]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
using float for sobel value
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
83 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
101 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
107
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116
117 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
118 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
119
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129
130 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
136 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 //cvar_t r_glsl_postprocess_sobel = {CVAR_SAVE, "r_glsl_postprocess_sobel", "0", "1 = use the sobel operator on the final output (this causes grey-scaling), 2 = combine sobel and blur"};
140
141 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)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 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"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 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)"};
164
165 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"};
166
167 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"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "//uniform float UseSobel;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
685 "void main(void)\n"
686 "{\n"
687 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 "#ifdef USEBLOOM\n"
689 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#endif\n"
691 "#ifdef USEVIEWTINT\n"
692 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
693 "#endif\n"
694 "\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// 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"
698 "       float sobel = 1.0;\n"
699 "       // vec2 ts = textureSize(Texture_First, 0);\n"
700 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 "       vec2 px = PixelSize;\n"
702 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
704 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
707 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
710 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
713 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 "       float px1 = -1.0 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
715 "       float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
716 "       float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
717 "       float px4 =  1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
718 "       float px5 =  2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
719 "       float px6 =  1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
720 "       float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
721 "       float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
722 "       float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
723 "       float py4 =  1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
724 "       float py5 =  2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
725 "       float py6 =  1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
726 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
732 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 "       gl_FragColor.rgb = gl_FragColor.rgb * UserVec2.x + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
734 "#endif\n"
735 "\n"
736 "#ifdef USESATURATION\n"
737 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
741 "#endif\n"
742 "\n"
743 "#ifdef USEGAMMARAMPS\n"
744 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
747 "#endif\n"
748 "}\n"
749 "#endif\n"
750 "#else // !MODE_POSTPROCESS\n"
751 "\n"
752 "\n"
753 "\n"
754 "\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
758 "#endif\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
761 "#endif\n"
762 "#ifdef VERTEX_SHADER\n"
763 "void main(void)\n"
764 "{\n"
765 "       gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#endif\n"
769 "#ifdef USESPECULAR\n"
770 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 "#endif\n"
772 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
773 "}\n"
774 "#endif\n"
775 "\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
779 "#endif\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
782 "#endif\n"
783 "\n"
784 "void main(void)\n"
785 "{\n"
786 "       gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESPECULAR\n"
792 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 "       gl_FragColor *= tex2;\n"
795 "# endif\n"
796 "# ifdef USEGLOW\n"
797 "       gl_FragColor += tex2;\n"
798 "# endif\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
801 "# endif\n"
802 "#endif\n"
803 "}\n"
804 "#endif\n"
805 "#else // !MODE_GENERIC\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
813 "void main(void)\n"
814 "{\n"
815 "       gl_FrontColor = gl_Color;\n"
816 "       TexCoord = gl_MultiTexCoord0.xy;\n"
817 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
818 "}\n"
819 "#endif\n"
820 "\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
824 "\n"
825 "void main(void)\n"
826 "{\n"
827 "       int i;\n"
828 "       vec2 tc = TexCoord;\n"
829 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 "       tc += BloomBlur_Parameters.xy;\n"
831 "       for (i = 1;i < SAMPLES;i++)\n"
832 "       {\n"
833 "               color += texture2D(Texture_First, tc).rgb;\n"
834 "               tc += BloomBlur_Parameters.xy;\n"
835 "       }\n"
836 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
837 "}\n"
838 "#endif\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
845 "\n"
846 "void main(void)\n"
847 "{\n"
848 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 "       ModelViewProjectionPosition = gl_Position;\n"
851 "}\n"
852 "#endif\n"
853 "\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
858 "\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
866 "\n"
867 "void main(void)\n"
868 "{\n"
869 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 "       // FIXME temporary hack to detect the case that the reflection\n"
874 "       // gets blackened at edges due to leaving the area that contains actual\n"
875 "       // content.\n"
876 "       // Remove this 'ack once we have a better way to stop this thing from\n"
877 "       // 'appening.\n"
878 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
884 "}\n"
885 "#endif\n"
886 "#else // !MODE_REFRACTION\n"
887 "\n"
888 "\n"
889 "\n"
890 "\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
898 "\n"
899 "void main(void)\n"
900 "{\n"
901 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 "       ModelViewProjectionPosition = gl_Position;\n"
908 "}\n"
909 "#endif\n"
910 "\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
915 "\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
923 "\n"
924 "void main(void)\n"
925 "{\n"
926 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       // FIXME temporary hack to detect the case that the reflection\n"
932 "       // gets blackened at edges due to leaving the area that contains actual\n"
933 "       // content.\n"
934 "       // Remove this 'ack once we have a better way to stop this thing from\n"
935 "       // 'appening.\n"
936 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
948 "}\n"
949 "#endif\n"
950 "#else // !MODE_WATER\n"
951 "\n"
952 "\n"
953 "\n"
954 "\n"
955 "// common definitions between vertex shader and fragment shader:\n"
956 "\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
960 "#endif\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
963 "#endif\n"
964 "\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
967 "#endif\n"
968 "\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
975 "#endif\n"
976 "#ifdef USEFOG\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
978 "#endif\n"
979 "\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
988 "#endif\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
992 "#endif\n"
993 "\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
996 "#endif\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1000 "#endif\n"
1001 "uniform vec4 FogPlane;\n"
1002 "\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1005 "#endif\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "// 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"
1012 "\n"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1015 "\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1019 "#ifdef USEGLOW\n"
1020 "uniform sampler2D Texture_Glow;\n"
1021 "#endif\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "#ifdef USEGLOW\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1028 "#endif\n"
1029 "#endif\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1033 "#endif\n"
1034 "#ifdef USEFOG\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "#endif\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1039 "#endif\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1042 "#endif\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#endif\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1048 "#endif\n"
1049 "\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#endif\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1057 "#endif\n"
1058 "\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1062 "\n"
1063 "#ifdef USEFOG\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 "{\n"
1069 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "       float fogfrac;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 "       fogfrac = fogheightpixel.a;\n"
1075 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "#else\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 "# else\n"
1080 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 "# endif\n"
1082 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1083 "#endif\n"
1084 "}\n"
1085 "#endif\n"
1086 "\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "{\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 "       // 14 sample relief mapping: linear search and then binary search\n"
1093 "       // this basically steps forward a small amount repeatedly until it finds\n"
1094 "       // itself inside solid, then jitters forward and back using decreasing\n"
1095 "       // amounts to find the impact\n"
1096 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 RT = vec3(TexCoord, 1);\n"
1100 "       OffsetVector *= 0.1;\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1115 "       return RT.xy;\n"
1116 "#else\n"
1117 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 "       // this basically moves forward the full distance, and then backs up based\n"
1119 "       // on height of samples\n"
1120 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       TexCoord += OffsetVector;\n"
1124 "       OffsetVector *= 0.333;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       return TexCoord;\n"
1129 "#endif\n"
1130 "}\n"
1131 "#endif // USEOFFSETMAPPING\n"
1132 "\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1136 "#endif\n"
1137 "\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "# else\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1145 "# endif\n"
1146 "#endif\n"
1147 "\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "# else\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "# else\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1165 "# endif\n"
1166 "#endif\n"
1167 "\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1171 "#endif\n"
1172 "\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# else\n"
1177 "#  ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 adir = abs(dir);\n"
1181 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1184 "}\n"
1185 "#  else\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 "{\n"
1188 "       vec3 adir = abs(dir);\n"
1189 "       float ma = adir.z;\n"
1190 "       vec4 proj = vec4(dir, 2.5);\n"
1191 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1195 "}\n"
1196 "#  endif\n"
1197 "# endif\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 "{\n"
1203 "       vec3 adir = abs(dir);\n"
1204 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1205 "}\n"
1206 "#endif\n"
1207 "\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1210 "{\n"
1211 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "       float f;\n"
1213 "#  ifdef USESHADOWSAMPLER\n"
1214 "\n"
1215 "#    ifdef USESHADOWMAPPCF\n"
1216 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 "       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"
1218 "#    else\n"
1219 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1220 "#    endif\n"
1221 "\n"
1222 "#  else\n"
1223 "\n"
1224 "#    ifdef USESHADOWMAPPCF\n"
1225 "#      if USESHADOWMAPPCF > 1\n"
1226 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 "       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"
1229 "       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"
1230 "       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"
1231 "       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"
1232 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "#      else\n"
1235 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 "       vec2 offset = fract(shadowmaptc.xy);\n"
1237 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1239 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1240 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1242 "#      endif\n"
1243 "#    else\n"
1244 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1245 "#    endif\n"
1246 "\n"
1247 "#  endif\n"
1248 "#  ifdef USESHADOWMAPORTHO\n"
1249 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1250 "#  else\n"
1251 "       return f;\n"
1252 "#  endif\n"
1253 "}\n"
1254 "# endif\n"
1255 "\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1258 "{\n"
1259 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1260 "       float f;\n"
1261 "\n"
1262 "#  ifdef USESHADOWSAMPLER\n"
1263 "#    ifdef USESHADOWMAPPCF\n"
1264 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 "       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"
1267 "#    else\n"
1268 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1269 "#    endif\n"
1270 "#  else\n"
1271 "#    ifdef USESHADOWMAPPCF\n"
1272 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "#      ifdef GL_ARB_texture_gather\n"
1274 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "#      else\n"
1276 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 "#      endif\n"
1278 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "#      if USESHADOWMAPPCF > 1\n"
1280 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1284 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1285 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1286 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1287 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1288 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1289 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 "       locols.yz += group2.ab;\n"
1292 "       hicols.yz += group8.rg;\n"
1293 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 "                               mix(locols, hicols, offset.y);\n"
1296 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 "       f = dot(cols, vec4(1.0/25.0));\n"
1299 "#      else\n"
1300 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1303 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1304 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1307 "#      endif\n"
1308 "#     else\n"
1309 "#      ifdef GL_EXT_gpu_shader4\n"
1310 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "#      else\n"
1312 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1313 "#      endif\n"
1314 "#      if USESHADOWMAPPCF > 1\n"
1315 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 "       center *= ShadowMap_TextureScale;\n"
1317 "       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"
1318 "       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"
1319 "       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"
1320 "       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"
1321 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 "#      else\n"
1324 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1327 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1328 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1330 "#      endif\n"
1331 "#     endif\n"
1332 "#    else\n"
1333 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1334 "#    endif\n"
1335 "#  endif\n"
1336 "#  ifdef USESHADOWMAPORTHO\n"
1337 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1338 "#  else\n"
1339 "       return f;\n"
1340 "#  endif\n"
1341 "}\n"
1342 "# endif\n"
1343 "\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1346 "{\n"
1347 "       // apply depth texture cubemap as light filter\n"
1348 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "       float f;\n"
1350 "#  ifdef USESHADOWSAMPLER\n"
1351 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 "#  else\n"
1353 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1354 "#  endif\n"
1355 "       return f;\n"
1356 "}\n"
1357 "# endif\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1369 "#endif\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1371 "void main(void)\n"
1372 "{\n"
1373 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 "       gl_FrontColor = gl_Color;\n"
1376 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1377 "#endif\n"
1378 "\n"
1379 "       // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1385 "#endif\n"
1386 "\n"
1387 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "}\n"
1392 "#endif // VERTEX_SHADER\n"
1393 "\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 "       // apply offsetmapping\n"
1399 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1401 "#endif\n"
1402 "\n"
1403 "#ifdef USEALPHAKILL\n"
1404 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1405 "               discard;\n"
1406 "#endif\n"
1407 "\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1413 "#endif\n"
1414 "\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 "#else\n"
1419 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1421 "#endif\n"
1422 "\n"
1423 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "}\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1434 "void main(void)\n"
1435 "{\n"
1436 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "}\n"
1439 "#endif // VERTEX_SHADER\n"
1440 "\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1450 "#endif\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1452 "void main(void)\n"
1453 "{\n"
1454 "       // calculate viewspace pixel position\n"
1455 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 "       vec3 position;\n"
1457 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 "       // decode viewspace pixel normal\n"
1460 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 "       // surfacenormal = pixel normal in viewspace\n"
1463 "       // LightVector = pixel to light in viewspace\n"
1464 "       // CubeVector = position in lightspace\n"
1465 "       // eyevector = pixel to view in viewspace\n"
1466 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 "       // calculate diffuse shading\n"
1470 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#endif\n"
1473 "#ifdef USESPECULAR\n"
1474 "       // calculate directional shading\n"
1475 "       vec3 eyevector = position * -1.0;\n"
1476 "#  ifdef USEEXACTSPECULARMATH\n"
1477 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 "#  else\n"
1479 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1481 "#  endif\n"
1482 "#endif\n"
1483 "\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 "       fade *= ShadowMapCompare(CubeVector);\n"
1486 "#endif\n"
1487 "\n"
1488 "#ifdef USEDIFFUSE\n"
1489 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 "#else\n"
1491 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#endif\n"
1493 "#ifdef USESPECULAR\n"
1494 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 "#else\n"
1496 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1497 "#endif\n"
1498 "\n"
1499 "# ifdef USECUBEFILTER\n"
1500 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 "       gl_FragData[0].rgb *= cubecolor;\n"
1502 "       gl_FragData[1].rgb *= cubecolor;\n"
1503 "# endif\n"
1504 "}\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#endif\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1518 "#endif\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1521 "#endif\n"
1522 "void main(void)\n"
1523 "{\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 "       gl_FrontColor = gl_Color;\n"
1526 "#endif\n"
1527 "       // copy the surface texcoord\n"
1528 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#endif\n"
1532 "#ifdef USELIGHTMAP\n"
1533 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1534 "#endif\n"
1535 "\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 "       // transform vertex position into light attenuation/cubemap space\n"
1538 "       // (-1 to +1 across the light box)\n"
1539 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "\n"
1541 "# ifdef USEDIFFUSE\n"
1542 "       // transform unnormalized light direction into tangent space\n"
1543 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 "       //  normalize it per pixel)\n"
1545 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1549 "# endif\n"
1550 "#endif\n"
1551 "\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1556 "#endif\n"
1557 "\n"
1558 "       // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1564 "#endif\n"
1565 "\n"
1566 "#ifdef USEFOG\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1569 "#endif\n"
1570 "\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1573 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1574 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1575 "#endif\n"
1576 "\n"
1577 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1582 "#endif\n"
1583 "\n"
1584 "#ifdef USEREFLECTION\n"
1585 "       ModelViewProjectionPosition = gl_Position;\n"
1586 "#endif\n"
1587 "}\n"
1588 "#endif // VERTEX_SHADER\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "#endif\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1603 "#ifdef USEGLOW\n"
1604 "uniform myhalf3 Color_Glow;\n"
1605 "#endif\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1612 "#endif\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#endif\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1620 "#endif\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1623 "#endif\n"
1624 "void main(void)\n"
1625 "{\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 "       // apply offsetmapping\n"
1628 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1630 "#endif\n"
1631 "\n"
1632 "       // combine the diffuse textures (base, pants, shirt)\n"
1633 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 "       if (color.a < 0.5)\n"
1636 "               discard;\n"
1637 "#endif\n"
1638 "       color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#endif\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 "       color.a = 1.0;\n"
1648 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1649 "#endif\n"
1650 "\n"
1651 "       // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 "#else\n"
1655 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1656 "#endif\n"
1657 "\n"
1658 "       // get the material colors\n"
1659 "       myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 "# else\n"
1664 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1665 "# endif\n"
1666 "#endif\n"
1667 "\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1673 "#endif\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 "       // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 "#else\n"
1688 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 "#endif\n"
1691 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1692 "#endif\n"
1693 "#else\n"
1694 "       color.rgb = diffusetex * Color_Ambient;\n"
1695 "#endif\n"
1696 "       color.rgb *= LightColor;\n"
1697 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "#endif\n"
1701 "# ifdef USECUBEFILTER\n"
1702 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "# endif\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#define SHADING\n"
1711 "#ifdef USEDIFFUSE\n"
1712 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#endif\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 "#define SHADING\n"
1718 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 "       // convert modelspace light vector to tangentspace\n"
1722 "       myhalf3 lightnormal;\n"
1723 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 "#define SHADING\n"
1739 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1742 "#endif\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 "       color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "#ifdef SHADING\n"
1761 "# ifdef USEDIFFUSE\n"
1762 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "#  ifdef USESPECULAR\n"
1764 "#   ifdef USEEXACTSPECULARMATH\n"
1765 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 "#   else\n"
1767 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 "#   endif\n"
1770 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 "#  else\n"
1772 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1773 "#  endif\n"
1774 "# else\n"
1775 "       color.rgb = diffusetex * Color_Ambient;\n"
1776 "# endif\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1781 "#endif\n"
1782 "\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1787 "#endif\n"
1788 "\n"
1789 "#ifdef USEGLOW\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 "#else\n"
1793 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1794 "#endif\n"
1795 "#endif\n"
1796 "\n"
1797 "#ifdef USEFOG\n"
1798 "       color.rgb = FogVertex(color.rgb);\n"
1799 "#endif\n"
1800 "\n"
1801 "       // 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"
1802 "#ifdef USEREFLECTION\n"
1803 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 "       // FIXME temporary hack to detect the case that the reflection\n"
1808 "       // gets blackened at edges due to leaving the area that contains actual\n"
1809 "       // content.\n"
1810 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1811 "       // 'appening.\n"
1812 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1818 "#endif\n"
1819 "\n"
1820 "       gl_FragColor = vec4(color);\n"
1821 "}\n"
1822 "#endif // FRAGMENT_SHADER\n"
1823 "\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1833 ;
1834
1835 /*
1836 =========================================================================================================================================================
1837
1838
1839
1840 =========================================================================================================================================================
1841
1842
1843
1844 =========================================================================================================================================================
1845
1846
1847
1848 =========================================================================================================================================================
1849
1850
1851
1852 =========================================================================================================================================================
1853
1854
1855
1856 =========================================================================================================================================================
1857
1858
1859
1860 =========================================================================================================================================================
1861 */
1862
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1871 "#endif\n"
1872 "\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1874 "# define USEFOG\n"
1875 "#endif\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1878 "#endif\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1881 "#endif\n"
1882 "\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1885 "#endif\n"
1886 "\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1897 "}\n"
1898 "#endif\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1912 ")\n"
1913 "{\n"
1914 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1916 "}\n"
1917 "#endif\n"
1918 "\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1920 "void main\n"
1921 "(\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1924 ")\n"
1925 "{\n"
1926 "       gl_FragColor = gl_FrontColor;\n"
1927 "}\n"
1928 "#endif\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1935 "\n"
1936 "#ifdef VERTEX_SHADER\n"
1937 "void main\n"
1938 "(\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1946 ")\n"
1947 "{\n"
1948 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 "#ifdef USEBLOOM\n"
1951 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1952 "#endif\n"
1953 "}\n"
1954 "#endif\n"
1955 "\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1957 "void main\n"
1958 "(\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1962 "#ifdef USEBLOOM\n"
1963 "uniform sampler2D Texture_Second,\n"
1964 "#endif\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#endif\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1970 "#endif\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1973 "#endif\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1981 ")\n"
1982 "{\n"
1983 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 "#ifdef USEBLOOM\n"
1985 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#endif\n"
1987 "#ifdef USEVIEWTINT\n"
1988 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// 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"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1999 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2000 "#endif\n"
2001 "\n"
2002 "#ifdef USESATURATION\n"
2003 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2007 "#endif\n"
2008 "\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2013 "#endif\n"
2014 "}\n"
2015 "#endif\n"
2016 "#else // !MODE_POSTPROCESS\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2023 "void main\n"
2024 "(\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2034 ")\n"
2035 "{\n"
2036 "       gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#endif\n"
2040 "#ifdef USESPECULAR\n"
2041 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 "#endif\n"
2043 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "}\n"
2045 "#endif\n"
2046 "\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2048 "\n"
2049 "void main\n"
2050 "(\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2056 "#endif\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2059 "#endif\n"
2060 "out float4 gl_FragColor : COLOR\n"
2061 ")\n"
2062 "{\n"
2063 "       gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2066 "#endif\n"
2067 "\n"
2068 "#ifdef USESPECULAR\n"
2069 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 "       gl_FragColor *= tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEGLOW\n"
2074 "       gl_FragColor += tex2;\n"
