the fog color array if necessary
10784         rsurface.lightmapcolor4f = NULL;
10785         rsurface.lightmapcolor4f_bufferobject = 0;
10786         rsurface.lightmapcolor4f_bufferoffset = 0;
10787         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10788         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10789         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10790         GL_Color(r, g, b, a);
10791         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10792 }
10793
10794 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10795 {
10796         int texturesurfaceindex;
10797         int i;
10798         float *c;
10799         // TODO: optimize
10800         if (texturesurfacelist[0]->lightmapinfo)
10801         {
10802                 // generate color arrays for the surfaces in this list
10803                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10804                 {
10805                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10806                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10807                         {
10808                                 if (surface->lightmapinfo->samples)
10809                                 {
10810                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10811                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10812                                         VectorScale(lm, scale, c);
10813                                         if (surface->lightmapinfo->styles[1] != 255)
10814                                         {
10815                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10816                                                 lm += size3;
10817                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10818                                                 VectorMA(c, scale, lm, c);
10819                                                 if (surface->lightmapinfo->styles[2] != 255)
10820                                                 {
10821                                                         lm += size3;
10822                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10823                                                         VectorMA(c, scale, lm, c);
10824                                                         if (surface->lightmapinfo->styles[3] != 255)
10825                                                         {
10826                                                                 lm += size3;
10827                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10828                                                                 VectorMA(c, scale, lm, c);
10829                                                         }
10830                                                 }
10831                                         }
10832                                 }
10833                                 else
10834                                         VectorClear(c);
10835                                 c[3] = 1;
10836                         }
10837                 }
10838                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10839                 rsurface.lightmapcolor4f_bufferobject = 0;
10840                 rsurface.lightmapcolor4f_bufferoffset = 0;
10841         }
10842         else
10843         {
10844                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10845                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10846                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10847         }
10848         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10849         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10850         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10851         GL_Color(r, g, b, a);
10852         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10853 }
10854
10855 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10856 {
10857         int texturesurfaceindex;
10858         int i;
10859         float f;
10860         float alpha;
10861         const float *v;
10862         const float *n;
10863         float *c;
10864         vec3_t ambientcolor;
10865         vec3_t diffusecolor;
10866         vec3_t lightdir;
10867         // TODO: optimize
10868         // model lighting
10869         VectorCopy(rsurface.modellight_lightdir, lightdir);
10870         f = 0.5f * r_refdef.lightmapintensity;
10871         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10872         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10873         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10874         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10875         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10876         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10877         alpha = *a;
10878         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10879         {
10880                 // generate color arrays for the surfaces in this list
10881                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10882                 {
10883                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10884                         int numverts = surface->num_vertices;
10885                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10886                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10887                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10888                         // q3-style directional shading
10889                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10890                         {
10891                                 if ((f = DotProduct(n, lightdir)) > 0)
10892                                         VectorMA(ambientcolor, f, diffusecolor, c);
10893                                 else
10894                                         VectorCopy(ambientcolor, c);
10895                                 c[3] = alpha;
10896                         }
10897                 }
10898                 *r = 1;
10899                 *g = 1;
10900                 *b = 1;
10901                 *a = 1;
10902                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10903                 rsurface.lightmapcolor4f_bufferobject = 0;
10904                 rsurface.lightmapcolor4f_bufferoffset = 0;
10905                 *applycolor = false;
10906         }
10907         else
10908         {
10909                 *r = ambientcolor[0];
10910                 *g = ambientcolor[1];
10911                 *b = ambientcolor[2];
10912                 rsurface.lightmapcolor4f = NULL;
10913                 rsurface.lightmapcolor4f_bufferobject = 0;
10914                 rsurface.lightmapcolor4f_bufferoffset = 0;
10915         }
10916 }
10917
10918 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10919 {
10920         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10921         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10922         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10923         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10924         GL_Color(r, g, b, a);
10925         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10926 }
10927
10928 void RSurf_SetupDepthAndCulling(void)
10929 {
10930         // submodels are biased to avoid z-fighting with world surfaces that they
10931         // may be exactly overlapping (avoids z-fighting artifacts on certain
10932         // doors and things in Quake maps)
10933         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10934         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10935         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10936         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10937 }
10938
10939 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10940 {
10941         // transparent sky would be ridiculous
10942         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10943                 return;
10944         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10945         skyrenderlater = true;
10946         RSurf_SetupDepthAndCulling();
10947         GL_DepthMask(true);
10948         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10949         // skymasking on them, and Quake3 never did sky masking (unlike
10950         // software Quake and software Quake2), so disable the sky masking
10951         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10952         // and skymasking also looks very bad when noclipping outside the
10953         // level, so don't use it then either.
10954         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10955         {
10956                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10957                 R_Mesh_ColorPointer(NULL, 0, 0);
10958                 R_Mesh_ResetTextureState();
10959                 if (skyrendermasked)
10960                 {
10961                         R_SetupShader_DepthOrShadow();
10962                         // depth-only (masking)
10963                         GL_ColorMask(0,0,0,0);
10964                         // just to make sure that braindead drivers don't draw
10965                         // anything despite that colormask...
