some cleanup
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
32
33 qboolean r_loadnormalmap;
34 qboolean r_loadgloss;
35 qboolean r_loadfog;
36
37 //
38 // screen size info
39 //
40 r_refdef_t r_refdef;
41
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
50
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
56
57 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
58
59 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"};
60 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
61 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
62 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
63 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
64 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
65 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)"};
66 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
67 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
68 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"};
69 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"};
70 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
71 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"};
72 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"};
73 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"};
74 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
75 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
76 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
77 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
78 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)"};
79 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)"};
80 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
81 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
82 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
83 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
84 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
85 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
86 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
87 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."};
88 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
89 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
90 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
91 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."};
92 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
93 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
94 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"};
95 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"};
96 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
97 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
99 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
100
101 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
102 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
103 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
104 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
105 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
106 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
107 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
108 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
109
110 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
111 cvar_t gl_combine = {0, "gl_combine", "1", "enables the OpenGL 1.3 rendering path"};
112 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables the OpenGL 2.0 rendering path"};
113
114 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)"};
115 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
116 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
117 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
118 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
119 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)"};
120 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)"};
121 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)"};
122 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)"};
123
124 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)"};
125 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
126 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"};
127 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
128 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
129
130 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
131 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
132 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
133 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
134
135 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
136 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
137 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
138 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
139 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
140 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
141 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
142
143 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
144 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
145 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
146 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)"};
147
148 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"};
149
150 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"};
151
152 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
153
154 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
155 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
156 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"};
157 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
158 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
159 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
160 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
161
162 extern cvar_t v_glslgamma;
163
164 extern qboolean v_flipped_state;
165
166 static struct r_bloomstate_s
167 {
168         qboolean enabled;
169         qboolean hdr;
170
171         int bloomwidth, bloomheight;
172
173         int screentexturewidth, screentextureheight;
174         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
175
176         int bloomtexturewidth, bloomtextureheight;
177         rtexture_t *texture_bloom;
178
179         // arrays for rendering the screen passes
180         float screentexcoord2f[8];
181         float bloomtexcoord2f[8];
182         float offsettexcoord2f[8];
183
184         r_viewport_t viewport;
185 }
186 r_bloomstate;
187
188 r_waterstate_t r_waterstate;
189
190 /// shadow volume bsp struct with automatically growing nodes buffer
191 svbsp_t r_svbsp;
192
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
204
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
208
209 typedef struct r_qwskincache_s
210 {
211         char name[MAX_QPATH];
212         skinframe_t *skinframe;
213 }
214 r_qwskincache_t;
215
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
218
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
221 {
222         0, 0, 0,
223         1, 0, 0,
224         1, 1, 0,
225         0, 1, 0
226 };
227
228 extern void R_DrawModelShadows(void);
229
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
231 {
232         int i;
233         for (i = 0;i < verts;i++)
234         {
235                 out[0] = in[0] * r;
236                 out[1] = in[1] * g;
237                 out[2] = in[2] * b;
238                 out[3] = in[3];
239                 in += 4;
240                 out += 4;
241         }
242 }
243
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
245 {
246         int i;
247         for (i = 0;i < verts;i++)
248         {
249                 out[0] = r;
250                 out[1] = g;
251                 out[2] = b;
252                 out[3] = a;
253                 out += 4;
254         }
255 }
256
257 // FIXME: move this to client?
258 void FOG_clear(void)
259 {
260         if (gamemode == GAME_NEHAHRA)
261         {
262                 Cvar_Set("gl_fogenable", "0");
263                 Cvar_Set("gl_fogdensity", "0.2");
264                 Cvar_Set("gl_fogred", "0.3");
265                 Cvar_Set("gl_foggreen", "0.3");
266                 Cvar_Set("gl_fogblue", "0.3");
267         }
268         r_refdef.fog_density = 0;
269         r_refdef.fog_red = 0;
270         r_refdef.fog_green = 0;
271         r_refdef.fog_blue = 0;
272         r_refdef.fog_alpha = 1;
273         r_refdef.fog_start = 0;
274         r_refdef.fog_end = 16384;
275         r_refdef.fog_height = 1<<30;
276         r_refdef.fog_fadedepth = 128;
277 }
278
279 static void R_BuildBlankTextures(void)
280 {
281         unsigned char data[4];
282         data[2] = 128; // normal X
283         data[1] = 128; // normal Y
284         data[0] = 255; // normal Z
285         data[3] = 128; // height
286         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287         data[0] = 255;
288         data[1] = 255;
289         data[2] = 255;
290         data[3] = 255;
291         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292         data[0] = 128;
293         data[1] = 128;
294         data[2] = 128;
295         data[3] = 255;
296         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297         data[0] = 0;
298         data[1] = 0;
299         data[2] = 0;
300         data[3] = 255;
301         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
302 }
303
304 static void R_BuildNoTexture(void)
305 {
306         int x, y;
307         unsigned char pix[16][16][4];
308         // this makes a light grey/dark grey checkerboard texture
309         for (y = 0;y < 16;y++)
310         {
311                 for (x = 0;x < 16;x++)
312                 {
313                         if ((y < 8) ^ (x < 8))
314                         {
315                                 pix[y][x][0] = 128;
316                                 pix[y][x][1] = 128;
317                                 pix[y][x][2] = 128;
318                                 pix[y][x][3] = 255;
319                         }
320                         else
321                         {
322                                 pix[y][x][0] = 64;
323                                 pix[y][x][1] = 64;
324                                 pix[y][x][2] = 64;
325                                 pix[y][x][3] = 255;
326                         }
327                 }
328         }
329         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
330 }
331
332 static void R_BuildWhiteCube(void)
333 {
334         unsigned char data[6*1*1*4];
335         memset(data, 255, sizeof(data));
336         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
337 }
338
339 static void R_BuildNormalizationCube(void)
340 {
341         int x, y, side;
342         vec3_t v;
343         vec_t s, t, intensity;
344 #define NORMSIZE 64
345         unsigned char data[6][NORMSIZE][NORMSIZE][4];
346         for (side = 0;side < 6;side++)
347         {
348                 for (y = 0;y < NORMSIZE;y++)
349                 {
350                         for (x = 0;x < NORMSIZE;x++)
351                         {
352                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
354                                 switch(side)
355                                 {
356                                 default:
357                                 case 0:
358                                         v[0] = 1;
359                                         v[1] = -t;
360                                         v[2] = -s;
361                                         break;
362                                 case 1:
363                                         v[0] = -1;
364                                         v[1] = -t;
365                                         v[2] = s;
366                                         break;
367                                 case 2:
368                                         v[0] = s;
369                                         v[1] = 1;
370                                         v[2] = t;
371                                         break;
372                                 case 3:
373                                         v[0] = s;
374                                         v[1] = -1;
375                                         v[2] = -t;
376                                         break;
377                                 case 4:
378                                         v[0] = s;
379                                         v[1] = -t;
380                                         v[2] = 1;
381                                         break;
382                                 case 5:
383                                         v[0] = -s;
384                                         v[1] = -t;
385                                         v[2] = -1;
386                                         break;
387                                 }
388                                 intensity = 127.0f / sqrt(DotProduct(v, v));
389                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392                                 data[side][y][x][3] = 255;
393                         }
394                 }
395         }
396         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
397 }
398
399 static void R_BuildFogTexture(void)
400 {
401         int x, b;
402 #define FOGWIDTH 256
403         unsigned char data1[FOGWIDTH][4];
404         //unsigned char data2[FOGWIDTH][4];
405         double d, r, alpha;
406
407         r_refdef.fogmasktable_start = r_refdef.fog_start;
408         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409         r_refdef.fogmasktable_range = r_refdef.fogrange;
410         r_refdef.fogmasktable_density = r_refdef.fog_density;
411
412         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414         {
415                 d = (x * r - r_refdef.fogmasktable_start);
416                 if(developer.integer >= 100)
417                         Con_Printf("%f ", d);
418                 d = max(0, d);
419                 if (r_fog_exp2.integer)
420                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421                 else
422                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423                 if(developer.integer >= 100)
424                         Con_Printf(" : %f ", alpha);
425                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426                 if(developer.integer >= 100)
427                         Con_Printf(" = %f\n", alpha);
428                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
429         }
430
431         for (x = 0;x < FOGWIDTH;x++)
432         {
433                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434                 data1[x][0] = b;
435                 data1[x][1] = b;
436                 data1[x][2] = b;
437                 data1[x][3] = 255;
438                 //data2[x][0] = 255 - b;
439                 //data2[x][1] = 255 - b;
440                 //data2[x][2] = 255 - b;
441                 //data2[x][3] = 255;
442         }
443         if (r_texture_fogattenuation)
444         {
445                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
447         }
448         else
449         {
450                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
452         }
453 }
454
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
458 "\n"
459 "// enable various extensions depending on permutation:\n"
460 "\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
463 "#endif\n"
464 "\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "#   extension GL_EXT_gpu_shader4 : enable\n"
468 "# endif\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "#   extension GL_ARB_texture_gather : enable\n"
471 "# else\n"
472 "#   ifdef GL_AMD_texture_texture4\n"
473 "#     extension GL_AMD_texture_texture4 : enable\n"
474 "#   endif\n"
475 "# endif\n"
476 "#endif\n"
477 "\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
480 "#endif\n"
481 "\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
484 "#endif\n"
485 "\n"
486 "// common definitions between vertex shader and fragment shader:\n"