2075 "# endif\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2078 "# endif\n"
2079 "#endif\n"
2080 "}\n"
2081 "#endif\n"
2082 "#else // !MODE_GENERIC\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2089 "void main\n"
2090 "(\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2096 ")\n"
2097 "{\n"
2098 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2099 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "}\n"
2101 "#endif\n"
2102 "\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2104 "\n"
2105 "void main\n"
2106 "(\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2111 ")\n"
2112 "{\n"
2113 "       int i;\n"
2114 "       float2 tc = TexCoord;\n"
2115 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 "       tc += BloomBlur_Parameters.xy;\n"
2117 "       for (i = 1;i < SAMPLES;i++)\n"
2118 "       {\n"
2119 "               color += tex2D(Texture_First, tc).rgb;\n"
2120 "               tc += BloomBlur_Parameters.xy;\n"
2121 "       }\n"
2122 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2123 "}\n"
2124 "#endif\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2128 "void main\n"
2129 "(\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2139 ")\n"
2140 "{\n"
2141 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 "       ModelViewProjectionPosition = gl_Position;\n"
2144 "}\n"
2145 "#endif\n"
2146 "\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2148 "void main\n"
2149 "(\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2161 ")\n"
2162 "{\n"
2163 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 "       // FIXME temporary hack to detect the case that the reflection\n"
2168 "       // gets blackened at edges due to leaving the area that contains actual\n"
2169 "       // content.\n"
2170 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2171 "       // 'appening.\n"
2172 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2178 "}\n"
2179 "#endif\n"
2180 "#else // !MODE_REFRACTION\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2187 "\n"
2188 "void main\n"
2189 "(\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 "       // FIXME temporary hack to detect the case that the reflection\n"
2235 "       // gets blackened at edges due to leaving the area that contains actual\n"
2236 "       // content.\n"
2237 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2238 "       // 'appening.\n"
2239 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_WATER\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "// 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"
2259 "\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2262 "\n"
2263 "#ifdef USEFOG\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2265 "{\n"
2266 "       float fogfrac;\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 "       fogfrac = fogheightpixel.a;\n"
2270 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "#else\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 "# else\n"
2275 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 "# endif\n"
2277 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2278 "#endif\n"
2279 "}\n"
2280 "#endif\n"
2281 "\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "{\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 "       // 14 sample relief mapping: linear search and then binary search\n"
2287 "       // this basically steps forward a small amount repeatedly until it finds\n"
2288 "       // itself inside solid, then jitters forward and back using decreasing\n"
2289 "       // amounts to find the impact\n"
2290 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 RT = float3(TexCoord, 1);\n"
2294 "       OffsetVector *= 0.1;\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2309 "       return RT.xy;\n"
2310 "#else\n"
2311 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 "       // this basically moves forward the full distance, and then backs up based\n"
2313 "       // on height of samples\n"
2314 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       TexCoord += OffsetVector;\n"
2318 "       OffsetVector *= 0.333;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       return TexCoord;\n"
2323 "#endif\n"
2324 "}\n"
2325 "#endif // USEOFFSETMAPPING\n"
2326 "\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# else\n"
2332 "#  ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 "{\n"
2335 "       float3 adir = abs(dir);\n"
2336 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2339 "}\n"
2340 "#  else\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 "{\n"
2343 "       float3 adir = abs(dir);\n"
2344 "       float ma = adir.z;\n"
2345 "       float4 proj = float4(dir, 2.5);\n"
2346 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2350 "}\n"
2351 "#  endif\n"
2352 "# endif\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 "{\n"
2358 "    float3 adir = abs(dir);\n"
2359 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2360 "}\n"
2361 "#endif\n"
2362 "\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "#else\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2368 "#endif\n"
2369 "{\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 "#else\n"
2373 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "#endif\n"
2375 "       float f;\n"
2376 "#  ifdef USESHADOWSAMPLER\n"
2377 "\n"
2378 "#    ifdef USESHADOWMAPPCF\n"
2379 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 "#    else\n"
2382 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2383 "#    endif\n"
2384 "\n"
2385 "#  else\n"
2386 "\n"
2387 "#    ifdef USESHADOWMAPPCF\n"
2388 "#      if USESHADOWMAPPCF > 1\n"
2389 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2392 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2393 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2394 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2395 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "#      else\n"
2398 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 "    float2 offset = frac(shadowmaptc.xy);\n"
2400 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2402 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2403 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2405 "#      endif\n"
2406 "#    else\n"
2407 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2408 "#    endif\n"
2409 "\n"
2410 "#  endif\n"
2411 "#  ifdef USESHADOWMAPORTHO\n"
2412 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2413 "#  else\n"
2414 "       return f;\n"
2415 "#  endif\n"
2416 "}\n"
2417 "# endif\n"
2418 "\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "#else\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2424 "#endif\n"
2425 "{\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 "#else\n"
2429 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2430 "#endif\n"
2431 "    float f;\n"
2432 "\n"
2433 "#  ifdef USESHADOWSAMPLER\n"
2434 "#    ifdef USESHADOWMAPPCF\n"
2435 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2436 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 "#    else\n"
2439 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2440 "#    endif\n"
2441 "#  else\n"
2442 "#    ifdef USESHADOWMAPPCF\n"
2443 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "#      ifdef GL_ARB_texture_gather\n"
2445 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "#      else\n"
2447 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 "#      endif\n"
2449 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 "    center *= ShadowMap_TextureScale;\n"
2451 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2454 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2455 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "#     else\n"
2459 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2460 "#      if USESHADOWMAPPCF > 1\n"
2461 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 "    center *= ShadowMap_TextureScale;\n"
2463 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2464 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2465 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2466 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2467 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 "#      else\n"
2470 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2473 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2474 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2476 "#      endif\n"
2477 "#     endif\n"
2478 "#    else\n"
2479 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2480 "#    endif\n"
2481 "#  endif\n"
2482 "#  ifdef USESHADOWMAPORTHO\n"
2483 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#  else\n"
2485 "       return f;\n"
2486 "#  endif\n"
2487 "}\n"
2488 "# endif\n"
2489 "\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 "{\n"
2493 "    // apply depth texture cubemap as light filter\n"
2494 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "    float f;\n"
2496 "#  ifdef USESHADOWSAMPLER\n"
2497 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 "#  else\n"
2499 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2500 "#  endif\n"
2501 "    return f;\n"
2502 "}\n"
2503 "# endif\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2512 "void main\n"
2513 "(\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2518 "#endif\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "#endif\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2530 "#endif\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2536 "#endif\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2540 ")\n"
2541 "{\n"
2542 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 "       gl_FrontColor = gl_Color;\n"
2545 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2546 "#endif\n"
2547 "\n"
2548 "       // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2554 "#endif\n"
2555 "\n"
2556 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "}\n"
2561 "#endif // VERTEX_SHADER\n"
2562 "\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2564 "void main\n"
2565 "(\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2574 "#endif\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#endif\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2582 "#endif\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2585 ")\n"
2586 "{\n"
2587 "       float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 "       // apply offsetmapping\n"
2590 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2592 "#endif\n"
2593 "\n"
2594 "#ifdef USEALPHAKILL\n"
2595 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2596 "               discard;\n"
2597 "#endif\n"
2598 "\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2604 "#endif\n"
2605 "\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 "#else\n"
2610 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2612 "#endif\n"
2613 "\n"
2614 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "}\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2624 "void main\n"
2625 "(\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2631 ")\n"
2632 "{\n"
2633 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "}\n"
2636 "#endif // VERTEX_SHADER\n"
2637 "\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2639 "void main\n"
2640 "(\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2652 "#endif\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2659 "#endif\n"
2660 "\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "# else\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2666 "# endif\n"
2667 "#endif\n"
2668 "\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "# else\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2674 "# endif\n"
2675 "#endif\n"
2676 "\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2679 "#endif\n"
2680 "\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "# else\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2686 "# endif\n"
2687 "#endif\n"
2688 "\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2692 "#endif\n"
2693 "\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2696 ")\n"
2697 "{\n"
2698 "       // calculate viewspace pixel position\n"
2699 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 "       float3 position;\n"
2702 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 "       // decode viewspace pixel normal\n"
2705 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 "       // surfacenormal = pixel normal in viewspace\n"
2708 "       // LightVector = pixel to light in viewspace\n"
2709 "       // CubeVector = position in lightspace\n"
2710 "       // eyevector = pixel to view in viewspace\n"
2711 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 "       // calculate diffuse shading\n"
2715 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#endif\n"
2718 "#ifdef USESPECULAR\n"
2719 "       // calculate directional shading\n"
2720 "       float3 eyevector = position * -1.0;\n"
2721 "#  ifdef USEEXACTSPECULARMATH\n"
2722 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 "#  else\n"
2724 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2726 "#  endif\n"
2727 "#endif\n"
2728 "\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 "       fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# endif\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# endif\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2739 "# endif\n"
2740 "\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2743 "#endif\n"
2744 "       );\n"
2745 "#endif\n"
2746 "\n"
2747 "#ifdef USEDIFFUSE\n"
2748 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 "#else\n"
2750 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#endif\n"
2752 "#ifdef USESPECULAR\n"
2753 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 "#else\n"
2755 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2756 "#endif\n"
2757 "\n"
2758 "# ifdef USECUBEFILTER\n"
2759 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 "       gl_FragData0.rgb *= cubecolor;\n"
2761 "       gl_FragData1.rgb *= cubecolor;\n"
2762 "# endif\n"
2763 "}\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "#ifdef VERTEX_SHADER\n"
2771 "void main\n"
2772 "(\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2777 "#endif\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#endif\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2794 "#endif\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2797 "#endif\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2801 "#endif\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2804 "#endif\n"
2805 "\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#endif\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#endif\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2816 "#endif\n"
2817 "#ifdef USEFOG\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#endif\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2822 "#endif\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#endif\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#endif\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "#endif\n"
2834 "out float4 gl_Position : POSITION\n"
2835 ")\n"
2836 "{\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 "       gl_FrontColor = gl_Color;\n"
2839 "#endif\n"
2840 "       // copy the surface texcoord\n"
2841 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#endif\n"
2845 "#ifdef USELIGHTMAP\n"
2846 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2847 "#endif\n"
2848 "\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "       // transform vertex position into light attenuation/cubemap space\n"
2851 "       // (-1 to +1 across the light box)\n"
2852 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "\n"
2854 "# ifdef USEDIFFUSE\n"
2855 "       // transform unnormalized light direction into tangent space\n"
2856 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 "       //  normalize it per pixel)\n"
2858 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2862 "# endif\n"
2863 "#endif\n"
2864 "\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2869 "#endif\n"
2870 "\n"
2871 "       // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2877 "#endif\n"
2878 "\n"
2879 "#ifdef USEFOG\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2882 "#endif\n"
2883 "\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2886 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2887 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2888 "#endif\n"
2889 "\n"
2890 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2895 "#endif\n"
2896 "\n"
2897 "#ifdef USEREFLECTION\n"
2898 "       ModelViewProjectionPosition = gl_Position;\n"
2899 "#endif\n"
2900 "}\n"
2901 "#endif // VERTEX_SHADER\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2907 "void main\n"
2908 "(\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2911 "#endif\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#endif\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2919 "#endif\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2922 "#endif\n"
2923 "#ifdef USEFOG\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#endif\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2928 "#endif\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2931 "#endif\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#endif\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#endif\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2942 "#endif\n"
2943 "\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2948 "#endif\n"
2949 "#ifdef USEGLOW\n"
2950 "uniform sampler2D Texture_Glow,\n"
2951 "#endif\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2957 "#endif\n"
2958 "#ifdef USEGLOW\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2960 "#endif\n"
2961 "#endif\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2965 "#endif\n"
2966 "#ifdef USEFOG\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2969 "#endif\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2972 "#endif\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#endif\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#endif\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2987 "#endif\n"
2988 "\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2992 "#endif\n"
2993 "#ifdef USEFOG\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
2998 "#endif\n"
2999 "\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3002 "#endif\n"
3003 "\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3008 "#endif\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3013 "#ifdef USEGLOW\n"
3014 "uniform half3 Color_Glow,\n"
3015 "#endif\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3022 "#endif\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#endif\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3030 "#endif\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3033 "#endif\n"
3034 "\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3038 "#endif\n"
3039 "\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "# else\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3047 "# endif\n"
3048 "#endif\n"
3049 "\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "# else\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3055 "# endif\n"
3056 "#endif\n"
3057 "\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3060 "#endif\n"
3061 "\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "# else\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3067 "# endif\n"
3068 "#endif\n"
3069 "\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "\n"
3076 "out float4 gl_FragColor : COLOR\n"
3077 ")\n"
3078 "{\n"
3079 "       float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#endif\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 "       // apply offsetmapping\n"
3085 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3087 "#endif\n"
3088 "\n"
3089 "       // combine the diffuse textures (base, pants, shirt)\n"
3090 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 "       if (color.a < 0.5)\n"
3093 "               discard;\n"
3094 "#endif\n"
3095 "       color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#endif\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 "       color.a = 1.0;\n"
3105 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3106 "#endif\n"
3107 "\n"
3108 "       // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 "#else\n"
3112 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3113 "#endif\n"
3114 "\n"
3115 "       // get the material colors\n"
3116 "       half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 "# else\n"
3121 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3122 "# endif\n"
3123 "#endif\n"
3124 "\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3130 "#endif\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 "       // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 "       half3 lightnormal = half3(normalize(LightVector));\n"
3139 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 "#else\n"
3145 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 "#endif\n"
3148 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3149 "#endif\n"
3150 "#else\n"
3151 "       color.rgb = diffusetex * Color_Ambient;\n"
3152 "#endif\n"
3153 "       color.rgb *= LightColor;\n"
3154 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# endif\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# endif\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3165 "# endif\n"
3166 "\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3169 "#endif\n"
3170 "       );\n"
3171 "\n"
3172 "#endif\n"
3173 "# ifdef USECUBEFILTER\n"
3174 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "# endif\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#define SHADING\n"
3183 "#ifdef USEDIFFUSE\n"
3184 "       half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#endif\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 "#define SHADING\n"
3190 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 "       // convert modelspace light vector to tangentspace\n"
3194 "       half3 lightnormal;\n"
3195 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 "#define SHADING\n"
3211 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3214 "#endif\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 "       color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "#ifdef SHADING\n"
3233 "# ifdef USEDIFFUSE\n"
3234 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "#  ifdef USESPECULAR\n"
3236 "#   ifdef USEEXACTSPECULARMATH\n"
3237 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 "#   else\n"
3239 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 "#   endif\n"
3242 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 "#  else\n"
3244 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3245 "#  endif\n"
3246 "# else\n"
3247 "       color.rgb = diffusetex * Color_Ambient;\n"
3248 "# endif\n"
3249 "#endif\n"
3250 "\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# endif\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3258 "# endif\n"
3259 "       );\n"
3260 "#endif\n"
3261 "\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3266 "#endif\n"
3267 "\n"
3268 "#ifdef USEGLOW\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 "#else\n"
3272 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3273 "#endif\n"
3274 "#endif\n"
3275 "\n"
3276 "#ifdef USEFOG\n"
3277 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3278 "#endif\n"
3279 "\n"
3280 "       // 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"
3281 "#ifdef USEREFLECTION\n"
3282 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 "       // FIXME temporary hack to detect the case that the reflection\n"
3287 "       // gets blackened at edges due to leaving the area that contains actual\n"
3288 "       // content.\n"
3289 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3290 "       // 'appening.\n"
3291 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3297 "#endif\n"
3298 "\n"
3299 "       gl_FragColor = float4(color);\n"
3300 "}\n"
3301 "#endif // FRAGMENT_SHADER\n"
3302 "\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3312 ;
3313
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3316
3317 //=======================================================================================================================================================
3318
3319 typedef struct shaderpermutationinfo_s
3320 {
3321         const char *pretext;
3322         const char *name;
3323 }
3324 shaderpermutationinfo_t;
3325
3326 typedef struct shadermodeinfo_s
3327 {
3328         const char *vertexfilename;
3329         const char *geometryfilename;
3330         const char *fragmentfilename;
3331         const char *pretext;
3332         const char *name;
3333 }
3334 shadermodeinfo_t;
3335
3336 typedef enum shaderpermutation_e
3337 {
3338         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 }
3370 shaderpermutation_t;
3371
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {
3375         {"#define USEDIFFUSE\n", " diffuse"},
3376         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377         {"#define USEVIEWTINT\n", " viewtint"},
3378         {"#define USECOLORMAPPING\n", " colormapping"},
3379         {"#define USESATURATION\n", " saturation"},
3380         {"#define USEFOGINSIDE\n", " foginside"},
3381         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383         {"#define USEGAMMARAMPS\n", " gammaramps"},
3384         {"#define USECUBEFILTER\n", " cubefilter"},
3385         {"#define USEGLOW\n", " glow"},
3386         {"#define USEBLOOM\n", " bloom"},
3387         {"#define USESPECULAR\n", " specular"},
3388         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390         {"#define USEREFLECTION\n", " reflection"},
3391         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402         {"#define USEALPHAKILL\n", " alphakill"},
3403         {"#define USEREFLECTCUBE\n", " reflectcube"},
3404 };
3405
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3408 {
3409         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3424         SHADERMODE_COUNT
3425 }
3426 shadermode_t;
3427
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3446 };
3447
3448 #ifdef SUPPORTCG
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3466 };
3467 #endif
3468
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3471 {
3472         /// hash lookup data
3473         struct r_glsl_permutation_s *hashnext;
3474         unsigned int mode;
3475         unsigned int permutation;
3476
3477         /// indicates if we have tried compiling this permutation already
3478         qboolean compiled;
3479         /// 0 if compilation failed
3480         int program;
3481         /// locations of detected uniforms in program object, or -1 if not found
3482         int loc_Texture_First;
3483         int loc_Texture_Second;
3484         int loc_Texture_GammaRamps;
3485         int loc_Texture_Normal;
3486         int loc_Texture_Color;
3487         int loc_Texture_Gloss;
3488         int loc_Texture_Glow;
3489         int loc_Texture_SecondaryNormal;
3490         int loc_Texture_SecondaryColor;
3491         int loc_Texture_SecondaryGloss;
3492         int loc_Texture_SecondaryGlow;
3493         int loc_Texture_Pants;
3494         int loc_Texture_Shirt;
3495         int loc_Texture_FogHeightTexture;
3496         int loc_Texture_FogMask;
3497         int loc_Texture_Lightmap;
3498         int loc_Texture_Deluxemap;
3499         int loc_Texture_Attenuation;
3500         int loc_Texture_Cube;
3501         int loc_Texture_Refraction;
3502         int loc_Texture_Reflection;
3503         int loc_Texture_ShadowMapRect;
3504         int loc_Texture_ShadowMapCube;
3505         int loc_Texture_ShadowMap2D;
3506         int loc_Texture_CubeProjection;
3507         int loc_Texture_ScreenDepth;
3508         int loc_Texture_ScreenNormalMap;
3509         int loc_Texture_ScreenDiffuse;
3510         int loc_Texture_ScreenSpecular;
3511         int loc_Texture_ReflectMask;
3512         int loc_Texture_ReflectCube;
3513         int loc_Alpha;
3514         int loc_BloomBlur_Parameters;
3515         int loc_ClientTime;
3516         int loc_Color_Ambient;
3517         int loc_Color_Diffuse;
3518         int loc_Color_Specular;
3519         int loc_Color_Glow;
3520         int loc_Color_Pants;
3521         int loc_Color_Shirt;
3522         int loc_DeferredColor_Ambient;
3523         int loc_DeferredColor_Diffuse;
3524         int loc_DeferredColor_Specular;
3525         int loc_DeferredMod_Diffuse;
3526         int loc_DeferredMod_Specular;
3527         int loc_DistortScaleRefractReflect;
3528         int loc_EyePosition;
3529         int loc_FogColor;
3530         int loc_FogHeightFade;
3531         int loc_FogPlane;
3532         int loc_FogPlaneViewDist;
3533         int loc_FogRangeRecip;
3534         int loc_LightColor;
3535         int loc_LightDir;
3536         int loc_LightPosition;
3537         int loc_OffsetMapping_Scale;
3538         int loc_PixelSize;
3539         int loc_ReflectColor;
3540         int loc_ReflectFactor;
3541         int loc_ReflectOffset;
3542         int loc_RefractColor;
3543         int loc_Saturation;
3544         int loc_ScreenCenterRefractReflect;
3545         int loc_ScreenScaleRefractReflect;
3546         int loc_ScreenToDepth;
3547         int loc_ShadowMap_Parameters;
3548         int loc_ShadowMap_TextureScale;
3549         int loc_SpecularPower;
3550         int loc_UserVec1;
3551         int loc_UserVec2;
3552         int loc_UserVec3;
3553         int loc_UserVec4;
3554 //      int loc_UseSobel;
3555         int loc_ViewTintColor;
3556         int loc_ViewToLight;
3557         int loc_ModelToLight;
3558         int loc_TexMatrix;
3559         int loc_BackgroundTexMatrix;
3560         int loc_ModelViewProjectionMatrix;
3561         int loc_ModelViewMatrix;
3562         int loc_PixelToScreenTexCoord;
3563         int loc_ModelToReflectCube;
3564         int loc_ShadowMapMatrix;        
3565 }
3566 r_glsl_permutation_t;
3567
3568 #define SHADERPERMUTATION_HASHSIZE 256
3569
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3576
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 {
3579         //unsigned int hashdepth = 0;
3580         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581         r_glsl_permutation_t *p;
3582         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583         {
3584                 if (p->mode == mode && p->permutation == permutation)
3585                 {
3586                         //if (hashdepth > 10)
3587                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3588                         return p;
3589                 }
3590                 //hashdepth++;
3591         }
3592         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593         p->mode = mode;
3594         p->permutation = permutation;
3595         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596         r_glsl_permutationhash[mode][hashindex] = p;
3597         //if (hashdepth > 10)