10966                         GL_BlendFunc(GL_ZERO, GL_ONE);
10967                 }
10968                 else
10969                 {
10970                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10971                         // fog sky
10972                         GL_BlendFunc(GL_ONE, GL_ZERO);
10973                 }
10974                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10975                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10976                 if (skyrendermasked)
10977                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10978         }
10979         R_Mesh_ResetTextureState();
10980         GL_Color(1, 1, 1, 1);
10981 }
10982
10983 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10984 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10985 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10986 {
10987         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10988                 return;
10989         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10990         if (prepass)
10991         {
10992                 // render screenspace normalmap to texture
10993                 GL_DepthMask(true);
10994                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10995                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10996         }
10997         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
10998         {
10999                 // render water or distortion background, then blend surface on top
11000                 GL_DepthMask(true);
11001                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11002                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11003                 GL_DepthMask(false);
11004                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11005                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11006                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11007                 else
11008                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11009         }
11010         else
11011         {
11012                 // render surface normally
11013                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11014                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11015                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11016                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11017                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11018                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11019                 else
11020                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11021         }
11022 }
11023
11024 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11025 {
11026         // OpenGL 1.3 path - anything not completely ancient
11027         int texturesurfaceindex;
11028         qboolean applycolor;
11029         qboolean applyfog;
11030         int layerindex;
11031         const texturelayer_t *layer;
11032         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11033
11034         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11035         {
11036                 vec4_t layercolor;
11037                 int layertexrgbscale;
11038                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11039                 {
11040                         if (layerindex == 0)
11041                                 GL_AlphaTest(true);
11042                         else
11043                         {
11044                                 GL_AlphaTest(false);
11045                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11046                         }
11047                 }
11048                 GL_DepthMask(layer->depthmask && writedepth);
11049                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11050                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11051                 {
11052                         layertexrgbscale = 4;
11053                         VectorScale(layer->color, 0.25f, layercolor);
11054                 }
11055                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11056                 {
11057                         layertexrgbscale = 2;
11058                         VectorScale(layer->color, 0.5f, layercolor);
11059                 }
11060                 else
11061                 {
11062                         layertexrgbscale = 1;
11063                         VectorScale(layer->color, 1.0f, layercolor);
11064                 }
11065                 layercolor[3] = layer->color[3];
11066                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11067                 R_Mesh_ColorPointer(NULL, 0, 0);
11068                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11069                 switch (layer->type)
11070                 {
11071                 case TEXTURELAYERTYPE_LITTEXTURE:
11072                         // single-pass lightmapped texture with 2x rgbscale
11073                         R_Mesh_TexBind(0, r_texture_white);
11074                         R_Mesh_TexMatrix(0, NULL);
11075                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11076                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11077                         R_Mesh_TexBind(1, layer->texture);
11078                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11079                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11080                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11081                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11082                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11083                         else if (rsurface.uselightmaptexture)
11084                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11085                         else
11086                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11087                         break;
11088                 case TEXTURELAYERTYPE_TEXTURE:
11089                         // singletexture unlit texture with transparency support
11090                         R_Mesh_TexBind(0, layer->texture);
11091                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11092                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11093                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11094                         R_Mesh_TexBind(1, 0);
11095                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11096                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11097                         break;
11098                 case TEXTURELAYERTYPE_FOG:
11099                         // singletexture fogging
11100                         if (layer->texture)
11101                         {
11102                                 R_Mesh_TexBind(0, layer->texture);
11103                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11104                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11105                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11106                         }
11107                         else
11108                         {
11109                                 R_Mesh_TexBind(0, 0);
11110                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11111                         }
11112                         R_Mesh_TexBind(1, 0);
11113                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11114                         // generate a color array for the fog pass
11115                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11116                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11117                         {
11118                                 int i;
11119                                 float f;
11120                                 const float *v;
11121                                 float *c;
11122                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11123                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11124                                 {
11125                                         f = 1 - RSurf_FogVertex(v);
11126                                         c[0] = layercolor[0];
11127                                         c[1] = layercolor[1];
11128                                         c[2] = layercolor[2];
11129                                         c[3] = f * layercolor[3];
11130                                 }
11131                         }
11132                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11133                         break;
11134                 default:
11135                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11136                 }
11137         }
11138         CHECKGLERROR
11139         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11140         {
11141                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11142                 GL_AlphaTest(false);
11143         }
11144 }
11145
11146 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11147 {
11148         // OpenGL 1.1 - crusty old voodoo path
11149         int texturesurfaceindex;
11150         qboolean applyfog;
11151         int layerindex;
11152         const texturelayer_t *layer;
11153         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11154
11155         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11156         {
11157                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11158                 {
11159                         if (layerindex == 0)
11160                                 GL_AlphaTest(true);
11161                         else
11162                         {
11163                                 GL_AlphaTest(false);
11164                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11165                         }
11166                 }
11167                 GL_DepthMask(layer->depthmask && writedepth);
11168                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11169                 R_Mesh_ColorPointer(NULL, 0, 0);
11170                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11171                 switch (layer->type)
11172                 {
11173                 case TEXTURELAYERTYPE_LITTEXTURE:
11174                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11175                         {
11176                                 // two-pass lit texture with 2x rgbscale
11177                                 // first the lightmap pass
11178                                 R_Mesh_TexBind(0, r_texture_white);
11179                                 R_Mesh_TexMatrix(0, NULL);
11180                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11181                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11182                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11183                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11184                                 else if (rsurface.uselightmaptexture)
11185                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11186                                 else
11187                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11188                                 // then apply the texture to it
11189                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11190                                 R_Mesh_TexBind(0, layer->texture);
11191                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11192                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11193                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11194                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11195                         }
11196                         else
11197                         {
11198                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11199                                 R_Mesh_TexBind(0, layer->texture);
11200                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11201                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11202                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11203                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11204                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11205                                 else
11206                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11207                         }
11208                         break;
11209                 case TEXTURELAYERTYPE_TEXTURE:
11210                         // singletexture unlit texture with transparency support
11211                         R_Mesh_TexBind(0, layer->texture);