487 "\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
493 "//#else\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
498 "//#endif\n"
499 "\n"
500 "#ifdef USEFOGINSIDE\n"
501 "# define USEFOG\n"
502 "#else\n"
503 "# ifdef USEFOGOUTSIDE\n"
504 "#  define USEFOG\n"
505 "# endif\n"
506 "#endif\n"
507 "\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
509 "\n"
510 "# ifdef VERTEX_SHADER\n"
511 "void main(void)\n"
512 "{\n"
513 "       gl_Position = ftransform();\n"
514 "}\n"
515 "# endif\n"
516 "\n"
517 "#else\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
520 "void main(void)\n"
521 "{\n"
522 "       gl_Position = ftransform();\n"
523 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
524 "}\n"
525 "# endif\n"
526 "# ifdef FRAGMENT_SHADER\n"
527 "void main(void)\n"
528 "{\n"
529 "       gl_FragColor = gl_Color;\n"
530 "}\n"
531 "# endif\n"
532 "\n"
533 "#else // !MODE_SHOWDEPTH\n"
534 "\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
537 "void main(void)\n"
538 "{\n"
539 "       gl_FrontColor = gl_Color;\n"
540 "       gl_Position = ftransform();\n"
541 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
542 "#ifdef USEBLOOM\n"
543 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
544 "#endif\n"
545 "}\n"
546 "# endif\n"
547 "# ifdef FRAGMENT_SHADER\n"
548 "\n"
549 "uniform sampler2D Texture_First;\n"
550 "#ifdef USEBLOOM\n"
551 "uniform sampler2D Texture_Second;\n"
552 "#endif\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
555 "#endif\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
558 "#endif\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
561 "#endif\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
569 "void main(void)\n"
570 "{\n"
571 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
572 "#ifdef USEBLOOM\n"
573 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
574 "#endif\n"
575 "#ifdef USEVIEWTINT\n"
576 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
586 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
587 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
588 "#endif\n"
589 "\n"
590 "#ifdef USESATURATION\n"
591 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
595 "#endif\n"
596 "\n"
597 "#ifdef USEGAMMARAMPS\n"
598 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
601 "#endif\n"
602 "}\n"
603 "# endif\n"
604 "\n"
605 "\n"
606 "#else\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
609 "void main(void)\n"
610 "{\n"
611 "       gl_FrontColor = gl_Color;\n"
612 "#  ifdef USEDIFFUSE\n"
613 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
614 "#  endif\n"
615 "#  ifdef USESPECULAR\n"
616 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
617 "#  endif\n"
618 "       gl_Position = ftransform();\n"
619 "}\n"
620 "# endif\n"
621 "# ifdef FRAGMENT_SHADER\n"
622 "\n"
623 "#  ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
625 "#  endif\n"
626 "#  ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
628 "#  endif\n"
629 "\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_FragColor = gl_Color;\n"
633 "#  ifdef USEDIFFUSE\n"
634 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
635 "#  endif\n"
636 "\n"
637 "#  ifdef USESPECULAR\n"
638 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
639 "#  endif\n"
640 "#  ifdef USECOLORMAPPING\n"
641 "       gl_FragColor *= tex2;\n"
642 "#  endif\n"
643 "#  ifdef USEGLOW\n"
644 "       gl_FragColor += tex2;\n"
645 "#  endif\n"
646 "#  ifdef USEVERTEXTEXTUREBLEND\n"
647 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#  endif\n"
649 "}\n"
650 "# endif\n"
651 "\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_FrontColor = gl_Color;\n"
658 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 "       gl_Position = ftransform();\n"
660 "}\n"
661 "# endif\n"
662 "# ifdef FRAGMENT_SHADER\n"
663 "\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
666 "\n"
667 "void main(void)\n"
668 "{\n"
669 "       int i;\n"
670 "       vec2 tc = gl_TexCoord[0].xy;\n"
671 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 "       tc += BloomBlur_Parameters.xy;\n"
673 "       for (i = 1;i < SAMPLES;i++)\n"
674 "       {\n"
675 "               color += texture2D(Texture_First, tc).rgb;\n"
676 "               tc += BloomBlur_Parameters.xy;\n"
677 "       }\n"
678 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
679 "}\n"
680 "# endif\n"
681 "\n"
682 "#else // !MODE_BLOOMBLUR\n"
683 "\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
687 "#endif\n"
688 "varying vec2 TexCoordLightmap;\n"
689 "\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
692 "#endif\n"
693 "\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
696 "#endif\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
699 "#endif\n"
700 "\n"
701 "varying vec3 EyeVector;\n"
702 "#ifdef USEFOG\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
705 "#endif\n"
706 "\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
710 "\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
713 "#endif\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
716 "#endif\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
719 "#endif\n"
720 "\n"
721 "\n"
722 "\n"
723 "\n"
724 "\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
727 "\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
732 "\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
734 "\n"
735 "void main(void)\n"
736 "{\n"
737 "       gl_FrontColor = gl_Color;\n"
738 "       // copy the surface texcoord\n"
739 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
742 "#endif\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
746 "# endif\n"
747 "#endif\n"
748 "\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 "       // transform vertex position into light attenuation/cubemap space\n"
751 "       // (-1 to +1 across the light box)\n"
752 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
753 "\n"
754 "       // transform unnormalized light direction into tangent space\n"
755 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 "       //  normalize it per pixel)\n"
757 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
761 "#endif\n"
762 "\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
767 "#endif\n"
768 "\n"
769 "       // transform unnormalized eye direction into tangent space\n"
770 "#ifndef USEFOG\n"
771 "       vec3 EyeVectorModelSpace;\n"
772 "#endif\n"
773 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
777 "\n"
778 "#ifdef USEFOG\n"
779 "       FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
780 "#endif\n"
781 "\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 "       VectorS = gl_MultiTexCoord1.xyz;\n"
784 "       VectorT = gl_MultiTexCoord2.xyz;\n"
785 "       VectorR = gl_MultiTexCoord3.xyz;\n"
786 "#endif\n"
787 "\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
792 "//#endif\n"
793 "\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
795 "       // rendering\n"
796 "       gl_Position = ftransform();\n"
797 "\n"
798 "#ifdef MODE_WATER\n"
799 "       ModelViewProjectionPosition = gl_Position;\n"
800 "#endif\n"
801 "#ifdef MODE_REFRACTION\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "#endif\n"
804 "#ifdef USEREFLECTION\n"
805 "       ModelViewProjectionPosition = gl_Position;\n"
806 "#endif\n"
807 "}\n"
808 "\n"
809 "#endif // VERTEX_SHADER\n"
810 "\n"
811 "\n"
812 "\n"
813 "\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
816 "\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
835 "\n"
836 "#define showshadowmap 0\n"
837 "\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
841 "# else\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
843 "# endif\n"
844 "#endif\n"
845 "\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
849 "# else\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
851 "# endif\n"
852 "#endif\n"
853 "\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
856 "#endif\n"
857 "\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
861 "# else\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
863 "# endif\n"
864 "#endif\n"
865 "\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
873 "\n"
874 "uniform myhalf4 TintColor;\n"
875 "\n"
876 "\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
885 "//#else\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//#  ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
893 "//#  endif\n"
894 "//# else\n"
895 "//#  ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
900 "//#  endif\n"
901 "//# endif\n"
902 "//#endif\n"
903 "\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
906 "\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
912 "\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
917 "\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
920 "{\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 "       // 14 sample relief mapping: linear search and then binary search\n"
923 "       // this basically steps forward a small amount repeatedly until it finds\n"
924 "       // itself inside solid, then jitters forward and back using decreasing\n"
925 "       // amounts to find the impact\n"
926 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 "       vec3 RT = vec3(TexCoord, 1);\n"
930 "       OffsetVector *= 0.1;\n"
931 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
941 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
942 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
943 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
944 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
945 "       return RT.xy;\n"
946 "#else\n"
947 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 "       // this basically moves forward the full distance, and then backs up based\n"
949 "       // on height of samples\n"
950 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 "       TexCoord += OffsetVector;\n"
954 "       OffsetVector *= 0.333;\n"
955 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 "       return TexCoord;\n"
959 "#endif\n"
960 "}\n"
961 "#endif // USEOFFSETMAPPING\n"
962 "\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
966 "#endif\n"
967 "\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
970 "{\n"
971 "       vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
973 "       vec2 tc;\n"
974 "       vec2 offset;\n"
975 "       float ma;\n"
976 "       if (adir.x > adir.y)\n"
977 "       {\n"
978 "               if (adir.x > adir.z) // X\n"
979 "               {\n"
980 "                       ma = adir.x;\n"
981 "                       tc = dir.zy;\n"
982 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
983 "               }\n"
984 "               else // Z\n"
985 "               {\n"
986 "                       ma = adir.z;\n"
987 "                       tc = dir.xy;\n"
988 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 "               }\n"
990 "       }\n"
991 "       else\n"
992 "       {\n"
993 "               if (adir.y > adir.z) // Y\n"
994 "               {\n"
995 "                       ma = adir.y;\n"
996 "                       tc = dir.xz;\n"
997 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
998 "               }\n"
999 "               else // Z\n"
1000 "               {\n"
1001 "                       ma = adir.z;\n"
1002 "                       tc = dir.xy;\n"
1003 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1004 "               }\n"
1005 "       }\n"
1006 "\n"
1007 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 "       stc.z += ShadowMap_Parameters.z;\n"
1010 "#  if showshadowmap\n"
1011 "       stc.xy *= ShadowMap_TextureScale;\n"
1012 "#  endif\n"
1013 "       return stc;\n"
1014 "# else\n"
1015 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 "       float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 "       vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 "       stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 "       stc.z += ShadowMap_Parameters.z;\n"
1020 "#  if showshadowmap\n"
1021 "       stc.xy *= ShadowMap_TextureScale;\n"
1022 "#  endif\n"
1023 "       return stc;\n"
1024 "# endif\n"
1025 "}\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1027 "\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1030 "{\n"
1031 "    vec3 adir = abs(dir);\n"
1032 "    return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1033 "}\n"
1034 "#endif\n"
1035 "\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1039 "{\n"
1040 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1041 "       float f;\n"
1042 "#  ifdef USESHADOWSAMPLER\n"
1043 "\n"
1044 "#    ifdef USESHADOWMAPPCF\n"
1045 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1047 "#    else\n"
1048 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "#    endif\n"
1050 "\n"
1051 "#  else\n"
1052 "\n"
1053 "#    ifdef USESHADOWMAPPCF\n"
1054 "#      if USESHADOWMAPPCF > 1\n"
1055 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1059 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1060 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1061 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1063 "#      else\n"
1064 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 "    vec2 offset = fract(shadowmaptc.xy);\n"
1066 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1068 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1069 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1071 "#      endif\n"
1072 "#    else\n"
1073 "    f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1074 "#    endif\n"
1075 "\n"
1076 "#  endif\n"
1077 "       return f;\n"
1078 "}\n"
1079 "# endif\n"
1080 "\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1083 "{\n"
1084 "    vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1085 "    float f;\n"
1086 "\n"
1087 "#  ifdef USESHADOWSAMPLER\n"
1088 "#    ifdef USESHADOWMAPPCF\n"
1089 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1090 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 "    f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1092 "#    else\n"
1093 "    f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1094 "#    endif\n"
1095 "#  else\n"
1096 "#    ifdef USESHADOWMAPPCF\n"
1097 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "#      ifdef GL_ARB_texture_gather\n"
1099 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1100 "#      else\n"
1101 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1102 "#      endif\n"
1103 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 "    center *= ShadowMap_TextureScale;\n"
1105 "    vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 "    vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 "    vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1108 "    vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1109 "    vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 "                mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1112 "#     else\n"
1113 "#      ifdef GL_EXT_gpu_shader4\n"
1114 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1115 "#      else\n"
1116 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1117 "#      endif\n"
1118 "#      if USESHADOWMAPPCF > 1\n"
1119 "    vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 "    center *= ShadowMap_TextureScale;\n"
1121 "    vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 "    vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1123 "    vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1124 "    vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1125 "    vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 "    f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1127 "#      else\n"
1128 "    vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 "    vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 "    vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1131 "    vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1132 "    vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 "    f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1134 "#      endif\n"
1135 "#     endif\n"
1136 "#    else\n"