3598         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599         return p;
3600 }
3601
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 {
3604         char *shaderstring;
3605         if (!filename || !filename[0])
3606                 return NULL;
3607         if (!strcmp(filename, "glsl/default.glsl"))
3608         {
3609                 if (!glslshaderstring)
3610                 {
3611                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612                         if (glslshaderstring)
3613                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614                         else
3615                                 glslshaderstring = (char *)builtinshaderstring;
3616                 }
3617                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619                 return shaderstring;
3620         }
3621         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622         if (shaderstring)
3623         {
3624                 if (printfromdisknotice)
3625                         Con_DPrintf("from disk %s... ", filename);
3626                 return shaderstring;
3627         }
3628         return shaderstring;
3629 }
3630
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 {
3633         int i;
3634         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635         int vertstrings_count = 0;
3636         int geomstrings_count = 0;
3637         int fragstrings_count = 0;
3638         char *vertexstring, *geometrystring, *fragmentstring;
3639         const char *vertstrings_list[32+3];
3640         const char *geomstrings_list[32+3];
3641         const char *fragstrings_list[32+3];
3642         char permutationname[256];
3643
3644         if (p->compiled)
3645                 return;
3646         p->compiled = true;
3647         p->program = 0;
3648
3649         permutationname[0] = 0;
3650         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653
3654         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655
3656         // the first pretext is which type of shader to compile as
3657         // (later these will all be bound together as a program object)
3658         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661
3662         // the second pretext is the mode (for example a light source)
3663         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667
3668         // now add all the permutation pretexts
3669         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670         {
3671                 if (permutation & (1<<i))
3672                 {
3673                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3677                 }
3678                 else
3679                 {
3680                         // keep line numbers correct
3681                         vertstrings_list[vertstrings_count++] = "\n";
3682                         geomstrings_list[geomstrings_count++] = "\n";
3683                         fragstrings_list[fragstrings_count++] = "\n";
3684                 }
3685         }
3686
3687         // now append the shader text itself
3688         vertstrings_list[vertstrings_count++] = vertexstring;
3689         geomstrings_list[geomstrings_count++] = geometrystring;
3690         fragstrings_list[fragstrings_count++] = fragmentstring;
3691
3692         // if any sources were NULL, clear the respective list
3693         if (!vertexstring)
3694                 vertstrings_count = 0;
3695         if (!geometrystring)
3696                 geomstrings_count = 0;
3697         if (!fragmentstring)
3698                 fragstrings_count = 0;
3699
3700         // compile the shader program
3701         if (vertstrings_count + geomstrings_count + fragstrings_count)
3702                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3703         if (p->program)
3704         {
3705                 CHECKGLERROR
3706                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707                 // look up all the uniform variable names we care about, so we don't
3708                 // have to look them up every time we set them
3709
3710                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3711                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3712                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3715                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3742                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3744                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3747                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3748                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3749                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3757                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3758                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3760                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3763                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3764                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3765                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3767                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3768                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3771                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3772                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3778                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3779                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3780                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3781                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3782 //              p->loc_UseSobel                   = qglGetUniformLocationARB(p->program, "UseSobel");
3783                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3784                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3785                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3786                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3787                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3788                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3789                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3790                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3791                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3792                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3793                 // initialize the samplers to refer to the texture units we use
3794                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3795                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3796                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3797                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3798                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3799                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3800                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3801                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3802                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3803                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3804                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3805                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3806                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3807                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3808                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3809                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3810                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3811                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3812                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3813                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3814                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3815                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3816                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3817                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3818                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3819                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3820                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3821                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3822                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3823                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3824                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3825                 CHECKGLERROR
3826                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3827         }
3828         else
3829                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3830
3831         // free the strings
3832         if (vertexstring)
3833                 Mem_Free(vertexstring);
3834         if (geometrystring)
3835                 Mem_Free(geometrystring);
3836         if (fragmentstring)
3837                 Mem_Free(fragmentstring);
3838 }
3839
3840 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3841 {
3842         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3843         if (r_glsl_permutation != perm)
3844         {
3845                 r_glsl_permutation = perm;
3846                 if (!r_glsl_permutation->program)
3847                 {
3848                         if (!r_glsl_permutation->compiled)
3849                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3850                         if (!r_glsl_permutation->program)
3851                         {
3852                                 // remove features until we find a valid permutation
3853                                 int i;
3854                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3855                                 {
3856                                         // reduce i more quickly whenever it would not remove any bits
3857                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3858                                         if (!(permutation & j))
3859                                                 continue;
3860                                         permutation -= j;
3861                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3862                                         if (!r_glsl_permutation->compiled)
3863                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3864                                         if (r_glsl_permutation->program)
3865                                                 break;
3866                                 }
3867                                 if (i >= SHADERPERMUTATION_COUNT)
3868                                 {
3869                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3870                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3871                                         qglUseProgramObjectARB(0);CHECKGLERROR
3872                                         return; // no bit left to clear, entire mode is broken
3873                                 }
3874                         }
3875                 }
3876                 CHECKGLERROR
3877                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3878         }
3879         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3880         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3881         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3882 }
3883
3884 #ifdef SUPPORTCG
3885 #include <Cg/cgGL.h>
3886 struct r_cg_permutation_s;
3887 typedef struct r_cg_permutation_s
3888 {
3889         /// hash lookup data
3890         struct r_cg_permutation_s *hashnext;
3891         unsigned int mode;
3892         unsigned int permutation;
3893
3894         /// indicates if we have tried compiling this permutation already
3895         qboolean compiled;
3896         /// 0 if compilation failed
3897         CGprogram vprogram;
3898         CGprogram fprogram;
3899         /// locations of detected parameters in programs, or NULL if not found
3900         CGparameter vp_EyePosition;
3901         CGparameter vp_FogPlane;
3902         CGparameter vp_LightDir;
3903         CGparameter vp_LightPosition;
3904         CGparameter vp_ModelToLight;
3905         CGparameter vp_TexMatrix;
3906         CGparameter vp_BackgroundTexMatrix;
3907         CGparameter vp_ModelViewProjectionMatrix;
3908         CGparameter vp_ModelViewMatrix;
3909         CGparameter vp_ShadowMapMatrix;
3910
3911         CGparameter fp_Texture_First;
3912         CGparameter fp_Texture_Second;
3913         CGparameter fp_Texture_GammaRamps;
3914         CGparameter fp_Texture_Normal;
3915         CGparameter fp_Texture_Color;
3916         CGparameter fp_Texture_Gloss;
3917         CGparameter fp_Texture_Glow;
3918         CGparameter fp_Texture_SecondaryNormal;
3919         CGparameter fp_Texture_SecondaryColor;
3920         CGparameter fp_Texture_SecondaryGloss;
3921         CGparameter fp_Texture_SecondaryGlow;
3922         CGparameter fp_Texture_Pants;
3923         CGparameter fp_Texture_Shirt;
3924         CGparameter fp_Texture_FogHeightTexture;
3925         CGparameter fp_Texture_FogMask;
3926         CGparameter fp_Texture_Lightmap;
3927         CGparameter fp_Texture_Deluxemap;
3928         CGparameter fp_Texture_Attenuation;
3929         CGparameter fp_Texture_Cube;
3930         CGparameter fp_Texture_Refraction;
3931         CGparameter fp_Texture_Reflection;
3932         CGparameter fp_Texture_ShadowMapRect;
3933         CGparameter fp_Texture_ShadowMapCube;
3934         CGparameter fp_Texture_ShadowMap2D;
3935         CGparameter fp_Texture_CubeProjection;
3936         CGparameter fp_Texture_ScreenDepth;
3937         CGparameter fp_Texture_ScreenNormalMap;
3938         CGparameter fp_Texture_ScreenDiffuse;
3939         CGparameter fp_Texture_ScreenSpecular;
3940         CGparameter fp_Texture_ReflectMask;
3941         CGparameter fp_Texture_ReflectCube;
3942         CGparameter fp_Alpha;
3943         CGparameter fp_BloomBlur_Parameters;
3944         CGparameter fp_ClientTime;
3945         CGparameter fp_Color_Ambient;
3946         CGparameter fp_Color_Diffuse;
3947         CGparameter fp_Color_Specular;
3948         CGparameter fp_Color_Glow;
3949         CGparameter fp_Color_Pants;
3950         CGparameter fp_Color_Shirt;
3951         CGparameter fp_DeferredColor_Ambient;
3952         CGparameter fp_DeferredColor_Diffuse;
3953         CGparameter fp_DeferredColor_Specular;
3954         CGparameter fp_DeferredMod_Diffuse;
3955         CGparameter fp_DeferredMod_Specular;
3956         CGparameter fp_DistortScaleRefractReflect;
3957         CGparameter fp_EyePosition;
3958         CGparameter fp_FogColor;
3959         CGparameter fp_FogHeightFade;
3960         CGparameter fp_FogPlane;
3961         CGparameter fp_FogPlaneViewDist;
3962         CGparameter fp_FogRangeRecip;
3963         CGparameter fp_LightColor;
3964         CGparameter fp_LightDir;
3965         CGparameter fp_LightPosition;
3966         CGparameter fp_OffsetMapping_Scale;
3967         CGparameter fp_PixelSize;
3968         CGparameter fp_ReflectColor;
3969         CGparameter fp_ReflectFactor;
3970         CGparameter fp_ReflectOffset;
3971         CGparameter fp_RefractColor;
3972         CGparameter fp_Saturation;
3973         CGparameter fp_ScreenCenterRefractReflect;
3974         CGparameter fp_ScreenScaleRefractReflect;
3975         CGparameter fp_ScreenToDepth;
3976         CGparameter fp_ShadowMap_Parameters;
3977         CGparameter fp_ShadowMap_TextureScale;
3978         CGparameter fp_SpecularPower;
3979         CGparameter fp_UserVec1;
3980         CGparameter fp_UserVec2;
3981         CGparameter fp_UserVec3;
3982         CGparameter fp_UserVec4;
3983         CGparameter fp_ViewTintColor;
3984         CGparameter fp_ViewToLight;
3985         CGparameter fp_PixelToScreenTexCoord;
3986         CGparameter fp_ModelToReflectCube;
3987 }
3988 r_cg_permutation_t;
3989
3990 /// information about each possible shader permutation
3991 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3992 /// currently selected permutation
3993 r_cg_permutation_t *r_cg_permutation;
3994 /// storage for permutations linked in the hash table
3995 memexpandablearray_t r_cg_permutationarray;
3996
3997 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3998
3999 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4000 {
4001         //unsigned int hashdepth = 0;
4002         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4003         r_cg_permutation_t *p;
4004         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4005         {
4006                 if (p->mode == mode && p->permutation == permutation)
4007                 {
4008                         //if (hashdepth > 10)
4009                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4010                         return p;
4011                 }
4012                 //hashdepth++;
4013         }
4014         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4015         p->mode = mode;
4016         p->permutation = permutation;
4017         p->hashnext = r_cg_permutationhash[mode][hashindex];
4018         r_cg_permutationhash[mode][hashindex] = p;
4019         //if (hashdepth > 10)
4020         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4021         return p;
4022 }
4023
4024 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4025 {
4026         char *shaderstring;
4027         if (!filename || !filename[0])
4028                 return NULL;
4029         if (!strcmp(filename, "cg/default.cg"))
4030         {
4031                 if (!cgshaderstring)
4032                 {
4033                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4034                         if (cgshaderstring)
4035                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4036                         else
4037                                 cgshaderstring = (char *)builtincgshaderstring;
4038                 }
4039                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4040                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4041                 return shaderstring;
4042         }
4043         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4044         if (shaderstring)
4045         {
4046                 if (printfromdisknotice)
4047                         Con_DPrintf("from disk %s... ", filename);
4048                 return shaderstring;
4049         }
4050         return shaderstring;
4051 }
4052
4053 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4054 {
4055         // TODO: load or create .fp and .vp shader files
4056 }
4057
4058 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4059 {
4060         int i;
4061         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4062         int vertstrings_count = 0, vertstring_length = 0;
4063         int geomstrings_count = 0, geomstring_length = 0;
4064         int fragstrings_count = 0, fragstring_length = 0;
4065         char *t;
4066         char *vertexstring, *geometrystring, *fragmentstring;
4067         char *vertstring, *geomstring, *fragstring;
4068         const char *vertstrings_list[32+3];
4069         const char *geomstrings_list[32+3];
4070         const char *fragstrings_list[32+3];
4071         char permutationname[256];
4072         char cachename[256];
4073         CGprofile vertexProfile;
4074         CGprofile fragmentProfile;
4075
4076         if (p->compiled)
4077                 return;
4078         p->compiled = true;
4079         p->vprogram = NULL;
4080         p->fprogram = NULL;
4081
4082         permutationname[0] = 0;
4083         cachename[0] = 0;
4084         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4085         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4086         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4087
4088         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4089         strlcat(cachename, "cg/", sizeof(cachename));
4090
4091         // the first pretext is which type of shader to compile as
4092         // (later these will all be bound together as a program object)
4093         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4094         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4095         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4096
4097         // the second pretext is the mode (for example a light source)
4098         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4099         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4100         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4101         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4102         strlcat(cachename, modeinfo->name, sizeof(cachename));
4103
4104         // now add all the permutation pretexts
4105         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4106         {
4107                 if (permutation & (1<<i))
4108                 {
4109                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4111                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4112                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4113                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4114                 }
4115                 else
4116                 {
4117                         // keep line numbers correct
4118                         vertstrings_list[vertstrings_count++] = "\n";
4119                         geomstrings_list[geomstrings_count++] = "\n";
4120                         fragstrings_list[fragstrings_count++] = "\n";
4121                 }
4122         }
4123
4124         // replace spaces in the cachename with _ characters
4125         for (i = 0;cachename[i];i++)
4126                 if (cachename[i] == ' ')
4127                         cachename[i] = '_';
4128
4129         // now append the shader text itself
4130         vertstrings_list[vertstrings_count++] = vertexstring;
4131         geomstrings_list[geomstrings_count++] = geometrystring;
4132         fragstrings_list[fragstrings_count++] = fragmentstring;
4133
4134         // if any sources were NULL, clear the respective list
4135         if (!vertexstring)
4136                 vertstrings_count = 0;
4137         if (!geometrystring)
4138                 geomstrings_count = 0;
4139         if (!fragmentstring)
4140                 fragstrings_count = 0;
4141
4142         vertstring_length = 0;
4143         for (i = 0;i < vertstrings_count;i++)
4144                 vertstring_length += strlen(vertstrings_list[i]);
4145         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4146         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4147                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4148
4149         geomstring_length = 0;
4150         for (i = 0;i < geomstrings_count;i++)
4151                 geomstring_length += strlen(geomstrings_list[i]);
4152         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4153         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4154                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4155
4156         fragstring_length = 0;
4157         for (i = 0;i < fragstrings_count;i++)
4158                 fragstring_length += strlen(fragstrings_list[i]);
4159         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4160         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4161                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4162
4163         CHECKGLERROR
4164         CHECKCGERROR
4165         //vertexProfile = CG_PROFILE_ARBVP1;
4166         //fragmentProfile = CG_PROFILE_ARBFP1;
4167         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4168         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4169         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4170         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4171         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4172         CHECKGLERROR
4173
4174         // try to load the cached shader, or generate one
4175         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4176
4177         // if caching failed, do a dynamic compile for now
4178         CHECKCGERROR
4179         if (vertstring[0] && !p->vprogram)
4180                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4181         CHECKCGERROR
4182         if (fragstring[0] && !p->fprogram)
4183                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4184         CHECKCGERROR
4185
4186         // look up all the uniform variable names we care about, so we don't
4187         // have to look them up every time we set them
4188         if (p->vprogram)
4189         {
4190                 CHECKCGERROR
4191                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4192                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4193                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4194                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4195                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4196                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4197                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4198                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4199                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4200                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4201                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4202                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4203                 CHECKCGERROR
4204         }
4205         if (p->fprogram)
4206         {
4207                 CHECKCGERROR
4208                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4209                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4210                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4211                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4212                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4213                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4214                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4215                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4216                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4217                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4218                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4219                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4220                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4221                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4222                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4223                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4224                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4225                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4226                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4227                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4228                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4229                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4230                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4231                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4232                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4233                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4234                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4235                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4236                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4237                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4238                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4239                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4240                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4241                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4242                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4243                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4244                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4245                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4246                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4247                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4248                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4249                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4250                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4251                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4252                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4253                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4254                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4255                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4256                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4257                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4258                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4259                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4260                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4261                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4262                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4263                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4264                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4265                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4266                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4267                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4268                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4269                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4270                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4271                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4272                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4273                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4274                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4275                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4276                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4277                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4278                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4279                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4280                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4281                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4282 //              p->fp_UseSobel                   = cgGetNamedParameter(p->fprogram, "UseSobel");