11212                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11213                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11214                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11215                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11216                         break;
11217                 case TEXTURELAYERTYPE_FOG:
11218                         // singletexture fogging
11219                         if (layer->texture)
11220                         {
11221                                 R_Mesh_TexBind(0, layer->texture);
11222                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11223                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11224                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11225                         }
11226                         else
11227                         {
11228                                 R_Mesh_TexBind(0, 0);
11229                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11230                         }
11231                         // generate a color array for the fog pass
11232                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11233                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11234                         {
11235                                 int i;
11236                                 float f;
11237                                 const float *v;
11238                                 float *c;
11239                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11240                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11241                                 {
11242                                         f = 1 - RSurf_FogVertex(v);
11243                                         c[0] = layer->color[0];
11244                                         c[1] = layer->color[1];
11245                                         c[2] = layer->color[2];
11246                                         c[3] = f * layer->color[3];
11247                                 }
11248                         }
11249                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11250                         break;
11251                 default:
11252                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11253                 }
11254         }
11255         CHECKGLERROR
11256         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11257         {
11258                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11259                 GL_AlphaTest(false);
11260         }
11261 }
11262
11263 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11264 {
11265         float c[4];
11266
11267         GL_AlphaTest(false);
11268         R_Mesh_ColorPointer(NULL, 0, 0);
11269         R_Mesh_ResetTextureState();
11270         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11271
11272         if(rsurface.texture && rsurface.texture->currentskinframe)
11273         {
11274                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11275                 c[3] *= rsurface.texture->currentalpha;
11276         }
11277         else
11278         {
11279                 c[0] = 1;
11280                 c[1] = 0;
11281                 c[2] = 1;
11282                 c[3] = 1;
11283         }
11284
11285         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11286         {
11287                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11288                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11289                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11290         }
11291
11292         // brighten it up (as texture value 127 means "unlit")
11293         c[0] *= 2 * r_refdef.view.colorscale;
11294         c[1] *= 2 * r_refdef.view.colorscale;
11295         c[2] *= 2 * r_refdef.view.colorscale;
11296
11297         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11298                 c[3] *= r_wateralpha.value;
11299
11300         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11301         {
11302                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11303                 GL_DepthMask(false);
11304         }
11305         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11306         {
11307                 GL_BlendFunc(GL_ONE, GL_ONE);
11308                 GL_DepthMask(false);
11309         }
11310         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11311         {
11312                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11313                 GL_DepthMask(false);
11314         }
11315         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11316         {
11317                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11318                 GL_DepthMask(false);
11319         }
11320         else
11321         {
11322                 GL_BlendFunc(GL_ONE, GL_ZERO);
11323                 GL_DepthMask(writedepth);
11324         }
11325
11326         rsurface.lightmapcolor4f = NULL;
11327
11328         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11329         {
11330                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11331
11332                 rsurface.lightmapcolor4f = NULL;
11333                 rsurface.lightmapcolor4f_bufferobject = 0;
11334                 rsurface.lightmapcolor4f_bufferoffset = 0;
11335         }
11336         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11337         {
11338                 qboolean applycolor = true;
11339                 float one = 1.0;
11340
11341                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11342
11343                 r_refdef.lightmapintensity = 1;
11344                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11345                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11346         }
11347         else
11348         {
11349                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11350
11351                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11352                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11353                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11354         }
11355
11356         if(!rsurface.lightmapcolor4f)
11357                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11358
11359         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11360         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11361         if(r_refdef.fogenabled)
11362                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11363
11364         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11365         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11366 }
11367
11368 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11369 {
11370         CHECKGLERROR
11371         RSurf_SetupDepthAndCulling();
11372         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11373         {
11374                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11375                 return;
11376         }
11377         switch (vid.renderpath)
11378         {
11379         case RENDERPATH_GL20:
11380         case RENDERPATH_CGGL:
11381                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11382                 break;
11383         case RENDERPATH_GL13:
11384                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11385                 break;
11386         case RENDERPATH_GL11:
11387                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11388                 break;
11389         }
11390         CHECKGLERROR
11391 }
11392
11393 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11394 {
11395         CHECKGLERROR
11396         RSurf_SetupDepthAndCulling();
11397         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11398         {
11399                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11400                 return;
11401         }
11402         switch (vid.renderpath)
11403         {
11404         case RENDERPATH_GL20:
11405         case RENDERPATH_CGGL:
11406                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11407                 break;
11408         case RENDERPATH_GL13:
11409                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11410                 break;
11411         case RENDERPATH_GL11:
11412                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11413                 break;
11414         }
11415         CHECKGLERROR
11416 }
11417
11418 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11419 {
11420         int i, j;
11421         int texturenumsurfaces, endsurface;
11422         texture_t *texture;
11423         const msurface_t *surface;
11424 #define MAXBATCH_TRANSPARENTSURFACES 256
11425         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11426
11427         // if the model is static it doesn't matter what value we give for
11428         // wantnormals and wanttangents, so this logic uses only rules applicable
11429         // to a model, knowing that they are meaningless otherwise
11430         if (ent == r_refdef.scene.worldentity)
11431                 RSurf_ActiveWorldEntity();
11432         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11433                 RSurf_ActiveModelEntity(ent, false, false, false);
11434         else
11435         {
11436                 switch (vid.renderpath)
11437                 {
11438                 case RENDERPATH_GL20:
11439                 case RENDERPATH_CGGL:
11440                         RSurf_ActiveModelEntity(ent, true, true, false);
11441                         break;
11442                 case RENDERPATH_GL13:
11443                 case RENDERPATH_GL11:
11444                         RSurf_ActiveModelEntity(ent, true, false, false);
11445                         break;
11446                 }
11447         }
11448
11449         if (r_transparentdepthmasking.integer)
11450         {
11451                 qboolean setup = false;
11452                 for (i = 0;i < numsurfaces;i = j)
11453                 {
11454                         j = i + 1;
11455                         surface = rsurface.modelsurfaces + surfacelist[i];
11456                         texture = surface->texture;
11457                         rsurface.texture = R_GetCurrentTexture(texture);
11458                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11459                         // scan ahead until we find a different texture
11460                         endsurface = min(i + 1024, numsurfaces);
11461                         texturenumsurfaces = 0;
11462                         texturesurfacelist[texturenumsurfaces++] = surface;
11463                         for (;j < endsurface;j++)
11464                         {
11465                                 surface = rsurface.modelsurfaces + surfacelist[j];
11466                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11467                                         break;
11468                                 texturesurfacelist[texturenumsurfaces++] = surface;
11469                         }
11470                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11471                                 continue;
11472                         // render the range of surfaces as depth
11473                         if (!setup)
11474                         {
11475                                 setup = true;
11476                                 GL_ColorMask(0,0,0,0);
11477                                 GL_Color(1,1,1,1);
11478                                 GL_DepthTest(true);
11479                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11480                                 GL_DepthMask(true);
11481                                 GL_AlphaTest(false);
11482                                 R_Mesh_ColorPointer(NULL, 0, 0);
11483                                 R_Mesh_ResetTextureState();
11484                                 R_SetupShader_DepthOrShadow();
11485                         }
11486                         RSurf_SetupDepthAndCulling();
11487                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11488                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11489                 }
11490                 if (setup)
11491                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11492         }
11493
11494         for (i = 0;i < numsurfaces;i = j)
11495         {
11496                 j = i + 1;
11497                 surface = rsurface.modelsurfaces + surfacelist[i];
11498                 texture = surface->texture;
11499                 rsurface.texture = R_GetCurrentTexture(texture);
11500                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11501                 // scan ahead until we find a different texture
11502                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11503                 texturenumsurfaces = 0;