1137 "    f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1138 "#    endif\n"
1139 "#  endif\n"
1140 "    return f;\n"
1141 "}\n"
1142 "# endif\n"
1143 "\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1146 "{\n"
1147 "    // apply depth texture cubemap as light filter\n"
1148 "    vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1149 "    float f;\n"
1150 "#  ifdef USESHADOWSAMPLER\n"
1151 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1152 "#  else\n"
1153 "    f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1154 "#  endif\n"
1155 "    return f;\n"
1156 "}\n"
1157 "# endif\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef MODE_WATER\n"
1161 "\n"
1162 "// water pass\n"
1163 "void main(void)\n"
1164 "{\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 "       // apply offsetmapping\n"
1167 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1169 "#endif\n"
1170 "\n"
1171 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 "       // FIXME temporary hack to detect the case that the reflection\n"
1176 "       // gets blackened at edges due to leaving the area that contains actual\n"
1177 "       // content.\n"
1178 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1179 "       // 'appening.\n"
1180 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1192 "}\n"
1193 "\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1196 "\n"
1197 "// refraction pass\n"
1198 "void main(void)\n"
1199 "{\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 "       // apply offsetmapping\n"
1202 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1204 "#endif\n"
1205 "\n"
1206 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 "       // FIXME temporary hack to detect the case that the reflection\n"
1211 "       // gets blackened at edges due to leaving the area that contains actual\n"
1212 "       // content.\n"
1213 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1214 "       // 'appening.\n"
1215 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1221 "}\n"
1222 "\n"
1223 "#else // !MODE_REFRACTION\n"
1224 "void main(void)\n"
1225 "{\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 "       // apply offsetmapping\n"
1228 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1230 "#endif\n"
1231 "\n"
1232 "       // combine the diffuse textures (base, pants, shirt)\n"
1233 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1236 "#endif\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1242 "       color.a = 1.0;\n"
1243 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1244 "#endif\n"
1245 "\n"
1246 "#ifdef USEDIFFUSE\n"
1247 "       // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "#  ifdef USESPECULAR\n"
1251 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1252 "#  endif\n"
1253 "# else\n"
1254 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "#  ifdef USESPECULAR\n"
1256 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1257 "#  endif\n"
1258 "# endif\n"
1259 "#endif\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 "       // light source\n"
1265 "\n"
1266 "       // calculate surface normal, light normal, and specular normal\n"
1267 "       // compute color intensity for the two textures (colormap and glossmap)\n"
1268 "       // scale by light color and attenuation as efficiently as possible\n"
1269 "       // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 "       // get the light normal\n"
1272 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1273 "# endif\n"
1274 "# ifdef USESPECULAR\n"
1275 "#  ifndef USEEXACTSPECULARMATH\n"
1276 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 "\n"
1278 "#  endif\n"
1279 "       // calculate directional shading\n"
1280 "#  ifdef USEEXACTSPECULARMATH\n"
1281 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1282 "#  else\n"
1283 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1284 "#  endif\n"
1285 "# else\n"
1286 "#  ifdef USEDIFFUSE\n"
1287 "       // calculate directional shading\n"
1288 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1289 "#  else\n"
1290 "       // calculate directionless shading\n"
1291 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1292 "#  endif\n"
1293 "# endif\n"
1294 "\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 "    color.rgb *= ShadowMapCompare(CubeVector);\n"
1298 "#endif\n"
1299 "#endif\n"
1300 "\n"
1301 "# ifdef USECUBEFILTER\n"
1302 "       // apply light cubemap filter\n"
1303 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1305 "# endif\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1307 "\n"
1308 "\n"
1309 "\n"
1310 "\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 "       // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 "       // get the light normal\n"
1315 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1316 "# endif\n"
1317 "# ifdef USESPECULAR\n"
1318 "       // calculate directional shading\n"
1319 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "#  ifdef USEEXACTSPECULARMATH\n"
1321 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1322 "#  else\n"
1323 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1325 "#  endif\n"
1326 "# else\n"
1327 "#  ifdef USEDIFFUSE\n"
1328 "\n"
1329 "       // calculate directional shading\n"
1330 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1331 "#  else\n"
1332 "       color.rgb *= AmbientColor;\n"
1333 "#  endif\n"
1334 "# endif\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1336 "\n"
1337 "\n"
1338 "\n"
1339 "\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1342 "\n"
1343 "       // get the light normal\n"
1344 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 "       myhalf3 diffusenormal;\n"
1346 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "#  ifdef USEEXACTSPECULARMATH\n"
1362 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1363 "#  else\n"
1364 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1366 "#  endif\n"
1367 "# endif\n"
1368 "\n"
1369 "       // apply lightmap color\n"
1370 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1378 "\n"
1379 "       // get the light normal\n"
1380 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "#  ifdef USEEXACTSPECULARMATH\n"
1385 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1386 "#  else\n"
1387 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1389 "#  endif\n"
1390 "# endif\n"
1391 "\n"
1392 "       // apply lightmap color\n"
1393 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "\n"
1396 "\n"
1397 "\n"
1398 "\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 "       // apply lightmap color\n"
1401 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1403 "\n"
1404 "\n"
1405 "\n"
1406 "\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 "       // apply lightmap color\n"
1409 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1411 "\n"
1412 "\n"
1413 "\n"
1414 "\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1417 "\n"
1418 "\n"
1419 "\n"
1420 "\n"
1421 "\n"
1422 "\n"
1423 "\n"
1424 "       color *= TintColor;\n"
1425 "\n"
1426 "#ifdef USEGLOW\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1429 "#else\n"
1430 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1431 "#endif\n"
1432 "#endif\n"
1433 "\n"
1434 "       color.rgb *= SceneBrightness;\n"
1435 "\n"
1436 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1437 "#ifdef USEFOG\n"
1438 "       float fogfrac;\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1441 "#else\n"
1442 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1443 "#endif\n"
1444 "//     float FogHeightFade1 = -0.5/1024.0;\n"
1445 "//     if (FogPlaneViewDist >= 0.0)\n"
1446 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1447 "//     else\n"
1448 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "//     if (FogPlaneViewDist >= 0.0)\n"
1451 "//             fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1452 "//     else\n"
1453 "//             fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "//     fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "//     fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "//     fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1458 "\n"
1459 "       //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 "       //float fade = -0.5/128.0;\n"
1461 "       //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 "       //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 "       //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 "       //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 "       //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1469 "//# endif\n"
1470 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1471 "#endif\n"
1472 "\n"
1473 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 "       // FIXME temporary hack to detect the case that the reflection\n"
1480 "       // gets blackened at edges due to leaving the area that contains actual\n"
1481 "       // content.\n"
1482 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1483 "       // 'appening.\n"
1484 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1490 "#endif\n"
1491 "\n"
1492 "       gl_FragColor = vec4(color);\n"
1493 "\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "#  ifdef USESHADOWSAMPLER\n"
1497 "       gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1498 "#  else\n"
1499 "       gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1500 "#  endif\n"
1501 "# endif\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "#  ifdef USESHADOWSAMPLER\n"
1504 "    gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1505 "#  else\n"
1506 "    gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1507 "#  endif\n"
1508 "# endif\n"
1509 "\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "#  ifdef USESHADOWSAMPLER\n"
1512 "    gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1513 "#  else\n"
1514 "    gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#  endif\n"
1516 "# endif\n"
1517 "#endif\n"
1518 "}\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1521 "\n"
1522 "#endif // FRAGMENT_SHADER\n"
1523 "\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1529 ;
1530
1531 typedef struct shaderpermutationinfo_s
1532 {
1533         const char *pretext;
1534         const char *name;
1535 }
1536 shaderpermutationinfo_t;
1537
1538 typedef struct shadermodeinfo_s
1539 {
1540         const char *vertexfilename;
1541         const char *geometryfilename;
1542         const char *fragmentfilename;
1543         const char *pretext;
1544         const char *name;
1545 }
1546 shadermodeinfo_t;
1547
1548 typedef enum shaderpermutation_e
1549 {
1550         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574         SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575         SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1576 }
1577 shaderpermutation_t;
1578
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1581 {
1582         {"#define USEDIFFUSE\n", " diffuse"},
1583         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584         {"#define USEVIEWTINT\n", " viewtint"},
1585         {"#define USECOLORMAPPING\n", " colormapping"},
1586         {"#define USESATURATION\n", " saturation"},
1587         {"#define USEFOGINSIDE\n", " foginside"},
1588         {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589         {"#define USEGAMMARAMPS\n", " gammaramps"},
1590         {"#define USECUBEFILTER\n", " cubefilter"},
1591         {"#define USEGLOW\n", " glow"},
1592         {"#define USEBLOOM\n", " bloom"},
1593         {"#define USESPECULAR\n", " specular"},
1594         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596         {"#define USEREFLECTION\n", " reflection"},
1597         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1606 };
1607
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1610 {
1611         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624         SHADERMODE_COUNT
1625 }
1626 shadermode_t;
1627
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1630 {
1631         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1644 };
1645
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1648 {
1649         /// hash lookup data
1650         struct r_glsl_permutation_s *hashnext;
1651         unsigned int mode;
1652         unsigned int permutation;
1653
1654         /// indicates if we have tried compiling this permutation already
1655         qboolean compiled;
1656         /// 0 if compilation failed
1657         int program;
1658         /// locations of detected uniforms in program object, or -1 if not found
1659         int loc_Texture_First;
1660         int loc_Texture_Second;
1661         int loc_Texture_GammaRamps;
1662         int loc_Texture_Normal;
1663         int loc_Texture_Color;
1664         int loc_Texture_Gloss;
1665         int loc_Texture_Glow;
1666         int loc_Texture_SecondaryNormal;
1667         int loc_Texture_SecondaryColor;
1668         int loc_Texture_SecondaryGloss;
1669         int loc_Texture_SecondaryGlow;
1670         int loc_Texture_Pants;
1671         int loc_Texture_Shirt;
1672         int loc_Texture_FogMask;
1673         int loc_Texture_Lightmap;
1674         int loc_Texture_Deluxemap;
1675         int loc_Texture_Attenuation;
1676         int loc_Texture_Cube;
1677         int loc_Texture_Refraction;
1678         int loc_Texture_Reflection;
1679         int loc_Texture_ShadowMapRect;
1680         int loc_Texture_ShadowMapCube;
1681         int loc_Texture_ShadowMap2D;
1682         int loc_Texture_CubeProjection;
1683         int loc_FogColor;
1684         int loc_LightPosition;
1685         int loc_EyePosition;
1686         int loc_Color_Pants;
1687         int loc_Color_Shirt;
1688         int loc_FogPlane;
1689         int loc_FogPlaneViewDist;
1690         int loc_FogRangeRecip;
1691         int loc_FogHeightFade;
1692         int loc_AmbientScale;
1693         int loc_DiffuseScale;
1694         int loc_SpecularScale;
1695         int loc_SpecularPower;
1696         int loc_GlowColor;
1697         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698         int loc_OffsetMapping_Scale;
1699         int loc_TintColor;
1700         int loc_AmbientColor;
1701         int loc_DiffuseColor;
1702         int loc_SpecularColor;
1703         int loc_LightDir;
1704         int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705         int loc_GammaCoeff; ///< 1 / gamma
1706         int loc_DistortScaleRefractReflect;
1707         int loc_ScreenScaleRefractReflect;
1708         int loc_ScreenCenterRefractReflect;
1709         int loc_RefractColor;
1710         int loc_ReflectColor;
1711         int loc_ReflectFactor;
1712         int loc_ReflectOffset;
1713         int loc_UserVec1;
1714         int loc_UserVec2;
1715         int loc_UserVec3;
1716         int loc_UserVec4;
1717         int loc_ClientTime;
1718         int loc_PixelSize;
1719         int loc_Saturation;
1720         int loc_ShadowMap_TextureScale;
1721         int loc_ShadowMap_Parameters;
1722 }
1723 r_glsl_permutation_t;
1724
1725 #define SHADERPERMUTATION_HASHSIZE 256
1726
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1733
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1735 {
1736         //unsigned int hashdepth = 0;
1737         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738         r_glsl_permutation_t *p;
1739         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1740         {
1741                 if (p->mode == mode && p->permutation == permutation)
1742                 {
1743                         //if (hashdepth > 10)
1744                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745                         return p;
1746                 }
1747                 //hashdepth++;
1748         }
1749         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1750         p->mode = mode;
1751         p->permutation = permutation;
1752         p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753         r_glsl_permutationhash[mode][hashindex] = p;
1754         //if (hashdepth > 10)