4283                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4284                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4285                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4286                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4287                 CHECKCGERROR
4288         }
4289
4290         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4291                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4292         else
4293                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4294
4295         // free the strings
4296         if (vertstring)
4297                 Mem_Free(vertstring);
4298         if (geomstring)
4299                 Mem_Free(geomstring);
4300         if (fragstring)
4301                 Mem_Free(fragstring);
4302         if (vertexstring)
4303                 Mem_Free(vertexstring);
4304         if (geometrystring)
4305                 Mem_Free(geometrystring);
4306         if (fragmentstring)
4307                 Mem_Free(fragmentstring);
4308 }
4309
4310 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4311 {
4312         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4313         CHECKGLERROR
4314         CHECKCGERROR
4315         if (r_cg_permutation != perm)
4316         {
4317                 r_cg_permutation = perm;
4318                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                 {
4320                         if (!r_cg_permutation->compiled)
4321                                 R_CG_CompilePermutation(perm, mode, permutation);
4322                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4323                         {
4324                                 // remove features until we find a valid permutation
4325                                 int i;
4326                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4327                                 {
4328                                         // reduce i more quickly whenever it would not remove any bits
4329                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4330                                         if (!(permutation & j))
4331                                                 continue;
4332                                         permutation -= j;
4333                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4334                                         if (!r_cg_permutation->compiled)
4335                                                 R_CG_CompilePermutation(perm, mode, permutation);
4336                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4337                                                 break;
4338                                 }
4339                                 if (i >= SHADERPERMUTATION_COUNT)
4340                                 {
4341                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4342                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4343                                         return; // no bit left to clear, entire mode is broken
4344                                 }
4345                         }
4346                 }
4347                 CHECKGLERROR
4348                 CHECKCGERROR
4349                 if (r_cg_permutation->vprogram)
4350                 {
4351                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4352                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4353                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                 }
4355                 else
4356                 {
4357                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4358                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4359                 }
4360                 if (r_cg_permutation->fprogram)
4361                 {
4362                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4363                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4364                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                 }
4366                 else
4367                 {
4368                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4369                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4370                 }
4371         }
4372         CHECKCGERROR
4373         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4374         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4375         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4376 }
4377
4378 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4379 {
4380         cgGLSetTextureParameter(param, R_GetTexture(tex));
4381         cgGLEnableTextureParameter(param);
4382 }
4383 #endif
4384
4385 void R_GLSL_Restart_f(void)
4386 {
4387         unsigned int i, limit;
4388         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4389                 Mem_Free(glslshaderstring);
4390         glslshaderstring = NULL;
4391         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4392                 Mem_Free(cgshaderstring);
4393         cgshaderstring = NULL;
4394         switch(vid.renderpath)
4395         {
4396         case RENDERPATH_GL20:
4397                 {
4398                         r_glsl_permutation_t *p;
4399                         r_glsl_permutation = NULL;
4400                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4401                         for (i = 0;i < limit;i++)
4402                         {
4403                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4404                                 {
4405                                         GL_Backend_FreeProgram(p->program);
4406                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4407                                 }
4408                         }
4409                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4410                 }
4411                 break;
4412         case RENDERPATH_CGGL:
4413 #ifdef SUPPORTCG
4414                 {
4415                         r_cg_permutation_t *p;
4416                         r_cg_permutation = NULL;
4417                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4418                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4419                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4420                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4421                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4422                         for (i = 0;i < limit;i++)
4423                         {
4424                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4425                                 {
4426                                         if (p->vprogram)
4427                                                 cgDestroyProgram(p->vprogram);
4428                                         if (p->fprogram)
4429                                                 cgDestroyProgram(p->fprogram);
4430                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4431                                 }
4432                         }
4433                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4434                 }
4435                 break;
4436 #endif
4437         case RENDERPATH_GL13:
4438         case RENDERPATH_GL11:
4439                 break;
4440         }
4441 }
4442
4443 void R_GLSL_DumpShader_f(void)
4444 {
4445         int i;
4446         qfile_t *file;
4447
4448         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4449         if (file)
4450         {
4451                 FS_Print(file, "/* The engine may define the following macros:\n");
4452                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4453                 for (i = 0;i < SHADERMODE_COUNT;i++)
4454                         FS_Print(file, glslshadermodeinfo[i].pretext);
4455                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4456                         FS_Print(file, shaderpermutationinfo[i].pretext);
4457                 FS_Print(file, "*/\n");
4458                 FS_Print(file, builtinshaderstring);
4459                 FS_Close(file);
4460                 Con_Printf("glsl/default.glsl written\n");
4461         }
4462         else
4463                 Con_Printf("failed to write to glsl/default.glsl\n");
4464
4465 #ifdef SUPPORTCG
4466         file = FS_OpenRealFile("cg/default.cg", "w", false);
4467         if (file)
4468         {
4469                 FS_Print(file, "/* The engine may define the following macros:\n");
4470                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4471                 for (i = 0;i < SHADERMODE_COUNT;i++)
4472                         FS_Print(file, cgshadermodeinfo[i].pretext);
4473                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4474                         FS_Print(file, shaderpermutationinfo[i].pretext);
4475                 FS_Print(file, "*/\n");
4476                 FS_Print(file, builtincgshaderstring);
4477                 FS_Close(file);
4478                 Con_Printf("cg/default.cg written\n");
4479         }
4480         else
4481                 Con_Printf("failed to write to cg/default.cg\n");
4482 #endif
4483 }
4484
4485 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4486 {
4487         if (!second)
4488                 texturemode = GL_MODULATE;
4489         switch (vid.renderpath)
4490         {
4491         case RENDERPATH_GL20:
4492                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4493                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4494                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4495                 break;
4496         case RENDERPATH_CGGL:
4497 #ifdef SUPPORTCG
4498                 CHECKCGERROR
4499                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4500                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4501                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4502 #endif
4503                 break;
4504         case RENDERPATH_GL13:
4505                 R_Mesh_TexBind(0, first );
4506                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4507                 R_Mesh_TexBind(1, second);
4508                 if (second)
4509                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4510                 break;
4511         case RENDERPATH_GL11:
4512                 R_Mesh_TexBind(0, first );
4513                 break;
4514         }
4515 }
4516
4517 void R_SetupShader_DepthOrShadow(void)
4518 {
4519         switch (vid.renderpath)
4520         {
4521         case RENDERPATH_GL20:
4522                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523                 break;
4524         case RENDERPATH_CGGL:
4525 #ifdef SUPPORTCG
4526                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4527 #endif
4528                 break;
4529         case RENDERPATH_GL13:
4530                 R_Mesh_TexBind(0, 0);
4531                 R_Mesh_TexBind(1, 0);
4532                 break;
4533         case RENDERPATH_GL11:
4534                 R_Mesh_TexBind(0, 0);
4535                 break;
4536         }
4537 }
4538
4539 void R_SetupShader_ShowDepth(void)
4540 {
4541         switch (vid.renderpath)
4542         {
4543         case RENDERPATH_GL20:
4544                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4545                 break;
4546         case RENDERPATH_CGGL:
4547 #ifdef SUPPORTCG
4548                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4549 #endif
4550                 break;
4551         case RENDERPATH_GL13:
4552                 break;
4553         case RENDERPATH_GL11:
4554                 break;
4555         }
4556 }
4557
4558 extern qboolean r_shadow_usingdeferredprepass;
4559 extern cvar_t r_shadow_deferred_8bitrange;
4560 extern rtexture_t *r_shadow_attenuationgradienttexture;
4561 extern rtexture_t *r_shadow_attenuation2dtexture;
4562 extern rtexture_t *r_shadow_attenuation3dtexture;
4563 extern qboolean r_shadow_usingshadowmaprect;
4564 extern qboolean r_shadow_usingshadowmapcube;
4565 extern qboolean r_shadow_usingshadowmap2d;
4566 extern qboolean r_shadow_usingshadowmaportho;
4567 extern float r_shadow_shadowmap_texturescale[2];
4568 extern float r_shadow_shadowmap_parameters[4];
4569 extern qboolean r_shadow_shadowmapvsdct;
4570 extern qboolean r_shadow_shadowmapsampler;
4571 extern int r_shadow_shadowmappcf;
4572 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4573 extern rtexture_t *r_shadow_shadowmap2dtexture;
4574 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4575 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4576 extern matrix4x4_t r_shadow_shadowmapmatrix;
4577 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4578 extern int r_shadow_prepass_width;
4579 extern int r_shadow_prepass_height;
4580 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4581 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4582 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4583 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4584 extern cvar_t gl_mesh_separatearrays;
4585 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4586 {
4587         // select a permutation of the lighting shader appropriate to this
4588         // combination of texture, entity, light source, and fogging, only use the
4589         // minimum features necessary to avoid wasting rendering time in the
4590         // fragment shader on features that are not being used
4591         unsigned int permutation = 0;
4592         unsigned int mode = 0;
4593         float m16f[16];
4594         if (rsurfacepass == RSURFPASS_BACKGROUND)
4595         {
4596                 // distorted background
4597                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4598                         mode = SHADERMODE_WATER;
4599                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4600                         mode = SHADERMODE_REFRACTION;
4601                 else
4602                 {
4603                         mode = SHADERMODE_GENERIC;
4604                         permutation |= SHADERPERMUTATION_DIFFUSE;
4605                 }
4606                 GL_AlphaTest(false);
4607                 GL_BlendFunc(GL_ONE, GL_ZERO);
4608         }
4609         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4610         {
4611                 if (r_glsl_offsetmapping.integer)
4612                 {
4613                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4614                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4615                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4616                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4617                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4618                         {
4619                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4620                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4621                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4622                         }
4623                 }
4624                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4625                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4627                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4628                 // normalmap (deferred prepass), may use alpha test on diffuse
4629                 mode = SHADERMODE_DEFERREDGEOMETRY;
4630                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4631                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4632                 GL_AlphaTest(false);
4633                 GL_BlendFunc(GL_ONE, GL_ZERO);
4634         }
4635         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4636         {
4637                 if (r_glsl_offsetmapping.integer)
4638                 {
4639                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4640                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4641                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4642                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4643                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4644                         {
4645                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4646                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4647                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4648                         }
4649                 }
4650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4651                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4652                 // light source
4653                 mode = SHADERMODE_LIGHTSOURCE;
4654                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4655                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4656                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4657                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4658                 if (diffusescale > 0)
4659                         permutation |= SHADERPERMUTATION_DIFFUSE;
4660                 if (specularscale > 0)
4661                 {
4662                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4663                         if (r_shadow_glossexact.integer)
4664                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4665                 }
4666                 if (r_refdef.fogenabled)
4667                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4668                 if (rsurface.texture->colormapping)
4669                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4670                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4671                 {
4672                         if (r_shadow_usingshadowmaprect)
4673                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4674                         if (r_shadow_usingshadowmap2d)
4675                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4676                         if (r_shadow_usingshadowmapcube)
4677                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4678                         else if(r_shadow_shadowmapvsdct)
4679                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4680
4681                         if (r_shadow_shadowmapsampler)
4682                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4683                         if (r_shadow_shadowmappcf > 1)
4684                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4685                         else if (r_shadow_shadowmappcf)
4686                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4687                 }
4688                 if (rsurface.texture->reflectmasktexture)
4689                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4690                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4691                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4692         }
4693         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4694         {
4695                 if (r_glsl_offsetmapping.integer)
4696                 {
4697                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4698                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4699                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4700                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4701                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4702                         {
4703                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4704                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4705                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4706                         }
4707                 }
4708                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4709                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4710                 // unshaded geometry (fullbright or ambient model lighting)
4711                 mode = SHADERMODE_FLATCOLOR;
4712                 ambientscale = diffusescale = specularscale = 0;
4713                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4714                         permutation |= SHADERPERMUTATION_GLOW;
4715                 if (r_refdef.fogenabled)
4716                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4717                 if (rsurface.texture->colormapping)
4718                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4719                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4720                 {
4721                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4722                         if (r_shadow_usingshadowmaprect)
4723                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4724                         if (r_shadow_usingshadowmap2d)
4725                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4726
4727                         if (r_shadow_shadowmapsampler)
4728                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4729                         if (r_shadow_shadowmappcf > 1)
4730                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4731                         else if (r_shadow_shadowmappcf)
4732                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4733                 }
4734                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4735                         permutation |= SHADERPERMUTATION_REFLECTION;
4736                 if (rsurface.texture->reflectmasktexture)
4737                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4738                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4739                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4740         }
4741         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4742         {
4743                 if (r_glsl_offsetmapping.integer)
4744                 {
4745                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4746                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4748                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4750                         {
4751                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4752                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4753                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4754                         }
4755                 }
4756                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4757                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4758                 // directional model lighting
4759                 mode = SHADERMODE_LIGHTDIRECTION;
4760                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4761                         permutation |= SHADERPERMUTATION_GLOW;
4762                 permutation |= SHADERPERMUTATION_DIFFUSE;
4763                 if (specularscale > 0)
4764                 {
4765                         permutation |= SHADERPERMUTATION_SPECULAR;
4766                         if (r_shadow_glossexact.integer)
4767                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4768                 }
4769                 if (r_refdef.fogenabled)
4770                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4771                 if (rsurface.texture->colormapping)
4772                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4773                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4774                 {
4775                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4776                         if (r_shadow_usingshadowmaprect)
4777                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4778                         if (r_shadow_usingshadowmap2d)
4779                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4780
4781                         if (r_shadow_shadowmapsampler)
4782                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4783                         if (r_shadow_shadowmappcf > 1)
4784                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4785                         else if (r_shadow_shadowmappcf)
4786                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4787                 }
4788                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4789                         permutation |= SHADERPERMUTATION_REFLECTION;
4790                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4791                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4792                 if (rsurface.texture->reflectmasktexture)
4793                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4794                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4795                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4796         }
4797         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4798         {
4799                 if (r_glsl_offsetmapping.integer)
4800                 {
4801                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4802                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4804                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4805                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4806                         {
4807                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4808                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4809                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4810                         }
4811                 }
4812                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4813                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4814                 // ambient model lighting
4815                 mode = SHADERMODE_LIGHTDIRECTION;
4816                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4817                         permutation |= SHADERPERMUTATION_GLOW;
4818                 if (r_refdef.fogenabled)
4819                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4820                 if (rsurface.texture->colormapping)
4821                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4822                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4823                 {
4824                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4825                         if (r_shadow_usingshadowmaprect)
4826                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4827                         if (r_shadow_usingshadowmap2d)
4828                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4829
4830                         if (r_shadow_shadowmapsampler)
4831                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4832                         if (r_shadow_shadowmappcf > 1)
4833                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4834                         else if (r_shadow_shadowmappcf)
4835                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4836                 }
4837                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4838                         permutation |= SHADERPERMUTATION_REFLECTION;
4839                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4840                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4841                 if (rsurface.texture->reflectmasktexture)
4842                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4843                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4844                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4845         }
4846         else
4847         {
4848                 if (r_glsl_offsetmapping.integer)
4849                 {
4850                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4851                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4852                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4853                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4854                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4855                         {
4856                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4857                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4858                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4859                         }
4860                 }
4861                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4862                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4863                 // lightmapped wall
4864                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4865                         permutation |= SHADERPERMUTATION_GLOW;
4866                 if (r_refdef.fogenabled)
4867                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4868                 if (rsurface.texture->colormapping)
4869                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4870                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4871                 {
4872                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4873                         if (r_shadow_usingshadowmaprect)
4874                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4875                         if (r_shadow_usingshadowmap2d)
4876                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4877
4878                         if (r_shadow_shadowmapsampler)
4879                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4880                         if (r_shadow_shadowmappcf > 1)
4881                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4882                         else if (r_shadow_shadowmappcf)
4883                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4884                 }
4885                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4886                         permutation |= SHADERPERMUTATION_REFLECTION;