11504                 texturesurfacelist[texturenumsurfaces++] = surface;
11505                 for (;j < endsurface;j++)
11506                 {
11507                         surface = rsurface.modelsurfaces + surfacelist[j];
11508                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11509                                 break;
11510                         texturesurfacelist[texturenumsurfaces++] = surface;
11511                 }
11512                 // render the range of surfaces
11513                 if (ent == r_refdef.scene.worldentity)
11514                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11515                 else
11516                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11517         }
11518         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11519         GL_AlphaTest(false);
11520 }
11521
11522 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11523 {
11524         // transparent surfaces get pushed off into the transparent queue
11525         int surfacelistindex;
11526         const msurface_t *surface;
11527         vec3_t tempcenter, center;
11528         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11529         {
11530                 surface = texturesurfacelist[surfacelistindex];
11531                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11532                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11533                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11534                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11535                 if (queueentity->transparent_offset) // transparent offset
11536                 {
11537                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11538                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11539                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11540                 }
11541                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11542         }
11543 }
11544
11545 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11546 {
11547         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11548         CHECKGLERROR
11549         if (depthonly)
11550         {
11551                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11552                         return;
11553                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11554                         return;
11555                 RSurf_SetupDepthAndCulling();
11556                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11557                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11558         }
11559         else if (prepass)
11560         {
11561                 if (!rsurface.texture->currentnumlayers)
11562                         return;
11563                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11564                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11565                 else
11566                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11567         }
11568         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11569         {
11570                 RSurf_SetupDepthAndCulling();
11571                 GL_AlphaTest(false);
11572                 R_Mesh_ColorPointer(NULL, 0, 0);
11573                 R_Mesh_ResetTextureState();
11574                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11575                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11576                 GL_DepthMask(true);
11577                 GL_BlendFunc(GL_ONE, GL_ZERO);
11578                 GL_Color(0, 0, 0, 1);
11579                 GL_DepthTest(writedepth);
11580                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11581         }
11582         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11583         {
11584                 RSurf_SetupDepthAndCulling();
11585                 GL_AlphaTest(false);
11586                 R_Mesh_ColorPointer(NULL, 0, 0);
11587                 R_Mesh_ResetTextureState();
11588                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11589                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11590                 GL_DepthMask(true);
11591                 GL_BlendFunc(GL_ONE, GL_ZERO);
11592                 GL_DepthTest(true);
11593                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11594         }
11595         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11596                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11597         else if (!rsurface.texture->currentnumlayers)
11598                 return;
11599         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11600         {
11601                 // in the deferred case, transparent surfaces were queued during prepass
11602                 if (!r_shadow_usingdeferredprepass)
11603                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11604         }
11605         else
11606         {
11607                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11608                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11609         }
11610         CHECKGLERROR
11611 }
11612
11613 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11614 {
11615         int i, j;
11616         texture_t *texture;
11617         // break the surface list down into batches by texture and use of lightmapping
11618         for (i = 0;i < numsurfaces;i = j)
11619         {
11620                 j = i + 1;
11621                 // texture is the base texture pointer, rsurface.texture is the
11622                 // current frame/skin the texture is directing us to use (for example
11623                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11624                 // use skin 1 instead)
11625                 texture = surfacelist[i]->texture;
11626                 rsurface.texture = R_GetCurrentTexture(texture);
11627                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11628                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11629                 {
11630                         // if this texture is not the kind we want, skip ahead to the next one
11631                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11632                                 ;
11633                         continue;
11634                 }
11635                 // simply scan ahead until we find a different texture or lightmap state
11636                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11637                         ;
11638                 // render the range of surfaces
11639                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11640         }
11641 }
11642
11643 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11644 {
11645         CHECKGLERROR
11646         if (depthonly)
11647         {
11648                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11649                         return;
11650                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11651                         return;
11652                 RSurf_SetupDepthAndCulling();
11653                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11654                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11655         }
11656         else if (prepass)
11657         {
11658                 if (!rsurface.texture->currentnumlayers)
11659                         return;
11660                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11661                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11662                 else
11663                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11664         }
11665         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11666         {
11667                 RSurf_SetupDepthAndCulling();
11668                 GL_AlphaTest(false);
11669                 R_Mesh_ColorPointer(NULL, 0, 0);
11670                 R_Mesh_ResetTextureState();
11671                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11672                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11673                 GL_DepthMask(true);
11674                 GL_BlendFunc(GL_ONE, GL_ZERO);
11675                 GL_Color(0, 0, 0, 1);
11676                 GL_DepthTest(writedepth);
11677                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11678         }
11679         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11680         {
11681                 RSurf_SetupDepthAndCulling();
11682                 GL_AlphaTest(false);
11683                 R_Mesh_ColorPointer(NULL, 0, 0);
11684                 R_Mesh_ResetTextureState();
11685                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11686                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11687                 GL_DepthMask(true);
11688                 GL_BlendFunc(GL_ONE, GL_ZERO);
11689                 GL_DepthTest(true);
11690                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11691         }
11692         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11693                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11694         else if (!rsurface.texture->currentnumlayers)
11695                 return;
11696         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11697         {
11698                 // in the deferred case, transparent surfaces were queued during prepass
11699                 if (!r_shadow_usingdeferredprepass)
11700                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11701         }
11702         else
11703         {
11704                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11705                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11706         }
11707         CHECKGLERROR
11708 }
11709
11710 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11711 {
11712         int i, j;
11713         texture_t *texture;
11714         // break the surface list down into batches by texture and use of lightmapping
11715         for (i = 0;i < numsurfaces;i = j)
11716         {
11717                 j = i + 1;
11718                 // texture is the base texture pointer, rsurface.texture is the
11719                 // current frame/skin the texture is directing us to use (for example
11720                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11721                 // use skin 1 instead)
11722                 texture = surfacelist[i]->texture;
11723                 rsurface.texture = R_GetCurrentTexture(texture);
11724                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11725                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11726                 {
11727                         // if this texture is not the kind we want, skip ahead to the next one
11728                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11729                                 ;
11730                         continue;
11731                 }
11732                 // simply scan ahead until we find a different texture or lightmap state
11733                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11734                         ;
11735                 // render the range of surfaces
11736                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11737         }
11738 }
11739
11740 float locboxvertex3f[6*4*3] =
11741 {
11742         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11743         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11744         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11745         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11746         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11747         1,0,0, 0,0,0, 0,1,0, 1,1,0
11748 };
11749
11750 unsigned short locboxelements[6*2*3] =
11751 {
11752          0, 1, 2, 0, 2, 3,
11753          4, 5, 6, 4, 6, 7,
11754          8, 9,10, 8,10,11,
11755         12,13,14, 12,14,15,
11756         16,17,18, 16,18,19,
11757         20,21,22, 20,22,23
11758 };
11759
11760 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11761 {
11762         int i, j;
11763         cl_locnode_t *loc = (cl_locnode_t *)ent;
11764         vec3_t mins, size;
11765         float vertex3f[6*4*3];
11766         CHECKGLERROR
11767         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11768         GL_DepthMask(false);
11769         GL_DepthRange(0, 1);
11770         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11771         GL_DepthTest(true);
11772         GL_CullFace(GL_NONE);
11773         R_EntityMatrix(&identitymatrix);
11774
11775         R_Mesh_VertexPointer(vertex3f, 0, 0);
11776         R_Mesh_ColorPointer(NULL, 0, 0);
11777         R_Mesh_ResetTextureState();
11778         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11779
11780         i = surfacelist[0];