1755         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1756         return p;
1757 }
1758
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1760 {
1761         char *shaderstring;
1762         if (!filename || !filename[0])
1763                 return NULL;
1764         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1765         if (shaderstring)
1766         {
1767                 if (printfromdisknotice)
1768                         Con_DPrint("from disk... ");
1769                 return shaderstring;
1770         }
1771         else if (!strcmp(filename, "glsl/default.glsl"))
1772         {
1773                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1775         }
1776         return shaderstring;
1777 }
1778
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1780 {
1781         int i;
1782         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783         int vertstrings_count = 0;
1784         int geomstrings_count = 0;
1785         int fragstrings_count = 0;
1786         char *vertexstring, *geometrystring, *fragmentstring;
1787         const char *vertstrings_list[32+3];
1788         const char *geomstrings_list[32+3];
1789         const char *fragstrings_list[32+3];
1790         char permutationname[256];
1791
1792         if (p->compiled)
1793                 return;
1794         p->compiled = true;
1795         p->program = 0;
1796
1797         permutationname[0] = 0;
1798         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1801
1802         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1803
1804         // the first pretext is which type of shader to compile as
1805         // (later these will all be bound together as a program object)
1806         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1809
1810         // the second pretext is the mode (for example a light source)
1811         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1815
1816         // now add all the permutation pretexts
1817         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1818         {
1819                 if (permutation & (1<<i))
1820                 {
1821                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1825                 }
1826                 else
1827                 {
1828                         // keep line numbers correct
1829                         vertstrings_list[vertstrings_count++] = "\n";
1830                         geomstrings_list[geomstrings_count++] = "\n";
1831                         fragstrings_list[fragstrings_count++] = "\n";
1832                 }
1833         }
1834
1835         // now append the shader text itself
1836         vertstrings_list[vertstrings_count++] = vertexstring;
1837         geomstrings_list[geomstrings_count++] = geometrystring;
1838         fragstrings_list[fragstrings_count++] = fragmentstring;
1839
1840         // if any sources were NULL, clear the respective list
1841         if (!vertexstring)
1842                 vertstrings_count = 0;
1843         if (!geometrystring)
1844                 geomstrings_count = 0;
1845         if (!fragmentstring)
1846                 fragstrings_count = 0;
1847
1848         // compile the shader program
1849         if (vertstrings_count + geomstrings_count + fragstrings_count)
1850                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1851         if (p->program)
1852         {
1853                 CHECKGLERROR
1854                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855                 // look up all the uniform variable names we care about, so we don't
1856                 // have to look them up every time we set them
1857                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1858                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1859                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1862                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1882                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1883                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1884                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1885                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
1887                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1891                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1893                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1894                 p->loc_GlowColor                  = qglGetUniformLocationARB(p->program, "GlowColor");
1895                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1898                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1899                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1901                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1902                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1907                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1908                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1912                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1913                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1914                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1915                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1916                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1917                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
1918                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920                 // initialize the samplers to refer to the texture units we use
1921                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1922                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1923                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1924                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1925                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1926                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1927                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1928                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1932                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1933                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1934                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1935                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1936                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1937                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1938                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1939                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1940                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1941                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , GL20TU_SHADOWMAPRECT);
1942                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
1943                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
1944                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1945                 CHECKGLERROR
1946                 if (developer.integer)
1947                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1948         }
1949         else
1950                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1951
1952         // free the strings
1953         if (vertexstring)
1954                 Mem_Free(vertexstring);
1955         if (geometrystring)
1956                 Mem_Free(geometrystring);
1957         if (fragmentstring)
1958                 Mem_Free(fragmentstring);
1959 }
1960
1961 void R_GLSL_Restart_f(void)
1962 {
1963         unsigned int i, limit;
1964         r_glsl_permutation_t *p;
1965         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966         for (i = 0;i < limit;i++)
1967         {
1968                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1969                 {
1970                         GL_Backend_FreeProgram(p->program);
1971                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1972                 }
1973         }
1974         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1975 }
1976
1977 void R_GLSL_DumpShader_f(void)
1978 {
1979         int i;
1980
1981         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1982         if(!file)
1983         {
1984                 Con_Printf("failed to write to glsl/default.glsl\n");
1985                 return;
1986         }
1987
1988         FS_Print(file, "/* The engine may define the following macros:\n");
1989         FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990         for (i = 0;i < SHADERMODE_COUNT;i++)
1991                 FS_Print(file, shadermodeinfo[i].pretext);
1992         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993                 FS_Print(file, shaderpermutationinfo[i].pretext);
1994         FS_Print(file, "*/\n");
1995         FS_Print(file, builtinshaderstring);
1996         FS_Close(file);
1997
1998         Con_Printf("glsl/default.glsl written\n");
1999 }
2000
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2002 {
2003         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004         if (r_glsl_permutation != perm)
2005         {
2006                 r_glsl_permutation = perm;
2007                 if (!r_glsl_permutation->program)
2008                 {
2009                         if (!r_glsl_permutation->compiled)
2010                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2011                         if (!r_glsl_permutation->program)
2012                         {
2013                                 // remove features until we find a valid permutation
2014                                 int i;
2015                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2016                                 {
2017                                         // reduce i more quickly whenever it would not remove any bits
2018                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019                                         if (!(permutation & j))
2020                                                 continue;
2021                                         permutation -= j;
2022                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023                                         if (!r_glsl_permutation->compiled)
2024                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
2025                                         if (r_glsl_permutation->program)
2026                                                 break;
2027                                 }
2028                                 if (i >= SHADERPERMUTATION_COUNT)
2029                                 {
2030                                         Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032                                         qglUseProgramObjectARB(0);CHECKGLERROR
2033                                         return; // no bit left to clear, entire mode is broken
2034                                 }
2035                         }
2036                 }
2037                 CHECKGLERROR
2038                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2039         }
2040 }
2041
2042 void R_SetupGenericShader(qboolean usetexture)
2043 {
2044         if (vid.support.arb_fragment_shader)
2045         {
2046                 if (r_glsl.integer)
2047                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2048                 else if (r_glsl_permutation)
2049                 {
2050                         r_glsl_permutation = NULL;
2051                         qglUseProgramObjectARB(0);CHECKGLERROR
2052                 }
2053         }
2054 }
2055
2056 void R_SetupGenericTwoTextureShader(int texturemode)
2057 {
2058         if (vid.support.arb_fragment_shader)
2059         {
2060                 if (r_glsl.integer)
2061                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062                 else if (r_glsl_permutation)
2063                 {
2064                         r_glsl_permutation = NULL;
2065                         qglUseProgramObjectARB(0);CHECKGLERROR
2066                 }
2067         }
2068         if (!r_glsl_permutation)
2069                 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2070 }
2071
2072 void R_SetupDepthOrShadowShader(void)
2073 {
2074         if (vid.support.arb_fragment_shader)
2075         {
2076                 if (r_glsl.integer)
2077                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078                 else if (r_glsl_permutation)
2079                 {
2080                         r_glsl_permutation = NULL;
2081                         qglUseProgramObjectARB(0);CHECKGLERROR
2082                 }
2083         }
2084 }
2085
2086 void R_SetupShowDepthShader(void)
2087 {
2088         if (vid.support.arb_fragment_shader)
2089         {
2090                 if (r_glsl.integer)
2091                         R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092                 else if (r_glsl_permutation)
2093                 {
2094                         r_glsl_permutation = NULL;
2095                         qglUseProgramObjectARB(0);CHECKGLERROR
2096                 }
2097         }
2098 }
2099
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2112 {
2113         // select a permutation of the lighting shader appropriate to this
2114         // combination of texture, entity, light source, and fogging, only use the
2115         // minimum features necessary to avoid wasting rendering time in the
2116         // fragment shader on features that are not being used
2117         unsigned int permutation = 0;
2118         unsigned int mode = 0;
2119         // TODO: implement geometry-shader based shadow volumes someday
2120         if (r_glsl_offsetmapping.integer)
2121         {
2122                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123                 if (r_glsl_offsetmapping_reliefmapping.integer)
2124                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2125         }
2126         if (rsurfacepass == RSURFPASS_BACKGROUND)
2127         {
2128                 // distorted background
2129                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130                         mode = SHADERMODE_WATER;
2131                 else
2132                         mode = SHADERMODE_REFRACTION;
2133         }
2134         else if (rsurfacepass == RSURFPASS_RTLIGHT)
2135         {
2136                 // light source
2137                 mode = SHADERMODE_LIGHTSOURCE;
2138                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141                         permutation |= SHADERPERMUTATION_CUBEFILTER;
2142                 if (diffusescale > 0)
2143                         permutation |= SHADERPERMUTATION_DIFFUSE;
2144                 if (specularscale > 0)
2145                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146                 if (r_refdef.fogenabled)
2147                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148                 if (rsurface.texture->colormapping)
2149                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2150                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2151                 {
2152                         if (r_shadow_usingshadowmaprect)
2153                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154                         if (r_shadow_usingshadowmap2d)
2155                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156                         if (r_shadow_usingshadowmapcube)
2157                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158                         else if(r_shadow_shadowmapvsdct)
2159                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2160
2161                         if (r_shadow_shadowmapsampler)