4887                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4888                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4889                 if (rsurface.texture->reflectmasktexture)
4890                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4891                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4892                 {
4893                         // deluxemapping (light direction texture)
4894                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4895                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4896                         else
4897                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4898                         permutation |= SHADERPERMUTATION_DIFFUSE;
4899                         if (specularscale > 0)
4900                         {
4901                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4902                                 if (r_shadow_glossexact.integer)
4903                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4904                         }
4905                 }
4906                 else if (r_glsl_deluxemapping.integer >= 2)
4907                 {
4908                         // fake deluxemapping (uniform light direction in tangentspace)
4909                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4910                         permutation |= SHADERPERMUTATION_DIFFUSE;
4911                         if (specularscale > 0)
4912                         {
4913                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4914                                 if (r_shadow_glossexact.integer)
4915                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4916                         }
4917                 }
4918                 else if (rsurface.uselightmaptexture)
4919                 {
4920                         // ordinary lightmapping (q1bsp, q3bsp)
4921                         mode = SHADERMODE_LIGHTMAP;
4922                 }
4923                 else
4924                 {
4925                         // ordinary vertex coloring (q3bsp)
4926                         mode = SHADERMODE_VERTEXCOLOR;
4927                 }
4928                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4929                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4930         }
4931         switch(vid.renderpath)
4932         {
4933         case RENDERPATH_GL20:
4934                 if (gl_mesh_separatearrays.integer)
4935                 {
4936                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4937                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
4938                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
4940                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
4941                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
4942                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
4943                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
4944                 }
4945                 else
4946                 {
4947                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
4948                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
4949                 }
4950                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4951                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4952                 if (mode == SHADERMODE_LIGHTSOURCE)
4953                 {
4954                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4955                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4956                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4957                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
4958                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
4959                         if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
4960         
4961                         // additive passes are only darkened by fog, not tinted
4962                         if (r_glsl_permutation->loc_FogColor >= 0)
4963                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4964                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4965                 }
4966                 else
4967                 {
4968                         if (mode == SHADERMODE_FLATCOLOR)
4969                         {
4970                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4971                         }
4972                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4973                         {
4974                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
4975                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
4976                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4977                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
4978                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4979                                 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
4980                                 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]);
4981                         }
4982                         else
4983                         {
4984                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
4985                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
4986                                 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
4987                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
4988                                 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
4989                         }
4990                         // additive passes are only darkened by fog, not tinted
4991                         if (r_glsl_permutation->loc_FogColor >= 0)
4992                         {
4993                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4994                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4995                                 else
4996                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4997                         }
4998                         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);
4999                         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]);
5000                         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]);
5001                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5002                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5003                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5004                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5005                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5006                 }
5007                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5008                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5009                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5010                 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]);
5011                 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]);
5012
5013                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5014                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5015                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5016                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5017                 {
5018                         if (rsurface.texture->pantstexture)
5019                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5020                         else
5021                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5022                 }
5023                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5024                 {
5025                         if (rsurface.texture->shirttexture)
5026                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5027                         else
5028                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5029                 }
5030                 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]);
5031                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5032                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5033                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5034                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5035                 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5036                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5037
5038         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5039         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5040         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5041                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5042                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5043                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5044                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5045                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5046                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5047                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5048                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5049                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5050                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5051                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5052                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5053                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5054                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5055                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5056                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5057                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5058                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5059                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5060                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5061                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5062                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5063                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5064                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5065                 {
5066                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5067                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5068                         if (rsurface.rtlight)
5069                         {
5070                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5071                                 if (r_shadow_usingshadowmapcube)
5072                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5073                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5074                         }
5075                 }
5076                 CHECKGLERROR
5077                 break;
5078         case RENDERPATH_CGGL:
5079 #ifdef SUPPORTCG
5080                 if (gl_mesh_separatearrays.integer)
5081                 {
5082                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5083                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5084                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5085                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5086                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5087                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5088                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5089                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5090                 }
5091                 else
5092                 {
5093                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5094                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5095                 }
5096                 R_SetupShader_SetPermutationCG(mode, permutation);
5097                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5098                 if (mode == SHADERMODE_LIGHTSOURCE)
5099                 {
5100                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5101                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5102                 }
5103                 else
5104                 {
5105                         if (mode == SHADERMODE_LIGHTDIRECTION)
5106                         {
5107                                 if (r_cg_permutation->vp_LightDir) cgGLSetParameter3f(r_cg_permutation->vp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5108                         }
5109                 }
5110                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5111                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5112                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5113                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5114                 if (r_cg_permutation->vp_FogPlane) cgGLSetParameter4f(r_cg_permutation->vp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5115                 CHECKGLERROR
5116
5117                 if (mode == SHADERMODE_LIGHTSOURCE)
5118                 {
5119                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5120                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5121                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5122                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5123                         if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5124
5125                         // additive passes are only darkened by fog, not tinted
5126                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5127                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5128                 }
5129                 else
5130                 {
5131                         if (mode == SHADERMODE_FLATCOLOR)
5132                         {
5133                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5134                         }
5135                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5136                         {
5137                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5138                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5139                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5140                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5141                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5142                                 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);CHECKCGERROR
5143                                 if (r_cg_permutation->fp_LightDir) cgGLSetParameter3f(r_cg_permutation->fp_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);CHECKCGERROR
5144                         }
5145                         else
5146                         {
5147                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5148                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);CHECKCGERROR
5149                                 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5150                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5151                                 if (r_cg_permutation->fp_DeferredMod_Specular) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5152                         }
5153                         // additive passes are only darkened by fog, not tinted
5154                         if (r_cg_permutation->fp_FogColor)
5155                         {
5156                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5157                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5158                                 else
5159                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5160                                 CHECKCGERROR
5161                         }
5162                         if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
5163                         if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
5164                         if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
5165                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5166                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5167                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5168                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5169                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5170                 }
5171                 if (r_cg_permutation->fp_ShadowMap_TextureScale) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5172                 if (r_cg_permutation->fp_ShadowMap_Parameters) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5173                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5174                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5175                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5176                 if (r_cg_permutation->fp_Color_Pants)
5177                 {
5178                         if (rsurface.texture->pantstexture)
5179                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5180                         else
5181                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5182                         CHECKCGERROR
5183                 }
5184                 if (r_cg_permutation->fp_Color_Shirt)
5185                 {
5186                         if (rsurface.texture->shirttexture)
5187                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5188                         else
5189                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5190                         CHECKCGERROR
5191                 }
5192                 if (r_cg_permutation->fp_FogPlane) cgGLSetParameter4f(r_cg_permutation->fp_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);CHECKCGERROR
5193                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5194                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5195                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5196                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5197                 if (r_cg_permutation->fp_ScreenToDepth) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5198                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5199
5200         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5201         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5202         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5203                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5204                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5205                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5206                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5207                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5208                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5209                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5210                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5211                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5212                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5217                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5218                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5221                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5222                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5223                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5224                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5225                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5226                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5227                 {
5228                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5229                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5230                         if (rsurface.rtlight)
5231                         {
5232                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5233                                 if (r_shadow_usingshadowmapcube)
5234                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5235                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5236                         }
5237                 }
5238
5239                 CHECKGLERROR
5240 #endif
5241                 break;
5242         case RENDERPATH_GL13:
5243         case RENDERPATH_GL11:
5244                 break;
5245         }
5246 }
5247
5248 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5249 {
5250         // select a permutation of the lighting shader appropriate to this
5251         // combination of texture, entity, light source, and fogging, only use the
5252         // minimum features necessary to avoid wasting rendering time in the
5253         // fragment shader on features that are not being used
5254         unsigned int permutation = 0;
5255         unsigned int mode = 0;
5256         const float *lightcolorbase = rtlight->currentcolor;
5257         float ambientscale = rtlight->ambientscale;
5258         float diffusescale = rtlight->diffusescale;
5259         float specularscale = rtlight->specularscale;
5260         // this is the location of the light in view space
5261         vec3_t viewlightorigin;
5262         // this transforms from view space (camera) to light space (cubemap)
5263         matrix4x4_t viewtolight;
5264         matrix4x4_t lighttoview;
5265         float viewtolight16f[16];
5266         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5267         // light source
5268         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5269         if (rtlight->currentcubemap != r_texture_whitecube)
5270                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5271         if (diffusescale > 0)
5272                 permutation |= SHADERPERMUTATION_DIFFUSE;
5273         if (specularscale > 0)
5274         {
5275                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5276                 if (r_shadow_glossexact.integer)
5277                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5278         }
5279         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5280         {
5281                 if (r_shadow_usingshadowmaprect)
5282                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5283                 if (r_shadow_usingshadowmap2d)
5284                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5285                 if (r_shadow_usingshadowmapcube)
5286                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5287                 else if(r_shadow_shadowmapvsdct)
5288                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5289
5290                 if (r_shadow_shadowmapsampler)
5291                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5292                 if (r_shadow_shadowmappcf > 1)
5293                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5294                 else if (r_shadow_shadowmappcf)
5295                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5296         }
5297         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5298         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5299         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5300         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5301         switch(vid.renderpath)
5302         {
5303         case RENDERPATH_GL20:
5304                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5305                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5306                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5307                 if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
5308                 if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
5309                 if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
5310                 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]);
5311                 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]);
5312                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5313                 if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5314                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5315
5316                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5317                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5318                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5319                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5320                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5321                 if (r_shadow_usingshadowmapcube)
5322                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5323                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5324                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5325                 break;
5326         case RENDERPATH_CGGL:
5327 #ifdef SUPPORTCG
5328                 R_SetupShader_SetPermutationCG(mode, permutation);
5329                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5330                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5331                 if (r_cg_permutation->fp_DeferredColor_Ambient    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);CHECKCGERROR
5332                 if (r_cg_permutation->fp_DeferredColor_Diffuse    ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);CHECKCGERROR
5333                 if (r_cg_permutation->fp_DeferredColor_Specular   ) cgGLSetParameter3f(r_cg_permutation->fp_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);CHECKCGERROR
5334                 if (r_cg_permutation->fp_ShadowMap_TextureScale   ) cgGLSetParameter2f(r_cg_permutation->fp_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);CHECKCGERROR
5335                 if (r_cg_permutation->fp_ShadowMap_Parameters     ) cgGLSetParameter4f(r_cg_permutation->fp_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);CHECKCGERROR
5336                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5337                 if (r_cg_permutation->fp_ScreenToDepth            ) cgGLSetParameter2f(r_cg_permutation->fp_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);CHECKCGERROR
5338                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5339
5340                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5341                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5342                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5343                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5344                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5345                 if (r_shadow_usingshadowmapcube)
5346                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5347                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5348                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5349 #endif
5350                 break;
5351         case RENDERPATH_GL13:
5352         case RENDERPATH_GL11:
5353                 break;
5354         }
5355 }
5356
5357 #define SKINFRAME_HASH 1024
5358
5359 typedef struct
5360 {
5361         int loadsequence; // incremented each level change
5362         memexpandablearray_t array;
5363         skinframe_t *hash[SKINFRAME_HASH];
5364 }
5365 r_skinframe_t;
5366 r_skinframe_t r_skinframe;
5367
5368 void R_SkinFrame_PrepareForPurge(void)
5369 {
5370         r_skinframe.loadsequence++;
5371         // wrap it without hitting zero
5372         if (r_skinframe.loadsequence >= 200)
5373                 r_skinframe.loadsequence = 1;
5374 }
5375
5376 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5377 {
5378         if (!skinframe)
5379                 return;
5380         // mark the skinframe as used for the purging code
5381         skinframe->loadsequence = r_skinframe.loadsequence;
5382 }
5383
5384 void R_SkinFrame_Purge(void)
5385 {
5386         int i;
5387         skinframe_t *s;
5388         for (i = 0;i < SKINFRAME_HASH;i++)
5389         {
5390                 for (s = r_skinframe.hash[i];s;s = s->next)
5391                 {
5392                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5393                         {
5394                                 if (s->merged == s->base)
5395                                         s->merged = NULL;
5396                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5397                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5398                                 R_PurgeTexture(s->merged);s->merged = NULL;
5399                                 R_PurgeTexture(s->base  );s->base   = NULL;
5400                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5401                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5402                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5403                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5404                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5405                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5406                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5407                                 s->loadsequence = 0;
5408                         }
5409                 }
5410         }
5411 }
5412
5413 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5414         skinframe_t *item;
5415         char basename[MAX_QPATH];
5416
5417         Image_StripImageExtension(name, basename, sizeof(basename));
5418
5419         if( last == NULL ) {
5420                 int hashindex;
5421                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5422                 item = r_skinframe.hash[hashindex];
5423         } else {
5424                 item = last->next;
5425         }
5426
5427         // linearly search through the hash bucket
5428         for( ; item ; item = item->next ) {
5429                 if( !strcmp( item->basename, basename ) ) {
5430                         return item;
5431                 }
5432         }
5433         return NULL;
5434 }
5435
5436 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5437 {
5438         skinframe_t *item;
5439         int hashindex;
5440         char basename[MAX_QPATH];
5441
5442         Image_StripImageExtension(name, basename, sizeof(basename));
5443