11781         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11782                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11783                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11784                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11785
11786         if (VectorCompare(loc->mins, loc->maxs))
11787         {
11788                 VectorSet(size, 2, 2, 2);
11789                 VectorMA(loc->mins, -0.5f, size, mins);
11790         }
11791         else
11792         {
11793                 VectorCopy(loc->mins, mins);
11794                 VectorSubtract(loc->maxs, loc->mins, size);
11795         }
11796
11797         for (i = 0;i < 6*4*3;)
11798                 for (j = 0;j < 3;j++, i++)
11799                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11800
11801         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11802 }
11803
11804 void R_DrawLocs(void)
11805 {
11806         int index;
11807         cl_locnode_t *loc, *nearestloc;
11808         vec3_t center;
11809         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11810         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11811         {
11812                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11813                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11814         }
11815 }
11816
11817 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11818 {
11819         if (decalsystem->decals)
11820                 Mem_Free(decalsystem->decals);
11821         memset(decalsystem, 0, sizeof(*decalsystem));
11822 }
11823
11824 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11825 {
11826         tridecal_t *decal;
11827         tridecal_t *decals;
11828         int i;
11829
11830         // expand or initialize the system
11831         if (decalsystem->maxdecals <= decalsystem->numdecals)
11832         {
11833                 decalsystem_t old = *decalsystem;
11834                 qboolean useshortelements;
11835                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11836                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11837                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11838                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11839                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11840                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11841                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11842                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11843                 if (decalsystem->numdecals)
11844                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11845                 if (old.decals)
11846                         Mem_Free(old.decals);
11847                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11848                         decalsystem->element3i[i] = i;
11849                 if (useshortelements)
11850                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11851                                 decalsystem->element3s[i] = i;
11852         }
11853
11854         // grab a decal and search for another free slot for the next one
11855         decals = decalsystem->decals;
11856         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11857         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11858                 ;
11859         decalsystem->freedecal = i;
11860         if (decalsystem->numdecals <= i)
11861                 decalsystem->numdecals = i + 1;
11862
11863         // initialize the decal
11864         decal->lived = 0;
11865         decal->triangleindex = triangleindex;
11866         decal->surfaceindex = surfaceindex;
11867         decal->decalsequence = decalsequence;
11868         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11869         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11870         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11871         decal->color4ub[0][3] = 255;
11872         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11873         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11874         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11875         decal->color4ub[1][3] = 255;
11876         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11877         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11878         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11879         decal->color4ub[2][3] = 255;
11880         decal->vertex3f[0][0] = v0[0];
11881         decal->vertex3f[0][1] = v0[1];
11882         decal->vertex3f[0][2] = v0[2];
11883         decal->vertex3f[1][0] = v1[0];
11884         decal->vertex3f[1][1] = v1[1];
11885         decal->vertex3f[1][2] = v1[2];
11886         decal->vertex3f[2][0] = v2[0];
11887         decal->vertex3f[2][1] = v2[1];
11888         decal->vertex3f[2][2] = v2[2];
11889         decal->texcoord2f[0][0] = t0[0];
11890         decal->texcoord2f[0][1] = t0[1];
11891         decal->texcoord2f[1][0] = t1[0];
11892         decal->texcoord2f[1][1] = t1[1];
11893         decal->texcoord2f[2][0] = t2[0];
11894         decal->texcoord2f[2][1] = t2[1];
11895 }
11896
11897 extern cvar_t cl_decals_bias;
11898 extern cvar_t cl_decals_models;
11899 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11900 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11901 {
11902         matrix4x4_t projection;
11903         decalsystem_t *decalsystem;
11904         qboolean dynamic;
11905         dp_model_t *model;
11906         const float *vertex3f;
11907         const msurface_t *surface;
11908         const msurface_t *surfaces;
11909         const int *surfacelist;
11910         const texture_t *texture;
11911         int numtriangles;
11912         int numsurfacelist;
11913         int surfacelistindex;
11914         int surfaceindex;
11915         int triangleindex;
11916         int cornerindex;
11917         int index;
11918         int numpoints;
11919         const int *e;
11920         float localorigin[3];
11921         float localnormal[3];
11922         float localmins[3];
11923         float localmaxs[3];
11924         float localsize;
11925         float v[9][3];
11926         float tc[9][2];
11927         float c[9][4];
11928         //float normal[3];
11929         float planes[6][4];
11930         float f;
11931         float points[2][9][3];
11932         float angles[3];
11933         float temp[3];
11934
11935         decalsystem = &ent->decalsystem;
11936         model = ent->model;
11937         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11938         {
11939                 R_DecalSystem_Reset(&ent->decalsystem);
11940                 return;
11941         }
11942
11943         if (!model->brush.data_nodes && !cl_decals_models.integer)
11944         {
11945                 if (decalsystem->model)
11946                         R_DecalSystem_Reset(decalsystem);
11947                 return;
11948         }
11949
11950         if (decalsystem->model != model)
11951                 R_DecalSystem_Reset(decalsystem);
11952         decalsystem->model = model;
11953
11954         RSurf_ActiveModelEntity(ent, false, false, false);
11955
11956         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11957         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11958         VectorNormalize(localnormal);
11959         localsize = worldsize*rsurface.inversematrixscale;
11960         localmins[0] = localorigin[0] - localsize;
11961         localmins[1] = localorigin[1] - localsize;
11962         localmins[2] = localorigin[2] - localsize;
11963         localmaxs[0] = localorigin[0] + localsize;
11964         localmaxs[1] = localorigin[1] + localsize;
11965         localmaxs[2] = localorigin[2] + localsize;
11966
11967         //VectorCopy(localnormal, planes[4]);
11968         //VectorVectors(planes[4], planes[2], planes[0]);
11969         AnglesFromVectors(angles, localnormal, NULL, false);
11970         AngleVectors(angles, planes[0], planes[2], planes[4]);
11971         VectorNegate(planes[0], planes[1]);
11972         VectorNegate(planes[2], planes[3]);
11973         VectorNegate(planes[4], planes[5]);
11974         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11975         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11976         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11977         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11978         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11979         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11980
11981 #if 1
11982 // works
11983 {
11984         matrix4x4_t forwardprojection;
11985         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11986         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11987 }
11988 #else
11989 // broken
11990 {
11991         float projectionvector[4][3];
11992         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11993         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11994         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11995         projectionvector[0][0] = planes[0][0] * ilocalsize;
11996         projectionvector[0][1] = planes[1][0] * ilocalsize;
11997         projectionvector[0][2] = planes[2][0] * ilocalsize;
11998         projectionvector[1][0] = planes[0][1] * ilocalsize;
11999         projectionvector[1][1] = planes[1][1] * ilocalsize;
12000         projectionvector[1][2] = planes[2][1] * ilocalsize;
12001         projectionvector[2][0] = planes[0][2] * ilocalsize;
12002         projectionvector[2][1] = planes[1][2] * ilocalsize;
12003         projectionvector[2][2] = planes[2][2] * ilocalsize;
12004         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12005         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12006         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12007         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12008 }
12009 #endif
12010
12011         dynamic = model->surfmesh.isanimated;
12012         vertex3f = rsurface.modelvertex3f;
12013         numsurfacelist = model->nummodelsurfaces;
12014         surfacelist = model->sortedmodelsurfaces;
12015         surfaces = model->data_surfaces;
12016         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12017         {
12018                 surfaceindex = surfacelist[surfacelistindex];
12019                 surface = surfaces + surfaceindex;
12020                 // check cull box first because it rejects more than any other check
12021                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12022                         continue;
12023                 // skip transparent surfaces
12024                 texture = surface->texture;
12025                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12026                         continue;
12027                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12028                         continue;
12029                 numtriangles = surface->num_triangles;
12030                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12031                 {
12032                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12033                         {
12034                                 index = 3*e[cornerindex];
12035                                 VectorCopy(vertex3f + index, v[cornerindex]);
12036                         }
12037                         // cull backfaces
12038                         //TriangleNormal(v[0], v[1], v[2], normal);
12039                         //if (DotProduct(normal, localnormal) < 0.0f)
12040                         //      continue;
12041                         // clip by each of the box planes formed from the projection matrix
12042                         // if anything survives, we emit the decal
12043                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12044                         if (numpoints < 3)
12045                                 continue;
12046                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
12047                         if (numpoints < 3)
12048                                 continue;
12049                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12050                         if (numpoints < 3)
12051                                 continue;
12052                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
12053                         if (numpoints < 3)
12054                                 continue;
12055                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12056                         if (numpoints < 3)
12057                                 continue;
12058                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
12059                         if (numpoints < 3)
12060                                 continue;
12061                         // some part of the triangle survived, so we have to accept it...