2162                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163                         if (r_shadow_shadowmappcf > 1)
2164                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165                         else if (r_shadow_shadowmappcf)
2166                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2167                 }
2168         }
2169         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2170         {
2171                 // unshaded geometry (fullbright or ambient model lighting)
2172                 mode = SHADERMODE_FLATCOLOR;
2173                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176                         permutation |= SHADERPERMUTATION_GLOW;
2177                 if (r_refdef.fogenabled)
2178                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179                 if (rsurface.texture->colormapping)
2180                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2181                 if (r_glsl_offsetmapping.integer)
2182                 {
2183                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184                         if (r_glsl_offsetmapping_reliefmapping.integer)
2185                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2186                 }
2187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188                         permutation |= SHADERPERMUTATION_REFLECTION;
2189         }
2190         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2191         {
2192                 // directional model lighting
2193                 mode = SHADERMODE_LIGHTDIRECTION;
2194                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197                         permutation |= SHADERPERMUTATION_GLOW;
2198                 permutation |= SHADERPERMUTATION_DIFFUSE;
2199                 if (specularscale > 0)
2200                         permutation |= SHADERPERMUTATION_SPECULAR;
2201                 if (r_refdef.fogenabled)
2202                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203                 if (rsurface.texture->colormapping)
2204                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2205                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206                         permutation |= SHADERPERMUTATION_REFLECTION;
2207         }
2208         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2209         {
2210                 // ambient model lighting
2211                 mode = SHADERMODE_LIGHTDIRECTION;
2212                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215                         permutation |= SHADERPERMUTATION_GLOW;
2216                 if (r_refdef.fogenabled)
2217                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218                 if (rsurface.texture->colormapping)
2219                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2220                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221                         permutation |= SHADERPERMUTATION_REFLECTION;
2222         }
2223         else
2224         {
2225                 // lightmapped wall
2226                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2227                 {
2228                         // deluxemapping (light direction texture)
2229                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2231                         else
2232                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233                         permutation |= SHADERPERMUTATION_DIFFUSE;
2234                         if (specularscale > 0)
2235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2236                 }
2237                 else if (r_glsl_deluxemapping.integer >= 2)
2238                 {
2239                         // fake deluxemapping (uniform light direction in tangentspace)
2240                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241                         permutation |= SHADERPERMUTATION_DIFFUSE;
2242                         if (specularscale > 0)
2243                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2244                 }
2245                 else if (rsurface.uselightmaptexture)
2246                 {
2247                         // ordinary lightmapping (q1bsp, q3bsp)
2248                         mode = SHADERMODE_LIGHTMAP;
2249                 }
2250                 else
2251                 {
2252                         // ordinary vertex coloring (q3bsp)
2253                         mode = SHADERMODE_VERTEXCOLOR;
2254                 }
2255                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258                         permutation |= SHADERPERMUTATION_GLOW;
2259                 if (r_refdef.fogenabled)
2260                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261                 if (rsurface.texture->colormapping)
2262                         permutation |= SHADERPERMUTATION_COLORMAPPING;
2263                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264                         permutation |= SHADERPERMUTATION_REFLECTION;
2265         }
2266         if(permutation & SHADERPERMUTATION_SPECULAR)
2267                 if(r_shadow_glossexact.integer)
2268                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269         R_SetupShader_SetPermutation(mode, permutation);
2270         if (mode == SHADERMODE_LIGHTSOURCE)
2271         {
2272                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273                 if (permutation & SHADERPERMUTATION_DIFFUSE)
2274                 {
2275                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279                 }
2280                 else
2281                 {
2282                         // ambient only is simpler
2283                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2284                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2287                 }
2288                 // additive passes are only darkened by fog, not tinted
2289                 if (r_glsl_permutation->loc_FogColor >= 0)
2290                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291                 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]);
2292                 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]);
2293         }
2294         else
2295         {
2296                 if (mode == SHADERMODE_LIGHTDIRECTION)
2297                 {
2298                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
2299                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
2300                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2301                         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]);
2302                 }
2303                 else
2304                 {
2305                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2308                 }
2309                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2310                 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311                 // additive passes are only darkened by fog, not tinted
2312                 if (r_glsl_permutation->loc_FogColor >= 0)
2313                 {
2314                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2316                         else
2317                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2318                 }
2319                 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);
2320                 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]);
2321                 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]);
2322                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2326         }
2327         if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329         if (r_glsl_permutation->loc_Color_Pants >= 0)
2330         {
2331                 if (rsurface.texture->currentskinframe->pants)
2332                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2333                 else
2334                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2335         }
2336         if (r_glsl_permutation->loc_Color_Shirt >= 0)
2337         {
2338                 if (rsurface.texture->currentskinframe->shirt)
2339                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2340                 else
2341                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2342         }
2343         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]);
2344         if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346         if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2348         {
2349                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350         }
2351         else
2352         {
2353                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2354         }
2355         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356         CHECKGLERROR
2357 }
2358
2359 #define SKINFRAME_HASH 1024
2360
2361 typedef struct
2362 {
2363         int loadsequence; // incremented each level change
2364         memexpandablearray_t array;
2365         skinframe_t *hash[SKINFRAME_HASH];
2366 }
2367 r_skinframe_t;
2368 r_skinframe_t r_skinframe;
2369
2370 void R_SkinFrame_PrepareForPurge(void)
2371 {
2372         r_skinframe.loadsequence++;
2373         // wrap it without hitting zero
2374         if (r_skinframe.loadsequence >= 200)
2375                 r_skinframe.loadsequence = 1;
2376 }
2377
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 {
2380         if (!skinframe)
2381                 return;
2382         // mark the skinframe as used for the purging code
2383         skinframe->loadsequence = r_skinframe.loadsequence;
2384 }
2385
2386 void R_SkinFrame_Purge(void)
2387 {
2388         int i;
2389         skinframe_t *s;
2390         for (i = 0;i < SKINFRAME_HASH;i++)
2391         {
2392                 for (s = r_skinframe.hash[i];s;s = s->next)
2393                 {
2394                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2395                         {
2396                                 if (s->merged == s->base)
2397                                         s->merged = NULL;
2398                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399                                 R_PurgeTexture(s->stain );s->stain  = NULL;
2400                                 R_PurgeTexture(s->merged);s->merged = NULL;
2401                                 R_PurgeTexture(s->base  );s->base   = NULL;
2402                                 R_PurgeTexture(s->pants );s->pants  = NULL;
2403                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
2404                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
2405                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
2406                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
2407                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
2408                                 s->loadsequence = 0;
2409                         }
2410                 }
2411         }
2412 }
2413
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2415         skinframe_t *item;
2416         char basename[MAX_QPATH];
2417
2418         Image_StripImageExtension(name, basename, sizeof(basename));
2419
2420         if( last == NULL ) {
2421                 int hashindex;
2422                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423                 item = r_skinframe.hash[hashindex];
2424         } else {
2425                 item = last->next;
2426         }
2427
2428         // linearly search through the hash bucket
2429         for( ; item ; item = item->next ) {
2430                 if( !strcmp( item->basename, basename ) ) {
2431                         return item;
2432                 }
2433         }
2434         return NULL;
2435 }
2436
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 {
2439         skinframe_t *item;
2440         int hashindex;
2441         char basename[MAX_QPATH];
2442
2443         Image_StripImageExtension(name, basename, sizeof(basename));
2444
2445         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446         for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448                         break;
2449
2450         if (!item) {
2451                 rtexture_t *dyntexture;
2452                 // check whether its a dynamic texture
2453                 dyntexture = CL_GetDynTexture( basename );
2454                 if (!add && !dyntexture)
2455                         return NULL;
2456                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457                 memset(item, 0, sizeof(*item));
2458                 strlcpy(item->basename, basename, sizeof(item->basename));
2459                 item->base = dyntexture; // either NULL or dyntexture handle
2460                 item->textureflags = textureflags;
2461                 item->comparewidth = comparewidth;
2462                 item->compareheight = compareheight;
2463                 item->comparecrc = comparecrc;
2464                 item->next = r_skinframe.hash[hashindex];
2465                 r_skinframe.hash[hashindex] = item;
2466         }
2467         else if( item->base == NULL )
2468         {
2469                 rtexture_t *dyntexture;
2470                 // check whether its a dynamic texture
2471                 // 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]
2472                 dyntexture = CL_GetDynTexture( basename );
2473                 item->base = dyntexture; // either NULL or dyntexture handle
2474         }
2475
2476         R_SkinFrame_MarkUsed(item);
2477         return item;
2478 }
2479
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2481         { \
2482                 unsigned long long avgcolor[5], wsum; \
2483                 int pix, comp, w; \
2484                 avgcolor[0] = 0; \
2485                 avgcolor[1] = 0; \
2486                 avgcolor[2] = 0; \
2487                 avgcolor[3] = 0; \
2488                 avgcolor[4] = 0; \
2489                 wsum = 0; \
2490                 for(pix = 0; pix < cnt; ++pix) \
2491                 { \
2492                         w = 0; \
2493                         for(comp = 0; comp < 3; ++comp) \
2494                                 w += getpixel; \
2495                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2496                         { \
2497                                 ++wsum; \
2498                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2499                                 w = getpixel; \
2500                                 for(comp = 0; comp < 3; ++comp) \
2501                                         avgcolor[comp] += getpixel * w; \
2502                                 avgcolor[3] += w; \
2503                         } \
2504                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505                         avgcolor[4] += getpixel; \
2506                 } \
2507                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2508                         avgcolor[3] = 1; \
2509                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2513         }
2514
2515 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2516 {
2517         int j;
2518         unsigned char *pixels;
2519         unsigned char *bumppixels;
2520         unsigned char *basepixels = NULL;
2521         int basepixels_width;
2522         int basepixels_height;
2523         skinframe_t *skinframe;
2524
2525         if (cls.state == ca_dedicated)
2526                 return NULL;
2527
2528         // return an existing skinframe if already loaded
2529         // if loading of the first image fails, don't make a new skinframe as it
2530         // would cause all future lookups of this to be missing
2531         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2532         if (skinframe && skinframe->base)