5444         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5445         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5446                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5447                         break;
5448
5449         if (!item) {
5450                 rtexture_t *dyntexture;
5451                 // check whether its a dynamic texture
5452                 dyntexture = CL_GetDynTexture( basename );
5453                 if (!add && !dyntexture)
5454                         return NULL;
5455                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5456                 memset(item, 0, sizeof(*item));
5457                 strlcpy(item->basename, basename, sizeof(item->basename));
5458                 item->base = dyntexture; // either NULL or dyntexture handle
5459                 item->textureflags = textureflags;
5460                 item->comparewidth = comparewidth;
5461                 item->compareheight = compareheight;
5462                 item->comparecrc = comparecrc;
5463                 item->next = r_skinframe.hash[hashindex];
5464                 r_skinframe.hash[hashindex] = item;
5465         }
5466         else if( item->base == NULL )
5467         {
5468                 rtexture_t *dyntexture;
5469                 // check whether its a dynamic texture
5470                 // 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]
5471                 dyntexture = CL_GetDynTexture( basename );
5472                 item->base = dyntexture; // either NULL or dyntexture handle
5473         }
5474
5475         R_SkinFrame_MarkUsed(item);
5476         return item;
5477 }
5478
5479 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5480         { \
5481                 unsigned long long avgcolor[5], wsum; \
5482                 int pix, comp, w; \
5483                 avgcolor[0] = 0; \
5484                 avgcolor[1] = 0; \
5485                 avgcolor[2] = 0; \
5486                 avgcolor[3] = 0; \
5487                 avgcolor[4] = 0; \
5488                 wsum = 0; \
5489                 for(pix = 0; pix < cnt; ++pix) \
5490                 { \
5491                         w = 0; \
5492                         for(comp = 0; comp < 3; ++comp) \
5493                                 w += getpixel; \
5494                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5495                         { \
5496                                 ++wsum; \
5497                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5498                                 w = getpixel; \
5499                                 for(comp = 0; comp < 3; ++comp) \
5500                                         avgcolor[comp] += getpixel * w; \
5501                                 avgcolor[3] += w; \
5502                         } \
5503                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5504                         avgcolor[4] += getpixel; \
5505                 } \
5506                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5507                         avgcolor[3] = 1; \
5508                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5509                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5510                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5511                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5512         }
5513
5514 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5515 {
5516         int j;
5517         unsigned char *pixels;
5518         unsigned char *bumppixels;
5519         unsigned char *basepixels = NULL;
5520         int basepixels_width = 0;
5521         int basepixels_height = 0;
5522         skinframe_t *skinframe;
5523         rtexture_t *ddsbase = NULL;
5524         qboolean ddshasalpha = false;
5525         float ddsavgcolor[4];
5526         char basename[MAX_QPATH];
5527
5528         if (cls.state == ca_dedicated)
5529                 return NULL;
5530
5531         // return an existing skinframe if already loaded
5532         // if loading of the first image fails, don't make a new skinframe as it
5533         // would cause all future lookups of this to be missing
5534         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5535         if (skinframe && skinframe->base)
5536                 return skinframe;
5537
5538         Image_StripImageExtension(name, basename, sizeof(basename));
5539
5540         // check for DDS texture file first
5541         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5542         {
5543                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5544                 if (basepixels == NULL)
5545                         return NULL;
5546         }
5547
5548         if (developer_loading.integer)
5549                 Con_Printf("loading skin \"%s\"\n", name);
5550
5551         // we've got some pixels to store, so really allocate this new texture now
5552         if (!skinframe)
5553                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5554         skinframe->stain = NULL;
5555         skinframe->merged = NULL;
5556         skinframe->base = NULL;
5557         skinframe->pants = NULL;
5558         skinframe->shirt = NULL;
5559         skinframe->nmap = NULL;
5560         skinframe->gloss = NULL;
5561         skinframe->glow = NULL;
5562         skinframe->fog = NULL;
5563         skinframe->reflect = NULL;
5564         skinframe->hasalpha = false;
5565
5566         if (ddsbase)
5567         {
5568                 skinframe->base = ddsbase;
5569                 skinframe->hasalpha = ddshasalpha;
5570                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5571                 if (r_loadfog && skinframe->hasalpha)
5572                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5573                 //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]);
5574         }
5575         else
5576         {
5577                 basepixels_width = image_width;
5578                 basepixels_height = image_height;
5579                 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);
5580                 if (textureflags & TEXF_ALPHA)
5581                 {
5582                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5583                         {
5584                                 if (basepixels[j] < 255)
5585                                 {
5586                                         skinframe->hasalpha = true;
5587                                         break;
5588                                 }
5589                         }
5590                         if (r_loadfog && skinframe->hasalpha)
5591                         {
5592                                 // has transparent pixels
5593                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5594                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5595                                 {
5596                                         pixels[j+0] = 255;
5597                                         pixels[j+1] = 255;
5598                                         pixels[j+2] = 255;
5599                                         pixels[j+3] = basepixels[j+3];
5600                                 }
5601                                 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);
5602                                 Mem_Free(pixels);
5603                         }
5604                 }
5605                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5606                 //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]);
5607                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5608                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5609                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5610                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5611         }
5612
5613         if (r_loaddds)
5614         {
5615                 if (r_loadnormalmap)
5616                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5617                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5618                 if (r_loadgloss)
5619                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5620                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5621                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5622                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5623         }
5624
5625         // _norm is the name used by tenebrae and has been adopted as standard
5626         if (r_loadnormalmap && skinframe->nmap == NULL)
5627         {
5628                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5629                 {
5630                         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);
5631                         Mem_Free(pixels);
5632                         pixels = NULL;
5633                 }
5634                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5635                 {
5636                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5637                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5638                         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);
5639                         Mem_Free(pixels);
5640                         Mem_Free(bumppixels);
5641                 }
5642                 else if (r_shadow_bumpscale_basetexture.value > 0)
5643                 {
5644                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5645                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5646                         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);
5647                         Mem_Free(pixels);
5648                 }
5649                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5650                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5651         }
5652
5653         // _luma is supported only for tenebrae compatibility
5654         // _glow is the preferred name
5655         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5656         {
5657                 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);
5658                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5659                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5660                 Mem_Free(pixels);pixels = NULL;
5661         }
5662
5663         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5664         {
5665                 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);
5666                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5667                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5668                 Mem_Free(pixels);
5669                 pixels = NULL;
5670         }
5671
5672         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5673         {
5674                 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);
5675                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5676                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5677                 Mem_Free(pixels);
5678                 pixels = NULL;
5679         }
5680
5681         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5682         {
5683                 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);
5684                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5685                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5686                 Mem_Free(pixels);
5687                 pixels = NULL;
5688         }
5689
5690         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5691         {
5692                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5693                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5694                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5695                 Mem_Free(pixels);
5696                 pixels = NULL;
5697         }
5698
5699         if (basepixels)
5700                 Mem_Free(basepixels);
5701
5702         return skinframe;
5703 }
5704
5705 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5706 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5707 {
5708         int i;
5709         unsigned char *temp1, *temp2;
5710         skinframe_t *skinframe;
5711
5712         if (cls.state == ca_dedicated)
5713                 return NULL;
5714
5715         // if already loaded just return it, otherwise make a new skinframe
5716         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5717         if (skinframe && skinframe->base)
5718                 return skinframe;
5719
5720         skinframe->stain = NULL;
5721         skinframe->merged = NULL;
5722         skinframe->base = NULL;
5723         skinframe->pants = NULL;
5724         skinframe->shirt = NULL;
5725         skinframe->nmap = NULL;
5726         skinframe->gloss = NULL;
5727         skinframe->glow = NULL;
5728         skinframe->fog = NULL;
5729         skinframe->reflect = NULL;
5730         skinframe->hasalpha = false;
5731
5732         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5733         if (!skindata)
5734                 return NULL;
5735
5736         if (developer_loading.integer)
5737                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5738
5739         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5740         {
5741                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5742                 temp2 = temp1 + width * height * 4;
5743                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5744                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5745                 Mem_Free(temp1);
5746         }
5747         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5748         if (textureflags & TEXF_ALPHA)
5749         {
5750                 for (i = 3;i < width * height * 4;i += 4)
5751                 {
5752                         if (skindata[i] < 255)
5753                         {
5754                                 skinframe->hasalpha = true;
5755                                 break;
5756                         }
5757                 }
5758                 if (r_loadfog && skinframe->hasalpha)
5759                 {
5760                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5761                         memcpy(fogpixels, skindata, width * height * 4);
5762                         for (i = 0;i < width * height * 4;i += 4)
5763                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5764                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5765                         Mem_Free(fogpixels);
5766                 }
5767         }
5768
5769         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5770         //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]);
5771
5772         return skinframe;
5773 }
5774
5775 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5776 {
5777         int i;
5778         int featuresmask;
5779         skinframe_t *skinframe;
5780
5781         if (cls.state == ca_dedicated)
5782                 return NULL;
5783
5784         // if already loaded just return it, otherwise make a new skinframe
5785         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5786         if (skinframe && skinframe->base)
5787                 return skinframe;
5788
5789         skinframe->stain = NULL;
5790         skinframe->merged = NULL;
5791         skinframe->base = NULL;
5792         skinframe->pants = NULL;
5793         skinframe->shirt = NULL;
5794         skinframe->nmap = NULL;
5795         skinframe->gloss = NULL;
5796         skinframe->glow = NULL;
5797         skinframe->fog = NULL;
5798         skinframe->reflect = NULL;
5799         skinframe->hasalpha = false;
5800
5801         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5802         if (!skindata)
5803                 return NULL;
5804
5805         if (developer_loading.integer)
5806                 Con_Printf("loading quake skin \"%s\"\n", name);
5807
5808         // 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)
5809         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5810         memcpy(skinframe->qpixels, skindata, width*height);
5811         skinframe->qwidth = width;
5812         skinframe->qheight = height;
5813
5814         featuresmask = 0;
5815         for (i = 0;i < width * height;i++)
5816                 featuresmask |= palette_featureflags[skindata[i]];
5817
5818         skinframe->hasalpha = false;
5819         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5820         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5821         skinframe->qgeneratemerged = true;
5822         skinframe->qgeneratebase = skinframe->qhascolormapping;
5823         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5824
5825         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5826         //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]);
5827
5828         return skinframe;
5829 }
5830
5831 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5832 {
5833         int width;
5834         int height;
5835         unsigned char *skindata;
5836
5837         if (!skinframe->qpixels)
5838                 return;
5839
5840         if (!skinframe->qhascolormapping)
5841                 colormapped = false;
5842
5843         if (colormapped)
5844         {
5845                 if (!skinframe->qgeneratebase)
5846                         return;
5847         }
5848         else
5849         {
5850                 if (!skinframe->qgeneratemerged)
5851                         return;
5852         }
5853
5854         width = skinframe->qwidth;
5855         height = skinframe->qheight;
5856         skindata = skinframe->qpixels;
5857
5858         if (skinframe->qgeneratenmap)
5859         {
5860                 unsigned char *temp1, *temp2;
5861                 skinframe->qgeneratenmap = false;
5862                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5863                 temp2 = temp1 + width * height * 4;
5864                 // use either a custom palette or the quake palette
5865                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5866                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5867                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5868                 Mem_Free(temp1);
5869         }
5870
5871         if (skinframe->qgenerateglow)
5872         {
5873                 skinframe->qgenerateglow = false;
5874                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5875         }
5876
5877         if (colormapped)
5878         {
5879                 skinframe->qgeneratebase = false;
5880                 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);
5881                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5882                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5883         }
5884         else
5885         {
5886                 skinframe->qgeneratemerged = false;
5887                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5888         }
5889
5890         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5891         {
5892                 Mem_Free(skinframe->qpixels);
5893                 skinframe->qpixels = NULL;
5894         }
5895 }
5896
5897 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)
5898 {
5899         int i;
5900         skinframe_t *skinframe;
5901
5902         if (cls.state == ca_dedicated)
5903                 return NULL;
5904
5905         // if already loaded just return it, otherwise make a new skinframe
5906         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5907         if (skinframe && skinframe->base)
5908                 return skinframe;
5909
5910         skinframe->stain = NULL;
5911         skinframe->merged = NULL;
5912         skinframe->base = NULL;
5913         skinframe->pants = NULL;
5914         skinframe->shirt = NULL;
5915         skinframe->nmap = NULL;
5916         skinframe->gloss = NULL;
5917         skinframe->glow = NULL;
5918         skinframe->fog = NULL;
5919         skinframe->reflect = NULL;
5920         skinframe->hasalpha = false;
5921
5922         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5923         if (!skindata)
5924                 return NULL;
5925
5926         if (developer_loading.integer)
5927                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5928
5929         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5930         if (textureflags & TEXF_ALPHA)
5931         {
5932                 for (i = 0;i < width * height;i++)
5933                 {
5934                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5935                         {
5936                                 skinframe->hasalpha = true;
5937                                 break;
5938                         }
5939                 }
5940                 if (r_loadfog && skinframe->hasalpha)
5941                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5942         }
5943
5944         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5945         //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]);
5946
5947         return skinframe;
5948 }
5949
5950 skinframe_t *R_SkinFrame_LoadMissing(void)
5951 {
5952         skinframe_t *skinframe;
5953
5954         if (cls.state == ca_dedicated)
5955                 return NULL;
5956
5957         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5958         skinframe->stain = NULL;
5959         skinframe->merged = NULL;
5960         skinframe->base = NULL;
5961         skinframe->pants = NULL;
5962         skinframe->shirt = NULL;
5963         skinframe->nmap = NULL;
5964         skinframe->gloss = NULL;
5965         skinframe->glow = NULL;
5966         skinframe->fog = NULL;
5967         skinframe->reflect = NULL;
5968         skinframe->hasalpha = false;
5969
5970         skinframe->avgcolor[0] = rand() / RAND_MAX;
5971         skinframe->avgcolor[1] = rand() / RAND_MAX;
5972         skinframe->avgcolor[2] = rand() / RAND_MAX;
5973         skinframe->avgcolor[3] = 1;
5974
5975         return skinframe;
5976 }
5977
5978 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5979 typedef struct suffixinfo_s
5980 {
5981         char *suffix;
5982         qboolean flipx, flipy, flipdiagonal;
5983 }
5984 suffixinfo_t;
5985 static suffixinfo_t suffix[3][6] =
5986 {
5987         {
5988                 {"px",   false, false, false},
5989                 {"nx",   false, false, false},
5990                 {"py",   false, false, false},
5991                 {"ny",   false, false, false},
5992                 {"pz",   false, false, false},
5993                 {"nz",   false, false, false}
5994         },
5995         {
5996                 {"posx", false, false, false},
5997                 {"negx", false, false, false},
5998                 {"posy", false, false, false},
5999                 {"negy", false, false, false},
6000                 {"posz", false, false, false},
6001                 {"negz", false, false, false}
6002         },
6003         {
6004                 {"rt",    true, false,  true},
6005                 {"lf",   false,  true,  true},
6006                 {"ft",    true,  true, false},
6007                 {"bk",   false, false, false},
6008                 {"up",    true, false,  true},
6009                 {"dn",    true, false,  true}
6010         }
6011 };
6012
6013 static int componentorder[4] = {0, 1, 2, 3};
6014
6015 rtexture_t *R_LoadCubemap(const char *basename)
6016 {
6017         int i, j, cubemapsize;
6018         unsigned char *cubemappixels, *image_buffer;
6019         rtexture_t *cubemaptexture;
6020         char name[256];
6021         // must start 0 so the first loadimagepixels has no requested width/height
6022         cubemapsize = 0;
6023         cubemappixels = NULL;
6024         cubemaptexture = NULL;
6025         // keep trying different suffix groups (posx, px, rt) until one loads
6026         for (j = 0;j < 3 && !cubemappixels;j++)
6027         {
6028                 // load the 6 images in the suffix group
6029                 for (i = 0;i < 6;i++)
6030                 {
6031                         // generate an image name based on the base and and suffix
6032                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6033                         // load it
6034                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6035                         {
6036                                 // an image loaded, make sure width and height are equal
6037                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6038                                 {
6039                                         // if this is the first image to load successfully, allocate the cubemap memory
6040                                         if (!cubemappixels && image_width >= 1)
6041                                         {
6042                                                 cubemapsize = image_width;
6043                                                 // note this clears to black, so unavailable sides are black
6044                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6045                                         }
6046                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6047                                         if (cubemappixels)
6048                                                 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6049                                 }
6050                                 else
6051                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6052                                 // free the image
6053                                 Mem_Free(image_buffer);
6054                         }
6055                 }
6056         }
6057         // if a cubemap loaded, upload it
6058         if (cubemappixels)
6059         {
6060                 if (developer_loading.integer)
6061                         Con_Printf("loading cubemap \"%s\"\n", basename);
6062
6063                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6064                 Mem_Free(cubemappixels);
6065         }
6066         else
6067         {
6068                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6069                 if (developer_loading.integer)
6070                 {
6071                         Con_Printf("(tried tried images ");
6072                         for (j = 0;j < 3;j++)
6073                                 for (i = 0;i < 6;i++)
6074                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6075                         Con_Print(" and was unable to find any of them).\n");
6076                 }
6077         }
6078         return cubemaptexture;
6079 }
6080
6081 rtexture_t *R_GetCubemap(const char *basename)
6082 {
6083         int i;
6084         for (i = 0;i < r_texture_numcubemaps;i++)
6085                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6086                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6087         if (i >= MAX_CUBEMAPS)
6088                 return r_texture_whitecube;
6089         r_texture_numcubemaps++;
6090         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6091         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6092         return r_texture_cubemaps[i].texture;
6093 }
6094
6095 void R_FreeCubemaps(void)
6096 {
6097         int i;
6098         for (i = 0;i < r_texture_numcubemaps;i++)
6099         {
6100                 if (developer_loading.integer)
6101                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6102                 if (r_texture_cubemaps[i].texture)
6103                         R_FreeTexture(r_texture_cubemaps[i].texture);
6104         }
6105         r_texture_numcubemaps = 0;
6106 }
6107
6108 void R_Main_FreeViewCache(void)
6109 {
6110         if (r_refdef.viewcache.entityvisible)
6111                 Mem_Free(r_refdef.viewcache.entityvisible);
6112         if (r_refdef.viewcache.world_pvsbits)
6113                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6114         if (r_refdef.viewcache.world_leafvisible)
6115                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6116         if (r_refdef.viewcache.world_surfacevisible)
6117                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6118         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6119 }
6120
6121 void R_Main_ResizeViewCache(void)
6122 {
6123         int numentities = r_refdef.scene.numentities;
6124         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6125         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6126         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6127         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6128         if (r_refdef.viewcache.maxentities < numentities)
6129         {
6130                 r_refdef.viewcache.maxentities = numentities;
6131                 if (r_refdef.viewcache.entityvisible)
6132                         Mem_Free(r_refdef.viewcache.entityvisible);
6133                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6134         }
6135         if (r_refdef.viewcache.world_numclusters != numclusters)
6136         {
6137                 r_refdef.viewcache.world_numclusters = numclusters;
6138                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6139                 if (r_refdef.viewcache.world_pvsbits)
6140                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6141                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6142         }
6143         if (r_refdef.viewcache.world_numleafs != numleafs)
6144         {
6145                 r_refdef.viewcache.world_numleafs = numleafs;
6146                 if (r_refdef.viewcache.world_leafvisible)
6147                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6148                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6149         }
6150         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6151         {
6152                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6153                 if (r_refdef.viewcache.world_surfacevisible)
6154                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6155                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6156         }
6157 }
6158
6159 extern rtexture_t *loadingscreentexture;
6160 void gl_main_start(void)
6161 {
6162         loadingscreentexture = NULL;
6163         r_texture_blanknormalmap = NULL;
6164         r_texture_white = NULL;
6165         r_texture_grey128 = NULL;
6166         r_texture_black = NULL;
6167         r_texture_whitecube = NULL;
6168         r_texture_normalizationcube = NULL;
6169         r_texture_fogattenuation = NULL;
6170         r_texture_fogheighttexture = NULL;
6171         r_texture_gammaramps = NULL;
6172         r_texture_numcubemaps = 0;