12062                         if (dynamic)
12063                         {
12064                                 // dynamic always uses the original triangle
12065                                 numpoints = 3;
12066                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12067                                 {
12068                                         index = 3*e[cornerindex];
12069                                         VectorCopy(vertex3f + index, v[cornerindex]);
12070                                 }
12071                         }
12072                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12073                         {
12074                                 // convert vertex positions to texcoords
12075                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12076                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12077                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12078                                 // calculate distance fade from the projection origin
12079                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12080                                 f = bound(0.0f, f, 1.0f);
12081                                 c[cornerindex][0] = r * f;
12082                                 c[cornerindex][1] = g * f;
12083                                 c[cornerindex][2] = b * f;
12084                                 c[cornerindex][3] = 1.0f;
12085                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12086                         }
12087                         if (dynamic)
12088                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12089                         else
12090                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12091                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
12092                 }
12093         }
12094 }
12095
12096 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12097 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
12098 {
12099         int renderentityindex;
12100         float worldmins[3];
12101         float worldmaxs[3];
12102         entity_render_t *ent;
12103
12104         if (!cl_decals_newsystem.integer)
12105                 return;
12106
12107         worldmins[0] = worldorigin[0] - worldsize;
12108         worldmins[1] = worldorigin[1] - worldsize;
12109         worldmins[2] = worldorigin[2] - worldsize;
12110         worldmaxs[0] = worldorigin[0] + worldsize;
12111         worldmaxs[1] = worldorigin[1] + worldsize;
12112         worldmaxs[2] = worldorigin[2] + worldsize;
12113
12114         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12115
12116         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12117         {
12118                 ent = r_refdef.scene.entities[renderentityindex];
12119                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12120                         continue;
12121
12122                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12123         }
12124 }
12125
12126 typedef struct r_decalsystem_splatqueue_s
12127 {
12128         vec3_t worldorigin;
12129         vec3_t worldnormal;
12130         float color[4];
12131         float tcrange[4];
12132         float worldsize;
12133         int decalsequence;
12134 }
12135 r_decalsystem_splatqueue_t;
12136
12137 int r_decalsystem_numqueued = 0;
12138 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12139
12140 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
12141 {
12142         r_decalsystem_splatqueue_t *queue;
12143
12144         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12145                 return;
12146
12147         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12148         VectorCopy(worldorigin, queue->worldorigin);
12149         VectorCopy(worldnormal, queue->worldnormal);
12150         Vector4Set(queue->color, r, g, b, a);
12151         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12152         queue->worldsize = worldsize;
12153         queue->decalsequence = cl.decalsequence++;
12154 }
12155
12156 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12157 {
12158         int i;
12159         r_decalsystem_splatqueue_t *queue;
12160
12161         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12162                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12163         r_decalsystem_numqueued = 0;
12164 }
12165
12166 extern cvar_t cl_decals_max;
12167 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12168 {
12169         int i;
12170         decalsystem_t *decalsystem = &ent->decalsystem;
12171         int numdecals;
12172         int killsequence;
12173         tridecal_t *decal;
12174         float frametime;
12175         float lifetime;
12176
12177         if (!decalsystem->numdecals)
12178                 return;
12179
12180         if (r_showsurfaces.integer)
12181                 return;
12182
12183         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12184         {
12185                 R_DecalSystem_Reset(decalsystem);
12186                 return;
12187         }
12188
12189         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12190         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12191
12192         if (decalsystem->lastupdatetime)
12193                 frametime = (cl.time - decalsystem->lastupdatetime);
12194         else
12195                 frametime = 0;
12196         decalsystem->lastupdatetime = cl.time;
12197         decal = decalsystem->decals;
12198         numdecals = decalsystem->numdecals;
12199
12200         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12201         {
12202                 if (decal->color4ub[0][3])
12203                 {
12204                         decal->lived += frametime;
12205                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12206                         {
12207                                 memset(decal, 0, sizeof(*decal));
12208                                 if (decalsystem->freedecal > i)
12209                                         decalsystem->freedecal = i;
12210                         }
12211                 }
12212         }
12213         decal = decalsystem->decals;
12214         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12215                 numdecals--;
12216
12217         // collapse the array by shuffling the tail decals into the gaps
12218         for (;;)
12219         {
12220                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12221                         decalsystem->freedecal++;
12222                 if (decalsystem->freedecal == numdecals)
12223                         break;
12224                 decal[decalsystem->freedecal] = decal[--numdecals];
12225         }
12226
12227         decalsystem->numdecals = numdecals;
12228
12229         if (numdecals <= 0)
12230         {
12231                 // if there are no decals left, reset decalsystem
12232                 R_DecalSystem_Reset(decalsystem);
12233         }
12234 }
12235
12236 extern skinframe_t *decalskinframe;
12237 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12238 {
12239         int i;
12240         decalsystem_t *decalsystem = &ent->decalsystem;
12241         int numdecals;
12242         tridecal_t *decal;
12243         float faderate;
12244         float alpha;
12245         float *v3f;
12246         float *c4f;
12247         float *t2f;
12248         const int *e;
12249         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12250         int numtris = 0;
12251
12252         numdecals = decalsystem->numdecals;
12253         if (!numdecals)
12254                 return;
12255
12256         if (r_showsurfaces.integer)
12257                 return;
12258
12259         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12260         {
12261                 R_DecalSystem_Reset(decalsystem);
12262                 return;
12263         }
12264
12265         // if the model is static it doesn't matter what value we give for
12266         // wantnormals and wanttangents, so this logic uses only rules applicable
12267         // to a model, knowing that they are meaningless otherwise
12268         if (ent == r_refdef.scene.worldentity)
12269                 RSurf_ActiveWorldEntity();
12270         else
12271                 RSurf_ActiveModelEntity(ent, false, false, false);
12272
12273         decalsystem->lastupdatetime = cl.time;
12274         decal = decalsystem->decals;
12275
12276         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12277
12278         // update vertex positions for animated models
12279         v3f = decalsystem->vertex3f;
12280         c4f = decalsystem->color4f;
12281         t2f = decalsystem->texcoord2f;
12282         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12283         {
12284                 if (!decal->color4ub[0][3])
12285                         continue;
12286
12287                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12288                         continue;
12289
12290                 // update color values for fading decals
12291                 if (decal->lived >= cl_decals_time.value)
12292                 {
12293                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12294                         alpha *= (1.0f/255.0f);
12295                 }
12296                 else
12297                         alpha = 1.0f/255.0f;
12298
12299                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12300                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12301                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12302                 c4f[ 3] = 1;
12303                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12304                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12305                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12306                 c4f[ 7] = 1;
12307                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12308                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12309                 c4f[10] = decal->color4ub[2][2] * alpha;
12310                 c4f[11] = 1;
12311
12312                 t2f[0] = decal->texcoord2f[0][0];
12313                 t2f[1] = decal->texcoord2f[0][1];
12314                 t2f[2] = decal->texcoord2f[1][0];
12315                 t2f[3] = decal->texcoord2f[1][1];
12316                 t2f[4] = decal->texcoord2f[2][0];
12317                 t2f[5] = decal->texcoord2f[2][1];
12318
12319                 // update vertex positions for animated models
12320                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12321                 {
12322                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12323                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12324                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12325                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12326                 }
12327                 else
12328                 {
12329                         VectorCopy(decal->vertex3f[0], v3f);
12330                         VectorCopy(decal->vertex3f[1], v3f + 3);
12331                         VectorCopy(decal->vertex3f[2], v3f + 6);
12332                 }
12333
12334                 if (r_refdef.fogenabled)
12335                 {
12336                         alpha = RSurf_FogVertex(v3f);
12337                         VectorScale(c4f, alpha, c4f);
12338                         alpha = RSurf_FogVertex(v3f + 3);
12339                         VectorScale(c4f + 4, alpha, c4f + 4);
12340                         alpha = RSurf_FogVertex(v3f + 6);
12341                         VectorScale(c4f + 8, alpha, c4f + 8);
12342                 }
12343
12344                 v3f += 9;
12345                 c4f += 12;
12346                 t2f += 6;
12347                 numtris++;
12348         }
12349
12350         if (numtris > 0)
12351         {
12352                 r_refdef.stats.drawndecals += numtris;
12353
12354                 // now render the decals all at once
12355                 // (this assumes they all use one particle font texture!)