2533                 return skinframe;
2534
2535         basepixels = loadimagepixelsbgra(name, complain, true);
2536         if (basepixels == NULL)
2537                 return NULL;
2538
2539         if (developer_loading.integer)
2540                 Con_Printf("loading skin \"%s\"\n", name);
2541
2542         // we've got some pixels to store, so really allocate this new texture now
2543         if (!skinframe)
2544                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2545         skinframe->stain = NULL;
2546         skinframe->merged = NULL;
2547         skinframe->base = r_texture_notexture;
2548         skinframe->pants = NULL;
2549         skinframe->shirt = NULL;
2550         skinframe->nmap = r_texture_blanknormalmap;
2551         skinframe->gloss = NULL;
2552         skinframe->glow = NULL;
2553         skinframe->fog = NULL;
2554         skinframe->hasalpha = false;
2555
2556         basepixels_width = image_width;
2557         basepixels_height = image_height;
2558         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);
2559
2560         if (textureflags & TEXF_ALPHA)
2561         {
2562                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2563                 {
2564                         if (basepixels[j] < 255)
2565                         {
2566                                 skinframe->hasalpha = true;
2567                                 break;
2568                         }
2569                 }
2570                 if (r_loadfog && skinframe->hasalpha)
2571                 {
2572                         // has transparent pixels
2573                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2574                         for (j = 0;j < image_width * image_height * 4;j += 4)
2575                         {
2576                                 pixels[j+0] = 255;
2577                                 pixels[j+1] = 255;
2578                                 pixels[j+2] = 255;
2579                                 pixels[j+3] = basepixels[j+3];
2580                         }
2581                         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);
2582                         Mem_Free(pixels);
2583                 }
2584         }
2585
2586         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2587         //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]);
2588
2589         // _norm is the name used by tenebrae and has been adopted as standard
2590         if (r_loadnormalmap)
2591         {
2592                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2593                 {
2594                         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);
2595                         Mem_Free(pixels);
2596                         pixels = NULL;
2597                 }
2598                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2599                 {
2600                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2601                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2602                         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);
2603                         Mem_Free(pixels);
2604                         Mem_Free(bumppixels);
2605                 }
2606                 else if (r_shadow_bumpscale_basetexture.value > 0)
2607                 {
2608                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2609                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2610                         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);
2611                         Mem_Free(pixels);
2612                 }
2613         }
2614         // _luma is supported for tenebrae compatibility
2615         // (I think it's a very stupid name, but oh well)
2616         // _glow is the preferred name
2617         if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2618         if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2619         if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2620         if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2621
2622         if (basepixels)
2623                 Mem_Free(basepixels);
2624
2625         return skinframe;
2626 }
2627
2628 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2629 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2630 {
2631         int i;
2632         unsigned char *temp1, *temp2;
2633         skinframe_t *skinframe;
2634
2635         if (cls.state == ca_dedicated)
2636                 return NULL;
2637
2638         // if already loaded just return it, otherwise make a new skinframe
2639         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2640         if (skinframe && skinframe->base)
2641                 return skinframe;
2642
2643         skinframe->stain = NULL;
2644         skinframe->merged = NULL;
2645         skinframe->base = r_texture_notexture;
2646         skinframe->pants = NULL;
2647         skinframe->shirt = NULL;
2648         skinframe->nmap = r_texture_blanknormalmap;
2649         skinframe->gloss = NULL;
2650         skinframe->glow = NULL;
2651         skinframe->fog = NULL;
2652         skinframe->hasalpha = false;
2653
2654         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655         if (!skindata)
2656                 return NULL;
2657
2658         if (developer_loading.integer)
2659                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2660
2661         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2662         {
2663                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2664                 temp2 = temp1 + width * height * 4;
2665                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2666                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2667                 Mem_Free(temp1);
2668         }
2669         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2670         if (textureflags & TEXF_ALPHA)
2671         {
2672                 for (i = 3;i < width * height * 4;i += 4)
2673                 {
2674                         if (skindata[i] < 255)
2675                         {
2676                                 skinframe->hasalpha = true;
2677                                 break;
2678                         }
2679                 }
2680                 if (r_loadfog && skinframe->hasalpha)
2681                 {
2682                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2683                         memcpy(fogpixels, skindata, width * height * 4);
2684                         for (i = 0;i < width * height * 4;i += 4)
2685                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2686                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2687                         Mem_Free(fogpixels);
2688                 }
2689         }
2690
2691         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2692         //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]);
2693
2694         return skinframe;
2695 }
2696
2697 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 {
2699         int i;
2700         int featuresmask;
2701         skinframe_t *skinframe;
2702
2703         if (cls.state == ca_dedicated)
2704                 return NULL;
2705
2706         // if already loaded just return it, otherwise make a new skinframe
2707         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2708         if (skinframe && skinframe->base)
2709                 return skinframe;
2710
2711         skinframe->stain = NULL;
2712         skinframe->merged = NULL;
2713         skinframe->base = r_texture_notexture;
2714         skinframe->pants = NULL;
2715         skinframe->shirt = NULL;
2716         skinframe->nmap = r_texture_blanknormalmap;
2717         skinframe->gloss = NULL;
2718         skinframe->glow = NULL;
2719         skinframe->fog = NULL;
2720         skinframe->hasalpha = false;
2721
2722         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723         if (!skindata)
2724                 return NULL;
2725
2726         if (developer_loading.integer)
2727                 Con_Printf("loading quake skin \"%s\"\n", name);
2728
2729         // 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)
2730         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2731         memcpy(skinframe->qpixels, skindata, width*height);
2732         skinframe->qwidth = width;
2733         skinframe->qheight = height;
2734
2735         featuresmask = 0;
2736         for (i = 0;i < width * height;i++)
2737                 featuresmask |= palette_featureflags[skindata[i]];
2738
2739         skinframe->hasalpha = false;
2740         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2741         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2742         skinframe->qgeneratemerged = true;
2743         skinframe->qgeneratebase = skinframe->qhascolormapping;
2744         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2745
2746         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2747         //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]);
2748
2749         return skinframe;
2750 }
2751
2752 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 {
2754         int width;
2755         int height;
2756         unsigned char *skindata;
2757
2758         if (!skinframe->qpixels)
2759                 return;
2760
2761         if (!skinframe->qhascolormapping)
2762                 colormapped = false;
2763
2764         if (colormapped)
2765         {
2766                 if (!skinframe->qgeneratebase)
2767                         return;
2768         }
2769         else
2770         {
2771                 if (!skinframe->qgeneratemerged)
2772                         return;
2773         }
2774
2775         width = skinframe->qwidth;
2776         height = skinframe->qheight;
2777         skindata = skinframe->qpixels;
2778
2779         if (skinframe->qgeneratenmap)
2780         {
2781                 unsigned char *temp1, *temp2;
2782                 skinframe->qgeneratenmap = false;
2783                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2784                 temp2 = temp1 + width * height * 4;
2785                 // use either a custom palette or the quake palette
2786                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2787                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2788                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789                 Mem_Free(temp1);
2790         }
2791
2792         if (skinframe->qgenerateglow)
2793         {
2794                 skinframe->qgenerateglow = false;
2795                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2796         }
2797
2798         if (colormapped)
2799         {
2800                 skinframe->qgeneratebase = false;
2801                 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);
2802                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2803                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804         }
2805         else
2806         {
2807                 skinframe->qgeneratemerged = false;
2808                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2809         }
2810
2811         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2812         {
2813                 Mem_Free(skinframe->qpixels);
2814                 skinframe->qpixels = NULL;
2815         }
2816 }
2817
2818 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)
2819 {
2820         int i;
2821         skinframe_t *skinframe;
2822
2823         if (cls.state == ca_dedicated)
2824                 return NULL;
2825
2826         // if already loaded just return it, otherwise make a new skinframe
2827         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2828         if (skinframe && skinframe->base)
2829                 return skinframe;
2830
2831         skinframe->stain = NULL;
2832         skinframe->merged = NULL;
2833         skinframe->base = r_texture_notexture;
2834         skinframe->pants = NULL;
2835         skinframe->shirt = NULL;
2836         skinframe->nmap = r_texture_blanknormalmap;
2837         skinframe->gloss = NULL;
2838         skinframe->glow = NULL;
2839         skinframe->fog = NULL;
2840         skinframe->hasalpha = false;
2841
2842         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843         if (!skindata)
2844                 return NULL;
2845
2846         if (developer_loading.integer)
2847                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2848
2849         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2850         if (textureflags & TEXF_ALPHA)
2851         {
2852                 for (i = 0;i < width * height;i++)
2853                 {
2854                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2855                         {
2856                                 skinframe->hasalpha = true;
2857                                 break;
2858                         }
2859                 }
2860                 if (r_loadfog && skinframe->hasalpha)
2861                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2862         }
2863
2864         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2865         //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]);
2866
2867         return skinframe;
2868 }
2869
2870 skinframe_t *R_SkinFrame_LoadMissing(void)
2871 {
2872         skinframe_t *skinframe;
2873
2874         if (cls.state == ca_dedicated)
2875                 return NULL;
2876
2877         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2878         skinframe->stain = NULL;
2879         skinframe->merged = NULL;
2880         skinframe->base = r_texture_notexture;
2881         skinframe->pants = NULL;
2882         skinframe->shirt = NULL;
2883         skinframe->nmap = r_texture_blanknormalmap;
2884         skinframe->gloss = NULL;
2885         skinframe->glow = NULL;
2886         skinframe->fog = NULL;
2887         skinframe->hasalpha = false;
2888
2889         skinframe->avgcolor[0] = rand() / RAND_MAX;
2890         skinframe->avgcolor[1] = rand() / RAND_MAX;
2891         skinframe->avgcolor[2] = rand() / RAND_MAX;
2892         skinframe->avgcolor[3] = 1;
2893
2894         return skinframe;
2895 }
2896
2897 void R_Main_FreeViewCache(void)
2898 {
2899         if (r_refdef.viewcache.entityvisible)
2900                 Mem_Free(r_refdef.viewcache.entityvisible);
2901         if (r_refdef.viewcache.world_pvsbits)
2902                 Mem_Free(r_refdef.viewcache.world_pvsbits);
2903         if (r_refdef.viewcache.world_leafvisible)
2904                 Mem_Free(r_refdef.viewcache.world_leafvisible);
2905         if (r_refdef.viewcache.world_surfacevisible)
2906                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2907         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2908 }
2909
2910 void R_Main_ResizeViewCache(void)
2911 {
2912         int numentities = r_refdef.scene.numentities;
2913         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2914         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2915         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2916         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2917         if (r_refdef.viewcache.maxentities < numentities)
2918         {
2919                 r_refdef.viewcache.maxentities = numentities;
2920                 if (r_refdef.viewcache.entityvisible)
2921                         Mem_Free(r_refdef.viewcache.entityvisible);
2922                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2923         }
2924         if (r_refdef.viewcache.world_numclusters != numclusters)
2925         {
2926                 r_refdef.viewcache.world_numclusters = numclusters;
2927                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2928                 if (r_refdef.viewcache.world_pvsbits)
2929                         Mem_Free(r_refdef.viewcache.world_pvsbits);