6173
6174         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6175         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6176
6177         switch(vid.renderpath)
6178         {
6179         case RENDERPATH_GL20:
6180         case RENDERPATH_CGGL:
6181                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6182                 Cvar_SetValueQuick(&gl_combine, 1);
6183                 Cvar_SetValueQuick(&r_glsl, 1);
6184                 r_loadnormalmap = true;
6185                 r_loadgloss = true;
6186                 r_loadfog = false;
6187                 break;
6188         case RENDERPATH_GL13:
6189                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6190                 Cvar_SetValueQuick(&gl_combine, 1);
6191                 Cvar_SetValueQuick(&r_glsl, 0);
6192                 r_loadnormalmap = false;
6193                 r_loadgloss = false;
6194                 r_loadfog = true;
6195                 break;
6196         case RENDERPATH_GL11:
6197                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6198                 Cvar_SetValueQuick(&gl_combine, 0);
6199                 Cvar_SetValueQuick(&r_glsl, 0);
6200                 r_loadnormalmap = false;
6201                 r_loadgloss = false;
6202                 r_loadfog = true;
6203                 break;
6204         }
6205
6206         R_AnimCache_Free();
6207         R_FrameData_Reset();
6208
6209         r_numqueries = 0;
6210         r_maxqueries = 0;
6211         memset(r_queries, 0, sizeof(r_queries));
6212
6213         r_qwskincache = NULL;
6214         r_qwskincache_size = 0;
6215
6216         // set up r_skinframe loading system for textures
6217         memset(&r_skinframe, 0, sizeof(r_skinframe));
6218         r_skinframe.loadsequence = 1;
6219         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6220
6221         r_main_texturepool = R_AllocTexturePool();
6222         R_BuildBlankTextures();
6223         R_BuildNoTexture();
6224         if (vid.support.arb_texture_cube_map)
6225         {
6226                 R_BuildWhiteCube();
6227                 R_BuildNormalizationCube();
6228         }
6229         r_texture_fogattenuation = NULL;
6230         r_texture_fogheighttexture = NULL;
6231         r_texture_gammaramps = NULL;
6232         //r_texture_fogintensity = NULL;
6233         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6234         memset(&r_waterstate, 0, sizeof(r_waterstate));
6235         r_glsl_permutation = NULL;
6236         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6237         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6238         glslshaderstring = NULL;
6239 #ifdef SUPPORTCG
6240         r_cg_permutation = NULL;
6241         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6242         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6243         cgshaderstring = NULL;
6244 #endif
6245         memset(&r_svbsp, 0, sizeof (r_svbsp));
6246
6247         r_refdef.fogmasktable_density = 0;
6248 }
6249
6250 void gl_main_shutdown(void)
6251 {
6252         R_AnimCache_Free();
6253         R_FrameData_Reset();
6254
6255         R_Main_FreeViewCache();
6256
6257         if (r_maxqueries)
6258                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6259
6260         r_numqueries = 0;
6261         r_maxqueries = 0;
6262         memset(r_queries, 0, sizeof(r_queries));
6263
6264         r_qwskincache = NULL;
6265         r_qwskincache_size = 0;
6266
6267         // clear out the r_skinframe state
6268         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6269         memset(&r_skinframe, 0, sizeof(r_skinframe));
6270
6271         if (r_svbsp.nodes)
6272                 Mem_Free(r_svbsp.nodes);
6273         memset(&r_svbsp, 0, sizeof (r_svbsp));
6274         R_FreeTexturePool(&r_main_texturepool);
6275         loadingscreentexture = NULL;
6276         r_texture_blanknormalmap = NULL;
6277         r_texture_white = NULL;
6278         r_texture_grey128 = NULL;
6279         r_texture_black = NULL;
6280         r_texture_whitecube = NULL;
6281         r_texture_normalizationcube = NULL;
6282         r_texture_fogattenuation = NULL;
6283         r_texture_fogheighttexture = NULL;
6284         r_texture_gammaramps = NULL;
6285         r_texture_numcubemaps = 0;
6286         //r_texture_fogintensity = NULL;
6287         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6288         memset(&r_waterstate, 0, sizeof(r_waterstate));
6289         r_glsl_permutation = NULL;
6290         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6291         glslshaderstring = NULL;
6292 #ifdef SUPPORTCG
6293         r_cg_permutation = NULL;
6294         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6295         cgshaderstring = NULL;
6296 #endif
6297         R_GLSL_Restart_f();
6298 }
6299
6300 extern void CL_ParseEntityLump(char *entitystring);
6301 void gl_main_newmap(void)
6302 {
6303         // FIXME: move this code to client
6304         int l;
6305         char *entities, entname[MAX_QPATH];
6306         if (r_qwskincache)
6307                 Mem_Free(r_qwskincache);
6308         r_qwskincache = NULL;
6309         r_qwskincache_size = 0;
6310         if (cl.worldmodel)
6311         {
6312                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6313                 l = (int)strlen(entname) - 4;
6314                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6315                 {
6316                         memcpy(entname + l, ".ent", 5);
6317                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6318                         {
6319                                 CL_ParseEntityLump(entities);
6320                                 Mem_Free(entities);
6321                                 return;
6322                         }
6323                 }
6324                 if (cl.worldmodel->brush.entities)
6325                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6326         }
6327         R_Main_FreeViewCache();
6328
6329         R_FrameData_Reset();
6330 }
6331
6332 void GL_Main_Init(void)
6333 {
6334         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6335
6336         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6337         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6338         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6339         if (gamemode == GAME_NEHAHRA)
6340         {
6341                 Cvar_RegisterVariable (&gl_fogenable);
6342                 Cvar_RegisterVariable (&gl_fogdensity);
6343                 Cvar_RegisterVariable (&gl_fogred);
6344                 Cvar_RegisterVariable (&gl_foggreen);
6345                 Cvar_RegisterVariable (&gl_fogblue);
6346                 Cvar_RegisterVariable (&gl_fogstart);
6347                 Cvar_RegisterVariable (&gl_fogend);
6348                 Cvar_RegisterVariable (&gl_skyclip);
6349         }
6350         Cvar_RegisterVariable(&r_motionblur);
6351         Cvar_RegisterVariable(&r_motionblur_maxblur);
6352         Cvar_RegisterVariable(&r_motionblur_bmin);
6353         Cvar_RegisterVariable(&r_motionblur_vmin);
6354         Cvar_RegisterVariable(&r_motionblur_vmax);
6355         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6356         Cvar_RegisterVariable(&r_motionblur_randomize);
6357         Cvar_RegisterVariable(&r_damageblur);
6358         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6359         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6360         Cvar_RegisterVariable(&r_equalize_entities_by);
6361         Cvar_RegisterVariable(&r_equalize_entities_to);
6362         Cvar_RegisterVariable(&r_depthfirst);
6363         Cvar_RegisterVariable(&r_useinfinitefarclip);
6364         Cvar_RegisterVariable(&r_farclip_base);
6365         Cvar_RegisterVariable(&r_farclip_world);
6366         Cvar_RegisterVariable(&r_nearclip);
6367         Cvar_RegisterVariable(&r_showbboxes);
6368         Cvar_RegisterVariable(&r_showsurfaces);
6369         Cvar_RegisterVariable(&r_showtris);
6370         Cvar_RegisterVariable(&r_shownormals);
6371         Cvar_RegisterVariable(&r_showlighting);
6372         Cvar_RegisterVariable(&r_showshadowvolumes);
6373         Cvar_RegisterVariable(&r_showcollisionbrushes);
6374         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6375         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6376         Cvar_RegisterVariable(&r_showdisabledepthtest);
6377         Cvar_RegisterVariable(&r_drawportals);
6378         Cvar_RegisterVariable(&r_drawentities);
6379         Cvar_RegisterVariable(&r_cullentities_trace);
6380         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6381         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6382         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6383         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6384         Cvar_RegisterVariable(&r_drawviewmodel);
6385         Cvar_RegisterVariable(&r_drawexteriormodel);
6386         Cvar_RegisterVariable(&r_speeds);
6387         Cvar_RegisterVariable(&r_fullbrights);
6388         Cvar_RegisterVariable(&r_wateralpha);
6389         Cvar_RegisterVariable(&r_dynamic);
6390         Cvar_RegisterVariable(&r_fullbright);
6391         Cvar_RegisterVariable(&r_shadows);
6392         Cvar_RegisterVariable(&r_shadows_darken);
6393         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6394         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6395         Cvar_RegisterVariable(&r_shadows_throwdistance);
6396         Cvar_RegisterVariable(&r_shadows_throwdirection);
6397         Cvar_RegisterVariable(&r_shadows_focus);
6398         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6399         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6400         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6401         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6402         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6403         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6404         Cvar_RegisterVariable(&r_fog_exp2);
6405         Cvar_RegisterVariable(&r_drawfog);
6406         Cvar_RegisterVariable(&r_transparentdepthmasking);
6407         Cvar_RegisterVariable(&r_texture_dds_load);
6408         Cvar_RegisterVariable(&r_texture_dds_save);
6409         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6410         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6411         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6412         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6413         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6414         Cvar_RegisterVariable(&r_textureunits);
6415         Cvar_RegisterVariable(&gl_combine);
6416         Cvar_RegisterVariable(&r_glsl);
6417         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6418         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6419         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6420         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6421         Cvar_RegisterVariable(&r_glsl_postprocess);
6422         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6423         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6424         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6425         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6426 //      Cvar_RegisterVariable(&r_glsl_postprocess_sobel);
6427         Cvar_RegisterVariable(&r_water);
6428         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6429         Cvar_RegisterVariable(&r_water_clippingplanebias);
6430         Cvar_RegisterVariable(&r_water_refractdistort);
6431         Cvar_RegisterVariable(&r_water_reflectdistort);
6432         Cvar_RegisterVariable(&r_lerpsprites);
6433         Cvar_RegisterVariable(&r_lerpmodels);
6434         Cvar_RegisterVariable(&r_lerplightstyles);
6435         Cvar_RegisterVariable(&r_waterscroll);
6436         Cvar_RegisterVariable(&r_bloom);
6437         Cvar_RegisterVariable(&r_bloom_colorscale);
6438         Cvar_RegisterVariable(&r_bloom_brighten);
6439         Cvar_RegisterVariable(&r_bloom_blur);
6440         Cvar_RegisterVariable(&r_bloom_resolution);
6441         Cvar_RegisterVariable(&r_bloom_colorexponent);
6442         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6443         Cvar_RegisterVariable(&r_hdr);
6444         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6445         Cvar_RegisterVariable(&r_hdr_glowintensity);
6446         Cvar_RegisterVariable(&r_hdr_range);
6447         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6448         Cvar_RegisterVariable(&developer_texturelogging);
6449         Cvar_RegisterVariable(&gl_lightmaps);
6450         Cvar_RegisterVariable(&r_test);
6451         Cvar_RegisterVariable(&r_glsl_saturation);
6452         Cvar_RegisterVariable(&r_framedatasize);
6453         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6454                 Cvar_SetValue("r_fullbrights", 0);
6455         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6456
6457         Cvar_RegisterVariable(&r_track_sprites);
6458         Cvar_RegisterVariable(&r_track_sprites_flags);
6459         Cvar_RegisterVariable(&r_track_sprites_scalew);
6460         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6461         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6462         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6463 }
6464
6465 extern void R_Textures_Init(void);
6466 extern void GL_Draw_Init(void);
6467 extern void GL_Main_Init(void);
6468 extern void R_Shadow_Init(void);
6469 extern void R_Sky_Init(void);
6470 extern void GL_Surf_Init(void);
6471 extern void R_Particles_Init(void);
6472 extern void R_Explosion_Init(void);
6473 extern void gl_backend_init(void);
6474 extern void Sbar_Init(void);
6475 extern void R_LightningBeams_Init(void);
6476 extern void Mod_RenderInit(void);
6477 extern void Font_Init(void);
6478
6479 void Render_Init(void)
6480 {
6481         gl_backend_init();
6482         R_Textures_Init();
6483         GL_Main_Init();
6484         Font_Init();
6485         GL_Draw_Init();
6486         R_Shadow_Init();
6487         R_Sky_Init();
6488         GL_Surf_Init();
6489         Sbar_Init();
6490         R_Particles_Init();
6491         R_Explosion_Init();
6492         R_LightningBeams_Init();
6493         Mod_RenderInit();
6494 }
6495
6496 /*
6497 ===============
6498 GL_Init
6499 ===============
6500 */
6501 extern char *ENGINE_EXTENSIONS;
6502 void GL_Init (void)
6503 {
6504         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6505         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6506         gl_version = (const char *)qglGetString(GL_VERSION);
6507         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6508
6509         if (!gl_extensions)
6510                 gl_extensions = "";
6511         if (!gl_platformextensions)
6512                 gl_platformextensions = "";
6513
6514         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6515         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6516         Con_Printf("GL_VERSION: %s\n", gl_version);
6517         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6518         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6519
6520         VID_CheckExtensions();
6521
6522         // LordHavoc: report supported extensions
6523         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6524
6525         // clear to black (loading plaque will be seen over this)
6526         CHECKGLERROR
6527         qglClearColor(0,0,0,1);CHECKGLERROR
6528         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6529 }
6530
6531 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6532 {
6533         int i;
6534         mplane_t *p;
6535         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6536         {
6537                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6538                 if (i == 4)
6539                         continue;
6540                 p = r_refdef.view.frustum + i;
6541                 switch(p->signbits)
6542                 {
6543                 default:
6544                 case 0:
6545                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6546                                 return true;
6547                         break;
6548                 case 1:
6549                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6550                                 return true;
6551                         break;
6552                 case 2:
6553                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6554                                 return true;
6555                         break;
6556                 case 3:
6557                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6558                                 return true;
6559                         break;
6560                 case 4:
6561                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6562                                 return true;
6563                         break;
6564                 case 5:
6565                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6566                                 return true;
6567                         break;
6568                 case 6:
6569                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6570                                 return true;
6571                         break;
6572                 case 7:
6573                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6574                                 return true;
6575                         break;
6576                 }
6577         }
6578         return false;
6579 }
6580
6581 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6582 {
6583         int i;
6584         const mplane_t *p;
6585         for (i = 0;i < numplanes;i++)
6586         {
6587                 p = planes + i;
6588                 switch(p->signbits)
6589                 {
6590                 default:
6591                 case 0:
6592                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6593                                 return true;
6594                         break;
6595                 case 1:
6596                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6597                                 return true;
6598                         break;
6599                 case 2:
6600                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6601                                 return true;
6602                         break;
6603                 case 3:
6604                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6605                                 return true;
6606                         break;
6607                 case 4:
6608                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6609                                 return true;
6610                         break;
6611                 case 5:
6612                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6613                                 return true;
6614                         break;
6615                 case 6:
6616                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6617                                 return true;
6618                         break;
6619                 case 7:
6620                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6621                                 return true;
6622                         break;
6623                 }
6624         }
6625         return false;
6626 }
6627
6628 //==================================================================================
6629
6630 // LordHavoc: this stores temporary data used within the same frame
6631
6632 qboolean r_framedata_failed;
6633 static size_t r_framedata_size;
6634 static size_t r_framedata_current;
6635 static void *r_framedata_base;
6636
6637 void R_FrameData_Reset(void)
6638 {
6639         if (r_framedata_base)
6640                 Mem_Free(r_framedata_base);
6641         r_framedata_base = NULL;
6642         r_framedata_size = 0;
6643         r_framedata_current = 0;
6644         r_framedata_failed = false;
6645 }
6646
6647 void R_FrameData_NewFrame(void)
6648 {
6649         size_t wantedsize;
6650         if (r_framedata_failed)
6651                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6652         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6653         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6654         if (r_framedata_size != wantedsize)
6655         {
6656                 r_framedata_size = wantedsize;
6657                 if (r_framedata_base)
6658                         Mem_Free(r_framedata_base);
6659                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6660         }
6661         r_framedata_current = 0;
6662         r_framedata_failed = false;
6663 }
6664
6665 void *R_FrameData_Alloc(size_t size)
6666 {
6667         void *data;
6668
6669         // align to 16 byte boundary
6670         size = (size + 15) & ~15;
6671         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6672         r_framedata_current += size;
6673
6674         // check overflow
6675         if (r_framedata_current > r_framedata_size)
6676                 r_framedata_failed = true;
6677
6678         // return NULL on everything after a failure
6679         if (r_framedata_failed)
6680                 return NULL;
6681
6682         return data;
6683 }
6684
6685 void *R_FrameData_Store(size_t size, void *data)
6686 {
6687         void *d = R_FrameData_Alloc(size);
6688         if (d)
6689                 memcpy(d, data, size);
6690         return d;
6691 }
6692
6693 //==================================================================================
6694
6695 // LordHavoc: animcache originally written by Echon, rewritten since then
6696
6697 /**
6698  * Animation cache prevents re-generating mesh data for an animated model
6699  * multiple times in one frame for lighting, shadowing, reflections, etc.
6700  */
6701
6702 void R_AnimCache_Free(void)
6703 {
6704 }
6705
6706 void R_AnimCache_ClearCache(void)
6707 {
6708         int i;
6709         entity_render_t *ent;
6710
6711         for (i = 0;i < r_refdef.scene.numentities;i++)
6712         {
6713                 ent = r_refdef.scene.entities[i];
6714                 ent->animcache_vertex3f = NULL;
6715                 ent->animcache_normal3f = NULL;
6716                 ent->animcache_svector3f = NULL;
6717                 ent->animcache_tvector3f = NULL;
6718                 ent->animcache_vertexposition = NULL;
6719                 ent->animcache_vertexmesh = NULL;
6720                 ent->animcache_vertexpositionbuffer = NULL;
6721                 ent->animcache_vertexmeshbuffer = NULL;
6722         }
6723 }
6724
6725 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6726 {
6727         int i;
6728         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6729                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6730         if (!ent->animcache_vertexposition)
6731                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6732         if (ent->animcache_vertexposition)
6733         {
6734                 for (i = 0;i < numvertices;i++)
6735                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6736                 // TODO: upload vertex buffer?
6737         }
6738         if (ent->animcache_vertexmesh)
6739         {
6740                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6741                 for (i = 0;i < numvertices;i++)
6742                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6743                 if (ent->animcache_svector3f)
6744                         for (i = 0;i < numvertices;i++)
6745                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6746                 if (ent->animcache_tvector3f)
6747                         for (i = 0;i < numvertices;i++)
6748                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6749                 if (ent->animcache_normal3f)
6750                         for (i = 0;i < numvertices;i++)
6751                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6752                 // TODO: upload vertex buffer?
6753         }
6754 }
6755
6756 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6757 {
6758         dp_model_t *model = ent->model;
6759         int numvertices;
6760         // see if it's already cached this frame
6761         if (ent->animcache_vertex3f)
6762         {
6763                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6764                 if (wantnormals || wanttangents)
6765                 {
6766                         if (ent->animcache_normal3f)
6767                                 wantnormals = false;
6768                         if (ent->animcache_svector3f)
6769                                 wanttangents = false;
6770                         if (wantnormals || wanttangents)
6771                         {
6772                                 numvertices = model->surfmesh.num_vertices;
6773                                 if (wantnormals)
6774                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6775                                 if (wanttangents)
6776                                 {
6777                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6778                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6779                                 }
6780                                 if (!r_framedata_failed)
6781                                 {
6782                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6783                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6784                                 }
6785                         }
6786                 }
6787         }
6788         else
6789         {
6790                 // see if this ent is worth caching
6791                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6792                         return false;
6793                 // get some memory for this entity and generate mesh data
6794                 numvertices = model->surfmesh.num_vertices;
6795                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6796                 if (wantnormals)
6797                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6798                 if (wanttangents)
6799                 {
6800                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6801                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6802                 }
6803                 if (!r_framedata_failed)
6804                 {
6805                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6806                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6807                 }
6808         }
6809         return !r_framedata_failed;
6810 }
6811
6812 void R_AnimCache_CacheVisibleEntities(void)
6813 {
6814         int i;
6815         qboolean wantnormals = true;
6816         qboolean wanttangents = !r_showsurfaces.integer;
6817
6818         switch(vid.renderpath)
6819         {
6820         case RENDERPATH_GL20:
6821         case RENDERPATH_CGGL:
6822                 break;
6823         case RENDERPATH_GL13:
6824         case RENDERPATH_GL11:
6825                 wanttangents = false;
6826                 break;
6827         }
6828
6829         if (r_shownormals.integer)
6830                 wanttangents = wantnormals = true;
6831
6832         // TODO: thread this
6833         // NOTE: R_PrepareRTLights() also caches entities
6834
6835         for (i = 0;i < r_refdef.scene.numentities;i++)
6836                 if (r_refdef.viewcache.entityvisible[i])
6837                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6838 }
6839
6840 //==================================================================================
6841
6842 static void R_View_UpdateEntityLighting (void)
6843 {
6844         int i;
6845         entity_render_t *ent;
6846         vec3_t tempdiffusenormal, avg;
6847         vec_t f, fa, fd, fdd;
6848         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6849
6850         for (i = 0;i < r_refdef.scene.numentities;i++)
6851         {
6852                 ent = r_refdef.scene.entities[i];
6853
6854                 // skip unseen models
6855                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6856                         continue;
6857
6858                 // skip bsp models
6859                 if (ent->model && ent->model->brush.num_leafs)
6860                 {
6861                         // TODO: use modellight for r_ambient settings on world?
6862                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6863                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6864                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6865                         continue;
6866                 }
6867
6868                 // fetch the lighting from the worldmodel data
6869                 VectorClear(ent->modellight_ambient);
6870                 VectorClear(ent->modellight_diffuse);
6871                 VectorClear(tempdiffusenormal);
6872                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6873                 {
6874                         vec3_t org;
6875                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6876                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6877                         if(ent->flags & RENDER_EQUALIZE)
6878                         {
6879                                 // first fix up ambient lighting...
6880                                 if(r_equalize_entities_minambient.value > 0)
6881                                 {
6882                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6883                                         if(fd > 0)
6884                                         {
6885                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6886                                                 if(fa < r_equalize_entities_minambient.value * fd)
6887                                                 {
6888                                                         // solve:
6889                                                         //   fa'/fd' = minambient
6890                                                         //   fa'+0.25*fd' = fa+0.25*fd
6891                                                         //   ...
6892                                                         //   fa' = fd' * minambient
6893                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6894                                                         //   ...
6895                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6896                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6897                                                         //   ...