12356                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12357                 R_Mesh_ResetTextureState();
12358                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12359                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12360                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12361                 GL_DepthMask(false);
12362                 GL_DepthRange(0, 1);
12363                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12364                 GL_DepthTest(true);
12365                 GL_CullFace(GL_NONE);
12366                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12367                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12368                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12369         }
12370 }
12371
12372 static void R_DrawModelDecals(void)
12373 {
12374         int i, numdecals;
12375
12376         // fade faster when there are too many decals
12377         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12378         for (i = 0;i < r_refdef.scene.numentities;i++)
12379                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12380
12381         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12382         for (i = 0;i < r_refdef.scene.numentities;i++)
12383                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12384                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12385
12386         R_DecalSystem_ApplySplatEntitiesQueue();
12387
12388         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12389         for (i = 0;i < r_refdef.scene.numentities;i++)
12390                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12391
12392         r_refdef.stats.totaldecals += numdecals;
12393
12394         if (r_showsurfaces.integer)
12395                 return;
12396
12397         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12398
12399         for (i = 0;i < r_refdef.scene.numentities;i++)
12400         {
12401                 if (!r_refdef.viewcache.entityvisible[i])
12402                         continue;
12403                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12404                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12405         }
12406 }
12407
12408 extern cvar_t mod_collision_bih;
12409 void R_DrawDebugModel(void)
12410 {
12411         entity_render_t *ent = rsurface.entity;
12412         int i, j, k, l, flagsmask;
12413         const msurface_t *surface;
12414         dp_model_t *model = ent->model;
12415         vec3_t v;
12416
12417         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12418
12419         R_Mesh_ColorPointer(NULL, 0, 0);
12420         R_Mesh_ResetTextureState();
12421         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12422         GL_DepthRange(0, 1);
12423         GL_DepthTest(!r_showdisabledepthtest.integer);
12424         GL_DepthMask(false);
12425         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12426
12427         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12428         {
12429                 int triangleindex;
12430                 int bihleafindex;
12431                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12432                 const q3mbrush_t *brush;
12433                 const bih_t *bih = &model->collision_bih;
12434                 const bih_leaf_t *bihleaf;
12435                 float vertex3f[3][3];
12436                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12437                 cullbox = false;
12438                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12439                 {
12440                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12441                                 continue;
12442                         switch (bihleaf->type)
12443                         {
12444                         case BIH_BRUSH:
12445                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12446                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12447                                 {
12448                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12449                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12450                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12451                                 }
12452                                 break;
12453                         case BIH_COLLISIONTRIANGLE:
12454                                 triangleindex = bihleaf->itemindex;
12455                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12456                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12457                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12458                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12459                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12460                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12461                                 break;
12462                         case BIH_RENDERTRIANGLE:
12463                                 triangleindex = bihleaf->itemindex;
12464                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12465                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12466                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12467                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12468                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12469                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12470                                 break;
12471                         }
12472                 }
12473         }
12474
12475         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12476
12477         if (r_showtris.integer || r_shownormals.integer)
12478         {
12479                 if (r_showdisabledepthtest.integer)
12480                 {
12481                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12482                         GL_DepthMask(false);
12483                 }
12484                 else
12485                 {
12486                         GL_BlendFunc(GL_ONE, GL_ZERO);
12487                         GL_DepthMask(true);
12488                 }
12489                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12490                 {
12491                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12492                                 continue;
12493                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12494                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12495                         {
12496                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12497                                 if (r_showtris.value > 0)
12498                                 {
12499                                         if (!rsurface.texture->currentlayers->depthmask)
12500                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12501                                         else if (ent == r_refdef.scene.worldentity)
12502                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12503                                         else
12504                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12505                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12506                                         R_Mesh_ColorPointer(NULL, 0, 0);
12507                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12508                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12509                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12510                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12511                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12512                                         CHECKGLERROR
12513                                 }
12514                                 if (r_shownormals.value < 0)
12515                                 {
12516                                         qglBegin(GL_LINES);
12517                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12518                                         {
12519                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12520                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12521                                                 qglVertex3f(v[0], v[1], v[2]);
12522                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12523                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12524                                                 qglVertex3f(v[0], v[1], v[2]);
12525                                         }
12526                                         qglEnd();
12527                                         CHECKGLERROR
12528                                 }
12529                                 if (r_shownormals.value > 0)
12530                                 {
12531                                         qglBegin(GL_LINES);
12532                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12533                                         {
12534                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12535                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12536                                                 qglVertex3f(v[0], v[1], v[2]);
12537                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12538                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12539                                                 qglVertex3f(v[0], v[1], v[2]);
12540                                         }
12541                                         qglEnd();
12542                                         CHECKGLERROR
12543                                         qglBegin(GL_LINES);
12544                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12545                                         {
12546                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12547                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12548                                                 qglVertex3f(v[0], v[1], v[2]);
12549                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12550                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12551                                                 qglVertex3f(v[0], v[1], v[2]);
12552                                         }
12553                                         qglEnd();
12554                                         CHECKGLERROR
12555                                         qglBegin(GL_LINES);
12556                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12557                                         {
12558                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12559                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12560                                                 qglVertex3f(v[0], v[1], v[2]);
12561                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12562                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12563                                                 qglVertex3f(v[0], v[1], v[2]);
12564                                         }
12565                                         qglEnd();
12566                                         CHECKGLERROR