2930                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2931         }
2932         if (r_refdef.viewcache.world_numleafs != numleafs)
2933         {
2934                 r_refdef.viewcache.world_numleafs = numleafs;
2935                 if (r_refdef.viewcache.world_leafvisible)
2936                         Mem_Free(r_refdef.viewcache.world_leafvisible);
2937                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2938         }
2939         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2940         {
2941                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2942                 if (r_refdef.viewcache.world_surfacevisible)
2943                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
2944                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945         }
2946 }
2947
2948 void gl_main_start(void)
2949 {
2950         r_loadnormalmap = r_loadgloss = vid.support.arb_texture_env_dot3 || vid.support.arb_fragment_shader;
2951         r_loadfog = true;
2952
2953         r_numqueries = 0;
2954         r_maxqueries = 0;
2955         memset(r_queries, 0, sizeof(r_queries));
2956
2957         r_qwskincache = NULL;
2958         r_qwskincache_size = 0;
2959
2960         // set up r_skinframe loading system for textures
2961         memset(&r_skinframe, 0, sizeof(r_skinframe));
2962         r_skinframe.loadsequence = 1;
2963         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2964
2965         r_main_texturepool = R_AllocTexturePool();
2966         R_BuildBlankTextures();
2967         R_BuildNoTexture();
2968         if (vid.support.arb_texture_cube_map)
2969         {
2970                 R_BuildWhiteCube();
2971                 R_BuildNormalizationCube();
2972         }
2973         r_texture_fogattenuation = NULL;
2974         r_texture_gammaramps = NULL;
2975         //r_texture_fogintensity = NULL;
2976         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977         memset(&r_waterstate, 0, sizeof(r_waterstate));
2978         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2979         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2980         memset(&r_svbsp, 0, sizeof (r_svbsp));
2981
2982         r_refdef.fogmasktable_density = 0;
2983 }
2984
2985 extern rtexture_t *loadingscreentexture;
2986 void gl_main_shutdown(void)
2987 {
2988         R_Main_FreeViewCache();
2989
2990         if (r_maxqueries)
2991                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2992
2993         r_numqueries = 0;
2994         r_maxqueries = 0;
2995         memset(r_queries, 0, sizeof(r_queries));
2996
2997         r_qwskincache = NULL;
2998         r_qwskincache_size = 0;
2999
3000         // clear out the r_skinframe state
3001         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3002         memset(&r_skinframe, 0, sizeof(r_skinframe));
3003
3004         if (r_svbsp.nodes)
3005                 Mem_Free(r_svbsp.nodes);
3006         memset(&r_svbsp, 0, sizeof (r_svbsp));
3007         R_FreeTexturePool(&r_main_texturepool);
3008         loadingscreentexture = NULL;
3009         r_texture_blanknormalmap = NULL;
3010         r_texture_white = NULL;
3011         r_texture_grey128 = NULL;
3012         r_texture_black = NULL;
3013         r_texture_whitecube = NULL;
3014         r_texture_normalizationcube = NULL;
3015         r_texture_fogattenuation = NULL;
3016         r_texture_gammaramps = NULL;
3017         //r_texture_fogintensity = NULL;
3018         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3019         memset(&r_waterstate, 0, sizeof(r_waterstate));
3020         R_GLSL_Restart_f();
3021 }
3022
3023 extern void CL_ParseEntityLump(char *entitystring);
3024 void gl_main_newmap(void)
3025 {
3026         // FIXME: move this code to client
3027         int l;
3028         char *entities, entname[MAX_QPATH];
3029         if (r_qwskincache)
3030                 Mem_Free(r_qwskincache);
3031         r_qwskincache = NULL;
3032         r_qwskincache_size = 0;
3033         if (cl.worldmodel)
3034         {
3035                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3036                 l = (int)strlen(entname) - 4;
3037                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3038                 {
3039                         memcpy(entname + l, ".ent", 5);
3040                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3041                         {
3042                                 CL_ParseEntityLump(entities);
3043                                 Mem_Free(entities);
3044                                 return;
3045                         }
3046                 }
3047                 if (cl.worldmodel->brush.entities)
3048                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
3049         }
3050         R_Main_FreeViewCache();
3051 }
3052
3053 void GL_Main_Init(void)
3054 {
3055         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3056
3057         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3058         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3059         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3060         if (gamemode == GAME_NEHAHRA)
3061         {
3062                 Cvar_RegisterVariable (&gl_fogenable);
3063                 Cvar_RegisterVariable (&gl_fogdensity);
3064                 Cvar_RegisterVariable (&gl_fogred);
3065                 Cvar_RegisterVariable (&gl_foggreen);
3066                 Cvar_RegisterVariable (&gl_fogblue);
3067                 Cvar_RegisterVariable (&gl_fogstart);
3068                 Cvar_RegisterVariable (&gl_fogend);
3069                 Cvar_RegisterVariable (&gl_skyclip);
3070         }
3071         Cvar_RegisterVariable(&r_motionblur);
3072         Cvar_RegisterVariable(&r_motionblur_maxblur);
3073         Cvar_RegisterVariable(&r_motionblur_bmin);
3074         Cvar_RegisterVariable(&r_motionblur_vmin);
3075         Cvar_RegisterVariable(&r_motionblur_vmax);
3076         Cvar_RegisterVariable(&r_motionblur_vcoeff);
3077         Cvar_RegisterVariable(&r_motionblur_randomize);
3078         Cvar_RegisterVariable(&r_damageblur);
3079         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3080         Cvar_RegisterVariable(&r_equalize_entities_minambient);
3081         Cvar_RegisterVariable(&r_equalize_entities_by);
3082         Cvar_RegisterVariable(&r_equalize_entities_to);
3083         Cvar_RegisterVariable(&r_animcache);
3084         Cvar_RegisterVariable(&r_depthfirst);
3085         Cvar_RegisterVariable(&r_useinfinitefarclip);
3086         Cvar_RegisterVariable(&r_farclip_base);
3087         Cvar_RegisterVariable(&r_farclip_world);
3088         Cvar_RegisterVariable(&r_nearclip);
3089         Cvar_RegisterVariable(&r_showbboxes);
3090         Cvar_RegisterVariable(&r_showsurfaces);
3091         Cvar_RegisterVariable(&r_showtris);
3092         Cvar_RegisterVariable(&r_shownormals);
3093         Cvar_RegisterVariable(&r_showlighting);
3094         Cvar_RegisterVariable(&r_showshadowvolumes);
3095         Cvar_RegisterVariable(&r_showcollisionbrushes);
3096         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3097         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3098         Cvar_RegisterVariable(&r_showdisabledepthtest);
3099         Cvar_RegisterVariable(&r_drawportals);
3100         Cvar_RegisterVariable(&r_drawentities);
3101         Cvar_RegisterVariable(&r_cullentities_trace);
3102         Cvar_RegisterVariable(&r_cullentities_trace_samples);
3103         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3104         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3105         Cvar_RegisterVariable(&r_cullentities_trace_delay);
3106         Cvar_RegisterVariable(&r_drawviewmodel);
3107         Cvar_RegisterVariable(&r_speeds);
3108         Cvar_RegisterVariable(&r_fullbrights);
3109         Cvar_RegisterVariable(&r_wateralpha);
3110         Cvar_RegisterVariable(&r_dynamic);
3111         Cvar_RegisterVariable(&r_fullbright);
3112         Cvar_RegisterVariable(&r_shadows);
3113         Cvar_RegisterVariable(&r_shadows_darken);
3114         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3115         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3116         Cvar_RegisterVariable(&r_shadows_throwdistance);
3117         Cvar_RegisterVariable(&r_shadows_throwdirection);
3118         Cvar_RegisterVariable(&r_q1bsp_skymasking);
3119         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3120         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3121         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3122         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3123         Cvar_RegisterVariable(&r_fog_exp2);
3124         Cvar_RegisterVariable(&r_drawfog);
3125         Cvar_RegisterVariable(&r_textureunits);
3126         Cvar_RegisterVariable(&gl_combine);
3127         Cvar_RegisterVariable(&r_glsl);
3128         Cvar_RegisterVariable(&r_glsl_deluxemapping);
3129         Cvar_RegisterVariable(&r_glsl_offsetmapping);
3130         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3131         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3132         Cvar_RegisterVariable(&r_glsl_postprocess);
3133         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3134         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3135         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3136         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3137         Cvar_RegisterVariable(&r_water);
3138         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3139         Cvar_RegisterVariable(&r_water_clippingplanebias);
3140         Cvar_RegisterVariable(&r_water_refractdistort);
3141         Cvar_RegisterVariable(&r_water_reflectdistort);
3142         Cvar_RegisterVariable(&r_lerpsprites);
3143         Cvar_RegisterVariable(&r_lerpmodels);
3144         Cvar_RegisterVariable(&r_lerplightstyles);
3145         Cvar_RegisterVariable(&r_waterscroll);
3146         Cvar_RegisterVariable(&r_bloom);
3147         Cvar_RegisterVariable(&r_bloom_colorscale);
3148         Cvar_RegisterVariable(&r_bloom_brighten);
3149         Cvar_RegisterVariable(&r_bloom_blur);
3150         Cvar_RegisterVariable(&r_bloom_resolution);
3151         Cvar_RegisterVariable(&r_bloom_colorexponent);
3152         Cvar_RegisterVariable(&r_bloom_colorsubtract);
3153         Cvar_RegisterVariable(&r_hdr);
3154         Cvar_RegisterVariable(&r_hdr_scenebrightness);
3155         Cvar_RegisterVariable(&r_hdr_glowintensity);
3156         Cvar_RegisterVariable(&r_hdr_range);
3157         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3158         Cvar_RegisterVariable(&developer_texturelogging);
3159         Cvar_RegisterVariable(&gl_lightmaps);
3160         Cvar_RegisterVariable(&r_test);
3161         Cvar_RegisterVariable(&r_batchmode);
3162         Cvar_RegisterVariable(&r_glsl_saturation);
3163         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3164                 Cvar_SetValue("r_fullbrights", 0);
3165         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3166
3167         Cvar_RegisterVariable(&r_track_sprites);
3168         Cvar_RegisterVariable(&r_track_sprites_flags);
3169         Cvar_RegisterVariable(&r_track_sprites_scalew);
3170         Cvar_RegisterVariable(&r_track_sprites_scaleh);
3171 }
3172
3173 extern void R_Textures_Init(void);
3174 extern void GL_Draw_Init(void);
3175 extern void GL_Main_Init(void);
3176 extern void R_Shadow_Init(void);
3177 extern void R_Sky_Init(void);
3178 extern void GL_Surf_Init(void);
3179 extern void R_Particles_Init(void);
3180 extern void R_Explosion_Init(void);
3181 extern void gl_backend_init(void);
3182 extern void Sbar_Init(void);
3183 extern void R_LightningBeams_Init(void);
3184 extern void Mod_RenderInit(void);
3185
3186 void Render_Init(void)
3187 {
3188         gl_backend_init();
3189         R_Textures_Init();
3190         GL_Main_Init();
3191         GL_Draw_Init();
3192         R_Shadow_Init();
3193         R_Sky_Init();
3194         GL_Surf_Init();
3195         Sbar_Init();
3196         R_Particles_Init();
3197         R_Explosion_Init();
3198         R_LightningBeams_Init();
3199         Mod_RenderInit();
3200 }
3201
3202 /*
3203 ===============
3204 GL_Init
3205 ===============
3206 */
3207 extern char *ENGINE_EXTENSIONS;
3208 void GL_Init (void)
3209 {
3210         gl_renderer = (const char *)qglGetString(GL_RENDERER);
3211         gl_vendor = (const char *)qglGetString(GL_VENDOR);
3212         gl_version = (const char *)qglGetString(GL_VERSION);
3213         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3214
3215         if (!gl_extensions)
3216                 gl_extensions = "";
3217         if (!gl_platformextensions)
3218                 gl_platformextensions = "";
3219
3220         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3221         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3222         Con_Printf("GL_VERSION: %s\n", gl_version);
3223         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3224         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3225
3226         VID_CheckExtensions();
3227
3228         // LordHavoc: report supported extensions
3229         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3230
3231         // clear to black (loading plaque will be seen over this)
3232         CHECKGLERROR
3233         qglClearColor(0,0,0,1);CHECKGLERROR
3234         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3235 }
3236
3237 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3238 {
3239         int i;
3240         mplane_t *p;
3241         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3242         {
3243                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3244                 if (i == 4)
3245                         continue;
3246                 p = r_refdef.view.frustum + i;
3247                 switch(p->signbits)
3248                 {
3249                 default:
3250                 case 0:
3251                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3252                                 return true;
3253                         break;
3254                 case 1:
3255                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3256                                 return true;
3257                         break;
3258                 case 2:
3259                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3260                                 return true;
3261                         break;
3262                 case 3:
3263                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3264                                 return true;
3265                         break;
3266                 case 4:
3267                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3268                                 return true;
3269                         break;
3270                 case 5:
3271                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3272                                 return true;
3273                         break;
3274                 case 6:
3275                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3276                                 return true;
3277                         break;
3278                 case 7:
3279                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3280                                 return true;
3281                         break;
3282                 }
3283         }
3284         return false;
3285 }
3286
3287 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3288 {
3289         int i;
3290         const mplane_t *p;
3291         for (i = 0;i < numplanes;i++)
3292         {
3293                 p = planes + i;
3294                 switch(p->signbits)
3295                 {
3296                 default:
3297                 case 0:
3298                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3299                                 return true;
3300                         break;
3301                 case 1:
3302                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3303                                 return true;
3304                         break;
3305                 case 2:
3306                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3307                                 return true;
3308                         break;
3309                 case 3:
3310                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3311                                 return true;
3312                         break;
3313                 case 4:
3314                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3315                                 return true;
3316                         break;
3317                 case 5:
3318                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3319                                 return true;
3320                         break;
3321                 case 6:
3322                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3323                                 return true;
3324                         break;
3325                 case 7:
3326                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3327                                 return true;
3328                         break;
3329                 }
3330         }
3331         return false;
3332 }
3333
3334 //==================================================================================
3335
3336 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3337
3338 /**
3339  * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3340  * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3341  * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3342  */
3343
3344 typedef struct r_animcache_entity_s
3345 {
3346         float *vertex3f;
3347         float *normal3f;
3348         float *svector3f;
3349         float *tvector3f;
3350         int maxvertices;
3351         qboolean wantnormals;
3352         qboolean wanttangents;
3353 }
3354 r_animcache_entity_t;
3355
3356 typedef struct r_animcache_s
3357 {
3358         r_animcache_entity_t entity[MAX_EDICTS];
3359         int maxindex;
3360         int currentindex;
3361 }
3362 r_animcache_t;
3363
3364 static r_animcache_t r_animcachestate;
3365
3366 void R_AnimCache_Free(void)
3367 {
3368         int idx;
3369         for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3370         {
3371                 r_animcachestate.entity[idx].maxvertices = 0;
3372                 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3373                 r_animcachestate.entity[idx].vertex3f = NULL;
3374                 r_animcachestate.entity[idx].normal3f = NULL;
3375                 r_animcachestate.entity[idx].svector3f = NULL;
3376                 r_animcachestate.entity[idx].tvector3f = NULL;
3377         }
3378         r_animcachestate.currentindex = 0;
3379         r_animcachestate.maxindex = 0;
3380 }
3381
3382 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3383 {
3384         int arraySize;
3385         float *base;
3386         r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3387
3388         if (cache->maxvertices >= numvertices)
3389                 return;
3390
3391         // Release existing memory
3392         if (cache->vertex3f)
3393                 Mem_Free(cache->vertex3f);
3394
3395         // Pad by 1024 verts
3396         cache->maxvertices = (numvertices + 1023) & ~1023;
3397         arraySize = cache->maxvertices * 3;
3398
3399         // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3400         base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3401         r_animcachestate.entity[cacheIdx].vertex3f = base;
3402         r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3403         r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3404         r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3405
3406 //      Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3407 }
3408
3409 void R_AnimCache_NewFrame(void)
3410 {
3411         int i;
3412
3413         if (r_animcache.integer && r_drawentities.integer)
3414                 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3415         else if (r_animcachestate.maxindex)
3416                 R_AnimCache_Free();
3417
3418         r_animcachestate.currentindex = 0;
3419
3420         for (i = 0;i < r_refdef.scene.numentities;i++)
3421                 r_refdef.scene.entities[i]->animcacheindex = -1;
3422 }
3423
3424 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3425 {
3426         dp_model_t *model = ent->model;
3427         r_animcache_entity_t *c;
3428         // see if it's already cached this frame
3429         if (ent->animcacheindex >= 0)
3430         {
3431                 // add normals/tangents if needed
3432                 c = r_animcachestate.entity + ent->animcacheindex;
3433                 if (c->wantnormals)
3434                         wantnormals = false;
3435                 if (c->wanttangents)
3436                         wanttangents = false;
3437                 if (wantnormals || wanttangents)
3438                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3439         }
3440         else
3441         {
3442                 // see if this ent is worth caching
3443                 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3444                         return false;
3445                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3446                         return false;
3447                 // assign it a cache entry and make sure the arrays are big enough
3448                 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3449                 ent->animcacheindex = r_animcachestate.currentindex++;
3450                 c = r_animcachestate.entity + ent->animcacheindex;
3451                 c->wantnormals = wantnormals;
3452                 c->wanttangents = wanttangents;
3453                 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3454         }
3455         return true;
3456 }
3457
3458 void R_AnimCache_CacheVisibleEntities(void)
3459 {
3460         int i;
3461         qboolean wantnormals;
3462         qboolean wanttangents;
3463
3464         if (!r_animcachestate.maxindex)
3465                 return;
3466
3467         wantnormals = !r_showsurfaces.integer;
3468         wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3469
3470         // TODO: thread this?
3471
3472         for (i = 0;i < r_refdef.scene.numentities;i++)
3473         {
3474                 if (!r_refdef.viewcache.entityvisible[i])
3475                         continue;
3476                 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3477         }
3478 }
3479
3480 //==================================================================================
3481
3482 static void R_View_UpdateEntityLighting (void)
3483 {
3484         int i;
3485         entity_render_t *ent;
3486         vec3_t tempdiffusenormal, avg;
3487         vec_t f, fa, fd, fdd;
3488
3489         for (i = 0;i < r_refdef.scene.numentities;i++)
3490         {
3491                 ent = r_refdef.scene.entities[i];
3492
3493                 // skip unseen models
3494                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3495                         continue;
3496
3497                 // skip bsp models
3498                 if (ent->model && ent->model->brush.num_leafs)
3499                 {
3500                         // TODO: use modellight for r_ambient settings on world?
3501                         VectorSet(ent->modellight_ambient, 0, 0, 0);
3502                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
3503                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
3504                         continue;
3505                 }
3506
3507                 // fetch the lighting from the worldmodel data
3508                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3509                 VectorClear(ent->modellight_diffuse);
3510                 VectorClear(tempdiffusenormal);
3511                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3512                 {
3513                         vec3_t org;
3514                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3515                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3516                         if(ent->flags & RENDER_EQUALIZE)
3517                         {
3518                                 // first fix up ambient lighting...
3519                                 if(r_equalize_entities_minambient.value > 0)
3520                                 {
3521                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3522                                         if(fd > 0)
3523                                         {
3524                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3525                                                 if(fa < r_equalize_entities_minambient.value * fd)
3526                                                 {
3527                                                         // solve:
3528                                                         //   fa'/fd' = minambient
3529                                                         //   fa'+0.25*fd' = fa+0.25*fd
3530                                                         //   ...
3531                                                         //   fa' = fd' * minambient
3532                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
3533                                                         //   ...
3534                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3535                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3536                                                         //   ...
3537                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3538                                                         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
3539                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3540                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3541                                                 }
3542                                         }
3543                                 }
3544
3545                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3546                                 {
3547                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3548                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3549                                         if(f > 0)
3550                                         {
3551                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3552                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3553                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3554                                         }
3555                                 }
3556                         }
3557                 }
3558                 else // highly rare
3559                         VectorSet(ent->modellight_ambient, 1, 1, 1);
3560
3561                 // move the light direction into modelspace coordinates for lighting code
3562                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3563                 if(VectorLength2(ent->modellight_lightdir) == 0)
3564                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3565                 VectorNormalize(ent->modellight_lightdir);
3566         }
3567 }
3568
3569 #define MAX_LINEOFSIGHTTRACES 64
3570
3571 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3572 {
3573         int i;
3574         vec3_t boxmins, boxmaxs;
3575         vec3_t start;
3576         vec3_t end;
3577         dp_model_t *model = r_refdef.scene.worldmodel;
3578
3579         if (!model || !model->brush.TraceLineOfSight)
3580                 return true;
3581
3582         // expand the box a little
3583         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3584         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3585         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3586         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3587         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3588         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3589
3590         // try center
3591         VectorCopy(eye, start);
3592         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3593         if (model->brush.TraceLineOfSight(model, start, end))
3594                 return true;
3595
3596         // try various random positions
3597         for (i = 0;i < numsamples;i++)
3598         {
3599                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3600                 if (model->brush.TraceLineOfSight(model, start, end))
3601                         return true;
3602         }
3603
3604         return false;
3605 }
3606
3607
3608 static void R_View_UpdateEntityVisible (void)
3609 {
3610         int i;
3611         int renderimask;
3612         int samples;
3613         entity_render_t *ent;
3614
3615         if (!r_drawentities.integer)
3616                 return;
3617
3618         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3619         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3620         {
3621                 // worldmodel can check visibility
3622                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3623                 for (i = 0;i < r_refdef.scene.numentities;i++)
3624                 {
3625                         ent = r_refdef.scene.entities[i];
3626                         if (!(ent->flags & renderimask))
3627                         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)))
3628                         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))
3629                                 r_refdef.viewcache.entityvisible[i] = true;
3630                 }
3631                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3632                 {
3633                         for (i = 0;i < r_refdef.scene.numentities;i++)
3634                         {
3635                                 ent = r_refdef.scene.entities[i];
3636                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3637                                 {
3638                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3639                                         if (samples < 0)
3640                                                 continue; // temp entities do pvs only
3641                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3642                                                 ent->last_trace_visibility = realtime;
3643                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3644                                                 r_refdef.viewcache.entityvisible[i] = 0;
3645                                 }
3646                         }
3647                 }
3648         }
3649         else
3650         {
3651                 // no worldmodel or it can't check visibility
3652                 for (i = 0;i < r_refdef.scene.numentities;i++)
3653                 {
3654                         ent = r_refdef.scene.entities[i];
3655                         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));
3656                 }
3657         }
3658 }
3659
3660 /// only used if skyrendermasked, and normally returns false
3661 int R_DrawBrushModelsSky (void)
3662 {
3663         int i, sky;
3664         entity_render_t *ent;
3665
3666         if (!r_drawentities.integer)
3667                 return false;
3668
3669         sky = false;
3670         for (i = 0;i < r_refdef.scene.numentities;i++)
3671         {
3672                 if (!r_refdef.viewcache.entityvisible[i])
3673                         continue;
3674                 ent = r_refdef.scene.entities[i];
3675                 if (!ent->model || !ent->model->DrawSky)
3676                         continue;