12567                                 }
12568                         }
12569                 }
12570                 rsurface.texture = NULL;
12571         }
12572 }
12573
12574 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12575 int r_maxsurfacelist = 0;
12576 const msurface_t **r_surfacelist = NULL;
12577 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12578 {
12579         int i, j, endj, flagsmask;
12580         dp_model_t *model = r_refdef.scene.worldmodel;
12581         msurface_t *surfaces;
12582         unsigned char *update;
12583         int numsurfacelist = 0;
12584         if (model == NULL)
12585                 return;
12586
12587         if (r_maxsurfacelist < model->num_surfaces)
12588         {
12589                 r_maxsurfacelist = model->num_surfaces;
12590                 if (r_surfacelist)
12591                         Mem_Free((msurface_t**)r_surfacelist);
12592                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12593         }
12594
12595         RSurf_ActiveWorldEntity();
12596
12597         surfaces = model->data_surfaces;
12598         update = model->brushq1.lightmapupdateflags;
12599
12600         // update light styles on this submodel
12601         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12602         {
12603                 model_brush_lightstyleinfo_t *style;
12604                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12605                 {
12606                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12607                         {
12608                                 int *list = style->surfacelist;
12609                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12610                                 for (j = 0;j < style->numsurfaces;j++)
12611                                         update[list[j]] = true;
12612                         }
12613                 }
12614         }
12615
12616         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12617
12618         if (debug)
12619         {
12620                 R_DrawDebugModel();
12621                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12622                 return;
12623         }
12624
12625         rsurface.uselightmaptexture = false;
12626         rsurface.texture = NULL;
12627         rsurface.rtlight = NULL;
12628         numsurfacelist = 0;
12629         // add visible surfaces to draw list
12630         for (i = 0;i < model->nummodelsurfaces;i++)
12631         {
12632                 j = model->sortedmodelsurfaces[i];
12633                 if (r_refdef.viewcache.world_surfacevisible[j])
12634                         r_surfacelist[numsurfacelist++] = surfaces + j;
12635         }
12636         // update lightmaps if needed
12637         if (model->brushq1.firstrender)
12638         {
12639                 model->brushq1.firstrender = false;
12640                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12641                         if (update[j])
12642                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12643         }
12644         else if (update)
12645         {
12646                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12647                         if (r_refdef.viewcache.world_surfacevisible[j])
12648                                 if (update[j])
12649                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12650         }
12651         // don't do anything if there were no surfaces
12652         if (!numsurfacelist)
12653         {
12654                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12655                 return;
12656         }
12657         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12658         GL_AlphaTest(false);
12659
12660         // add to stats if desired
12661         if (r_speeds.integer && !skysurfaces && !depthonly)
12662         {
12663                 r_refdef.stats.world_surfaces += numsurfacelist;
12664                 for (j = 0;j < numsurfacelist;j++)
12665                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12666         }
12667
12668         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12669 }
12670
12671 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12672 {
12673         int i, j, endj, flagsmask;
12674         dp_model_t *model = ent->model;
12675         msurface_t *surfaces;
12676         unsigned char *update;
12677         int numsurfacelist = 0;
12678         if (model == NULL)
12679                 return;
12680
12681         if (r_maxsurfacelist < model->num_surfaces)
12682         {
12683                 r_maxsurfacelist = model->num_surfaces;
12684                 if (r_surfacelist)
12685                         Mem_Free((msurface_t **)r_surfacelist);
12686                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12687         }
12688
12689         // if the model is static it doesn't matter what value we give for
12690         // wantnormals and wanttangents, so this logic uses only rules applicable
12691         // to a model, knowing that they are meaningless otherwise
12692         if (ent == r_refdef.scene.worldentity)
12693                 RSurf_ActiveWorldEntity();
12694         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12695                 RSurf_ActiveModelEntity(ent, false, false, false);
12696         else if (prepass)
12697                 RSurf_ActiveModelEntity(ent, true, true, true);
12698         else if (depthonly)
12699         {
12700                 switch (vid.renderpath)
12701                 {
12702                 case RENDERPATH_GL20:
12703                 case RENDERPATH_CGGL:
12704                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12705                         break;
12706                 case RENDERPATH_GL13:
12707                 case RENDERPATH_GL11:
12708                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12709                         break;
12710                 }
12711         }
12712         else
12713         {
12714                 switch (vid.renderpath)
12715                 {
12716                 case RENDERPATH_GL20:
12717                 case RENDERPATH_CGGL:
12718                         RSurf_ActiveModelEntity(ent, true, true, false);
12719                         break;
12720                 case RENDERPATH_GL13:
12721                 case RENDERPATH_GL11:
12722                         RSurf_ActiveModelEntity(ent, true, false, false);
12723                         break;
12724                 }
12725         }
12726
12727         surfaces = model->data_surfaces;
12728         update = model->brushq1.lightmapupdateflags;
12729
12730         // update light styles
12731         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12732         {
12733                 model_brush_lightstyleinfo_t *style;
12734                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12735                 {
12736                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12737                         {
12738                                 int *list = style->surfacelist;
12739                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12740                                 for (j = 0;j < style->numsurfaces;j++)
12741                                         update[list[j]] = true;
12742                         }
12743                 }
12744         }
12745
12746         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12747
12748         if (debug)
12749         {
12750                 R_DrawDebugModel();
12751                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12752                 return;
12753         }
12754
12755         rsurface.uselightmaptexture = false;
12756         rsurface.texture = NULL;
12757         rsurface.rtlight = NULL;
12758         numsurfacelist = 0;
12759         // add visible surfaces to draw list
12760         for (i = 0;i < model->nummodelsurfaces;i++)
12761                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12762         // don't do anything if there were no surfaces
12763         if (!numsurfacelist)
12764         {
12765                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12766                 return;
12767         }
12768         // update lightmaps if needed
12769         if (update)
12770         {
12771                 int updated = 0;
12772                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12773                 {
12774                         if (update[j])
12775                         {
12776                                 updated++;
12777                                 R_BuildLightMap(ent, surfaces + j);
12778                         }
12779                 }
12780         }
12781         if (update)
12782                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12783                         if (update[j])
12784                                 R_BuildLightMap(ent, surfaces + j);
12785         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12786         GL_AlphaTest(false);
12787
12788         // add to stats if desired
12789         if (r_speeds.integer && !skysurfaces && !depthonly)
12790         {
12791                 r_refdef.stats.entities_surfaces += numsurfacelist;
12792                 for (j = 0;j < numsurfacelist;j++)
12793                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12794         }
12795
12796         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12797 }
12798
12799 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12800 {
12801         static texture_t texture;
12802         static msurface_t surface;
12803         const msurface_t *surfacelist = &surface;
12804
12805         // fake enough texture and surface state to render this geometry
12806
12807         texture.update_lastrenderframe = -1; // regenerate this texture
12808         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12809         texture.currentskinframe = skinframe;
12810         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12811         texture.offsetmapping = OFFSETMAPPING_OFF;
12812         texture.offsetscale = 1;
12813         texture.specularscalemod = 1;
12814         texture.specularpowermod = 1;
12815
12816         surface.texture = &texture;
12817         surface.num_triangles = numtriangles;
12818         surface.num_firsttriangle = firsttriangle;
12819         surface.num_vertices = numvertices;
12820         surface.num_firstvertex = firstvertex;
12821
12822         // now render it
12823         rsurface.texture = R_GetCurrentTexture(surface.texture);
12824         rsurface.uselightmaptexture = false;
12825         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12826 }
12827
12828 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12829 {
12830         static msurface_t surface;
12831         const msurface_t *surfacelist = &surface;
12832
12833         // fake enough texture and surface state to render this geometry
12834
12835         surface.texture = texture;
12836         surface.num_triangles = numtriangles;
12837         surface.num_firsttriangle = firsttriangle;
12838         surface.num_vertices = numvertices;
12839         surface.num_firstvertex = firstvertex;
12840
12841         // now render it
12842         rsurface.texture = R_GetCurrentTexture(surface.texture);
12843         rsurface.uselightmaptexture = false;
12844         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12845 }