6898                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6899                                                         f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
6900                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6901                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6902                                                 }
6903                                         }
6904                                 }
6905
6906                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6907                                 {
6908                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6909                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6910                                         if(f > 0)
6911                                         {
6912                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6913                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6914                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6915                                         }
6916                                 }
6917                         }
6918                 }
6919                 else // highly rare
6920                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6921
6922                 // move the light direction into modelspace coordinates for lighting code
6923                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6924                 if(VectorLength2(ent->modellight_lightdir) == 0)
6925                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6926                 VectorNormalize(ent->modellight_lightdir);
6927         }
6928 }
6929
6930 #define MAX_LINEOFSIGHTTRACES 64
6931
6932 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6933 {
6934         int i;
6935         vec3_t boxmins, boxmaxs;
6936         vec3_t start;
6937         vec3_t end;
6938         dp_model_t *model = r_refdef.scene.worldmodel;
6939
6940         if (!model || !model->brush.TraceLineOfSight)
6941                 return true;
6942
6943         // expand the box a little
6944         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6945         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6946         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6947         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6948         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6949         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6950
6951         // return true if eye is inside enlarged box
6952         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6953                 return true;
6954
6955         // try center
6956         VectorCopy(eye, start);
6957         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6958         if (model->brush.TraceLineOfSight(model, start, end))
6959                 return true;
6960
6961         // try various random positions
6962         for (i = 0;i < numsamples;i++)
6963         {
6964                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6965                 if (model->brush.TraceLineOfSight(model, start, end))
6966                         return true;
6967         }
6968
6969         return false;
6970 }
6971
6972
6973 static void R_View_UpdateEntityVisible (void)
6974 {
6975         int i;
6976         int renderimask;
6977         int samples;
6978         entity_render_t *ent;
6979
6980         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6981                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6982                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6983                 :                                                          RENDER_EXTERIORMODEL;
6984         if (!r_drawviewmodel.integer)
6985                 renderimask |= RENDER_VIEWMODEL;
6986         if (!r_drawexteriormodel.integer)
6987                 renderimask |= RENDER_EXTERIORMODEL;
6988         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6989         {
6990                 // worldmodel can check visibility
6991                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6992                 for (i = 0;i < r_refdef.scene.numentities;i++)
6993                 {
6994                         ent = r_refdef.scene.entities[i];
6995                         if (!(ent->flags & renderimask))
6996                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
6997                         if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
6998                                 r_refdef.viewcache.entityvisible[i] = true;
6999                 }
7000                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7001                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7002                 {
7003                         for (i = 0;i < r_refdef.scene.numentities;i++)
7004                         {
7005                                 ent = r_refdef.scene.entities[i];
7006                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7007                                 {
7008                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7009                                         if (samples < 0)
7010                                                 continue; // temp entities do pvs only
7011                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7012                                                 ent->last_trace_visibility = realtime;
7013                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7014                                                 r_refdef.viewcache.entityvisible[i] = 0;
7015                                 }
7016                         }
7017                 }
7018         }
7019         else
7020         {
7021                 // no worldmodel or it can't check visibility
7022                 for (i = 0;i < r_refdef.scene.numentities;i++)
7023                 {
7024                         ent = r_refdef.scene.entities[i];
7025                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7026                 }
7027         }
7028 }
7029
7030 /// only used if skyrendermasked, and normally returns false
7031 int R_DrawBrushModelsSky (void)
7032 {
7033         int i, sky;
7034         entity_render_t *ent;
7035
7036         sky = false;
7037         for (i = 0;i < r_refdef.scene.numentities;i++)
7038         {
7039                 if (!r_refdef.viewcache.entityvisible[i])
7040                         continue;
7041                 ent = r_refdef.scene.entities[i];
7042                 if (!ent->model || !ent->model->DrawSky)
7043                         continue;
7044                 ent->model->DrawSky(ent);
7045                 sky = true;
7046         }
7047         return sky;
7048 }
7049
7050 static void R_DrawNoModel(entity_render_t *ent);
7051 static void R_DrawModels(void)
7052 {
7053         int i;
7054         entity_render_t *ent;
7055
7056         for (i = 0;i < r_refdef.scene.numentities;i++)
7057         {
7058                 if (!r_refdef.viewcache.entityvisible[i])
7059                         continue;
7060                 ent = r_refdef.scene.entities[i];
7061                 r_refdef.stats.entities++;
7062                 if (ent->model && ent->model->Draw != NULL)
7063                         ent->model->Draw(ent);
7064                 else
7065                         R_DrawNoModel(ent);
7066         }
7067 }
7068
7069 static void R_DrawModelsDepth(void)
7070 {
7071         int i;
7072         entity_render_t *ent;
7073
7074         for (i = 0;i < r_refdef.scene.numentities;i++)
7075         {
7076                 if (!r_refdef.viewcache.entityvisible[i])
7077                         continue;
7078                 ent = r_refdef.scene.entities[i];
7079                 if (ent->model && ent->model->DrawDepth != NULL)
7080                         ent->model->DrawDepth(ent);
7081         }
7082 }
7083
7084 static void R_DrawModelsDebug(void)
7085 {
7086         int i;
7087         entity_render_t *ent;
7088
7089         for (i = 0;i < r_refdef.scene.numentities;i++)
7090         {
7091                 if (!r_refdef.viewcache.entityvisible[i])
7092                         continue;
7093                 ent = r_refdef.scene.entities[i];
7094                 if (ent->model && ent->model->DrawDebug != NULL)
7095                         ent->model->DrawDebug(ent);
7096         }
7097 }
7098
7099 static void R_DrawModelsAddWaterPlanes(void)
7100 {
7101         int i;
7102         entity_render_t *ent;
7103
7104         for (i = 0;i < r_refdef.scene.numentities;i++)
7105         {
7106                 if (!r_refdef.viewcache.entityvisible[i])
7107                         continue;
7108                 ent = r_refdef.scene.entities[i];
7109                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7110                         ent->model->DrawAddWaterPlanes(ent);
7111         }
7112 }
7113
7114 static void R_View_SetFrustum(void)
7115 {
7116         int i;
7117         double slopex, slopey;
7118         vec3_t forward, left, up, origin;
7119
7120         // we can't trust r_refdef.view.forward and friends in reflected scenes
7121         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7122
7123 #if 0
7124         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7125         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7126         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7127         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7128         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7129         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7130         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7131         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7132         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7133         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7134         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7135         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7136 #endif
7137
7138 #if 0
7139         zNear = r_refdef.nearclip;
7140         nudge = 1.0 - 1.0 / (1<<23);
7141         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7142         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7143         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7144         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7145         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7146         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7147         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7148         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7149 #endif
7150
7151
7152
7153 #if 0
7154         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7155         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7156         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7157         r_refdef.view.frustum[0].dist = m[15] - m[12];
7158
7159         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7160         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7161         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7162         r_refdef.view.frustum[1].dist = m[15] + m[12];
7163
7164         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7165         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7166         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7167         r_refdef.view.frustum[2].dist = m[15] - m[13];
7168
7169         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7170         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7171         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7172         r_refdef.view.frustum[3].dist = m[15] + m[13];
7173
7174         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7175         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7176         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7177         r_refdef.view.frustum[4].dist = m[15] - m[14];
7178
7179         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7180         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7181         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7182         r_refdef.view.frustum[5].dist = m[15] + m[14];
7183 #endif
7184
7185         if (r_refdef.view.useperspective)
7186         {
7187                 slopex = 1.0 / r_refdef.view.frustum_x;
7188                 slopey = 1.0 / r_refdef.view.frustum_y;
7189                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7190                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7191                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7192                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7193                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7194
7195                 // Leaving those out was a mistake, those were in the old code, and they
7196                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7197                 // I couldn't reproduce it after adding those normalizations. --blub
7198                 VectorNormalize(r_refdef.view.frustum[0].normal);
7199                 VectorNormalize(r_refdef.view.frustum[1].normal);
7200                 VectorNormalize(r_refdef.view.frustum[2].normal);
7201                 VectorNormalize(r_refdef.view.frustum[3].normal);
7202
7203                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7204                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7205                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7206                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7207                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7208
7209                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7210                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7211                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7212                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7213                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7214         }
7215         else
7216         {
7217                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7218                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7219                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7220                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7221                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7222                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7223                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7224                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7225                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7226                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7227         }
7228         r_refdef.view.numfrustumplanes = 5;
7229
7230         if (r_refdef.view.useclipplane)
7231         {
7232                 r_refdef.view.numfrustumplanes = 6;
7233                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7234         }
7235
7236         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7237                 PlaneClassify(r_refdef.view.frustum + i);
7238
7239         // LordHavoc: note to all quake engine coders, Quake had a special case
7240         // for 90 degrees which assumed a square view (wrong), so I removed it,
7241         // Quake2 has it disabled as well.
7242
7243         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7244         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7245         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7246         //PlaneClassify(&frustum[0]);
7247
7248         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7249         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7250         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7251         //PlaneClassify(&frustum[1]);
7252
7253         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7254         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7255         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7256         //PlaneClassify(&frustum[2]);
7257
7258         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7259         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7260         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7261         //PlaneClassify(&frustum[3]);
7262
7263         // nearclip plane
7264         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7265         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7266         //PlaneClassify(&frustum[4]);
7267 }
7268
7269 void R_View_Update(void)
7270 {
7271         R_Main_ResizeViewCache();
7272         R_View_SetFrustum();
7273         R_View_WorldVisibility(r_refdef.view.useclipplane);
7274         R_View_UpdateEntityVisible();
7275         R_View_UpdateEntityLighting();
7276 }
7277
7278 void R_SetupView(qboolean allowwaterclippingplane)
7279 {
7280         const float *customclipplane = NULL;
7281         float plane[4];
7282         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7283         {
7284                 // LordHavoc: couldn't figure out how to make this approach the
7285                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7286                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7287                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7288                         dist = r_refdef.view.clipplane.dist;
7289                 plane[0] = r_refdef.view.clipplane.normal[0];
7290                 plane[1] = r_refdef.view.clipplane.normal[1];
7291                 plane[2] = r_refdef.view.clipplane.normal[2];
7292                 plane[3] = dist;
7293                 customclipplane = plane;
7294         }
7295
7296         if (!r_refdef.view.useperspective)
7297                 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
7298         else if (vid.stencil && r_useinfinitefarclip.integer)
7299                 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
7300         else
7301                 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
7302         R_SetViewport(&r_refdef.view.viewport);
7303 }
7304
7305 void R_EntityMatrix(const matrix4x4_t *matrix)
7306 {
7307         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7308         {
7309                 gl_modelmatrixchanged = false;
7310                 gl_modelmatrix = *matrix;
7311                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7312                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7313                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7314                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7315                 CHECKGLERROR
7316                 switch(vid.renderpath)
7317                 {
7318                 case RENDERPATH_GL20:
7319                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7320                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7321                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7322                         break;
7323                 case RENDERPATH_CGGL:
7324 #ifdef SUPPORTCG
7325                         CHECKCGERROR
7326                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7327                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7328                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7329 #endif
7330                         break;
7331                 case RENDERPATH_GL13:
7332                 case RENDERPATH_GL11:
7333                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7334                         break;
7335                 }
7336         }
7337 }
7338
7339 void R_ResetViewRendering2D(void)
7340 {
7341         r_viewport_t viewport;
7342         DrawQ_Finish();
7343
7344         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7345         R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
7346         R_SetViewport(&viewport);
7347         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7348         GL_Color(1, 1, 1, 1);
7349         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7350         GL_BlendFunc(GL_ONE, GL_ZERO);
7351         GL_AlphaTest(false);
7352         GL_ScissorTest(false);
7353         GL_DepthMask(false);
7354         GL_DepthRange(0, 1);
7355         GL_DepthTest(false);
7356         R_EntityMatrix(&identitymatrix);
7357         R_Mesh_ResetTextureState();
7358         GL_PolygonOffset(0, 0);
7359         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7360         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7361         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7362         qglStencilMask(~0);CHECKGLERROR
7363         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7364         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7365         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7366 }
7367
7368 void R_ResetViewRendering3D(void)
7369 {
7370         DrawQ_Finish();
7371
7372         R_SetupView(true);
7373         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7374         GL_Color(1, 1, 1, 1);
7375         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376         GL_BlendFunc(GL_ONE, GL_ZERO);
7377         GL_AlphaTest(false);
7378         GL_ScissorTest(true);
7379         GL_DepthMask(true);
7380         GL_DepthRange(0, 1);
7381         GL_DepthTest(true);
7382         R_EntityMatrix(&identitymatrix);
7383         R_Mesh_ResetTextureState();
7384         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7385         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388         qglStencilMask(~0);CHECKGLERROR
7389         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391         GL_CullFace(r_refdef.view.cullface_back);
7392 }
7393
7394 /*
7395 ================
7396 R_RenderView_UpdateViewVectors
7397 ================
7398 */
7399 static void R_RenderView_UpdateViewVectors(void)
7400 {
7401         // break apart the view matrix into vectors for various purposes
7402         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7403         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7404         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7405         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7406         // make an inverted copy of the view matrix for tracking sprites
7407         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7408 }
7409
7410 void R_RenderScene(void);
7411 void R_RenderWaterPlanes(void);
7412
7413 static void R_Water_StartFrame(void)
7414 {
7415         int i;
7416         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7417         r_waterstate_waterplane_t *p;
7418
7419         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7420                 return;
7421
7422         switch(vid.renderpath)
7423         {
7424         case RENDERPATH_GL20:
7425         case RENDERPATH_CGGL:
7426                 break;
7427         case RENDERPATH_GL13:
7428         case RENDERPATH_GL11:
7429                 return;
7430         }
7431
7432         // set waterwidth and waterheight to the water resolution that will be
7433         // used (often less than the screen resolution for faster rendering)
7434         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7435         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7436
7437         // calculate desired texture sizes
7438         // can't use water if the card does not support the texture size
7439         if (!r_water.integer || r_showsurfaces.integer)
7440                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7441         else if (vid.support.arb_texture_non_power_of_two)
7442         {
7443                 texturewidth = waterwidth;
7444                 textureheight = waterheight;
7445                 camerawidth = waterwidth;
7446                 cameraheight = waterheight;
7447         }
7448         else
7449         {
7450                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7451                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7452                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7453                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7454         }
7455
7456         // allocate textures as needed
7457         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7458         {
7459                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7460                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7461                 {
7462                         if (p->texture_refraction)
7463                                 R_FreeTexture(p->texture_refraction);
7464                         p->texture_refraction = NULL;
7465                         if (p->texture_reflection)
7466                                 R_FreeTexture(p->texture_reflection);
7467                         p->texture_reflection = NULL;
7468                         if (p->texture_camera)
7469                                 R_FreeTexture(p->texture_camera);
7470                         p->texture_camera = NULL;
7471                 }
7472                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7473                 r_waterstate.texturewidth = texturewidth;
7474                 r_waterstate.textureheight = textureheight;
7475                 r_waterstate.camerawidth = camerawidth;
7476                 r_waterstate.cameraheight = cameraheight;
7477         }
7478
7479         if (r_waterstate.texturewidth)
7480         {
7481                 r_waterstate.enabled = true;
7482
7483                 // when doing a reduced render (HDR) we want to use a smaller area
7484                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7485                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7486
7487                 // set up variables that will be used in shader setup
7488                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7489                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7490                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7491                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7492         }
7493
7494         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7495         r_waterstate.numwaterplanes = 0;
7496 }
7497
7498 void R_Water_AddWaterPlane(msurface_t *surface)
7499 {
7500         int triangleindex, planeindex;
7501         const int *e;
7502         vec3_t vert[3];
7503         vec3_t normal;
7504         vec3_t center;
7505         mplane_t plane;
7506         int cam_ent;
7507         r_waterstate_waterplane_t *p;
7508         texture_t *t = R_GetCurrentTexture(surface->texture);
7509         cam_ent = t->camera_entity;
7510         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7511                 cam_ent = 0;
7512
7513         // just use the first triangle with a valid normal for any decisions
7514         VectorClear(normal);
7515         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7516         {
7517                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7518                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7519                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7520                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7521                 if (VectorLength2(normal) >= 0.001)
7522                         break;
7523         }
7524
7525         VectorCopy(normal, plane.normal);
7526         VectorNormalize(plane.normal);
7527         plane.dist = DotProduct(vert[0], plane.normal);
7528         PlaneClassify(&plane);
7529         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7530         {
7531                 // skip backfaces (except if nocullface is set)
7532                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7533                         return;
7534                 VectorNegate(plane.normal, plane.normal);
7535                 plane.dist *= -1;
7536                 PlaneClassify(&plane);
7537         }
7538
7539
7540         // find a matching plane if there is one
7541         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7542                 if(p->camera_entity == t->camera_entity)
7543                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7544                                 break;
7545         if (planeindex >= r_waterstate.maxwaterplanes)
7546                 return; // nothing we can do, out of planes
7547
7548         // if this triangle does not fit any known plane rendered this frame, add one
7549         if (planeindex >= r_waterstate.numwaterplanes)
7550         {
7551                 // store the new plane
7552                 r_waterstate.numwaterplanes++;
7553                 p->plane = plane;
7554                 // clear materialflags and pvs
7555                 p->materialflags = 0;
7556                 p->pvsvalid = false;
7557                 p->camera_entity = t->camera_entity;
7558         }
7559         // merge this surface's materialflags into the waterplane
7560         p->materialflags |= t->currentmaterialflags;
7561         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7562         {
7563                 // merge this surface's PVS into the waterplane
7564                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7565                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7566                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7567                 {
7568                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7569                         p->pvsvalid = true;
7570                 }
7571         }
7572 }
7573
7574 static void R_Water_ProcessPlanes(void)
7575 {
7576         r_refdef_view_t originalview;
7577         r_refdef_view_t myview;
7578         int planeindex;
7579         r_waterstate_waterplane_t *p;
7580         vec3_t visorigin;
7581
7582         originalview = r_refdef.view;
7583
7584         // make sure enough textures are allocated
7585         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7586         {
7587                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7588                 {
7589                         if (!p->texture_refraction)
7590                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7591                         if (!p->texture_refraction)
7592                                 goto error;
7593                 }
7594                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7595                 {
7596                         if (!p->texture_camera)
7597                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7598                         if (!p->texture_camera)
7599                                 goto error;
7600                 }
7601
7602                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7603                 {
7604                         if (!p->texture_reflection)
7605                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7606                         if (!p->texture_reflection)
7607                                 goto error;
7608                 }
7609         }
7610
7611         // render views
7612         r_refdef.view = originalview;
7613         r_refdef.view.showdebug = false;
7614         r_refdef.view.width = r_waterstate.waterwidth;
7615         r_refdef.view.height = r_waterstate.waterheight;
7616         r_refdef.view.useclipplane = true;
7617         myview = r_refdef.view;
7618         r_waterstate.renderingscene = true;
7619         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7620         {
7621                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7622                 {
7623                         r_refdef.view = myview;
7624                         // render reflected scene and copy into texture
7625                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7626                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7627                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7628                         r_refdef.view.clipplane = p->plane;
7629                         // reverse the cullface settings for this render
7630                         r_refdef.view.cullface_front = GL_FRONT;
7631                         r_refdef.view.cullface_back = GL_BACK;
7632                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7633                         {
7634                                 r_refdef.view.usecustompvs = true;
7635                                 if (p->pvsvalid)
7636                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7637                                 else
7638                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7639                         }
7640
7641                         R_ResetViewRendering3D();
7642                         R_ClearScreen(r_refdef.fogenabled);
7643                         R_View_Update();
7644                         R_RenderScene();
7645
7646                         R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7647                 }
7648
7649                 // render the normal view scene and copy into texture
7650                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
7651                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7652                 {
7653                         r_waterstate.renderingrefraction = true;
7654                         r_refdef.view = myview;
7655
7656                         r_refdef.view.clipplane = p->plane;
7657                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7658                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7659
7660                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7661                         {
7662                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7663                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7664                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7665                                 R_RenderView_UpdateViewVectors();
7666                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7667                         }
7668
7669                         PlaneClassify(&r_refdef.view.clipplane);
7670
7671                         R_ResetViewRendering3D();
7672                         R_ClearScreen(r_refdef.fogenabled);
7673                         R_View_Update();
7674                         R_RenderScene();
7675
7676                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7677                         r_waterstate.renderingrefraction = false;
7678                 }
7679                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7680                 {
7681                         r_refdef.view = myview;
7682
7683                         r_refdef.view.clipplane = p->plane;
7684                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7685                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7686
7687                         r_refdef.view.width = r_waterstate.camerawidth;
7688                         r_refdef.view.height = r_waterstate.cameraheight;
7689                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7690                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7691
7692                         if(p->camera_entity)
7693                         {
7694                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7695                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7696                         }
7697
7698                         // reverse the cullface settings for this render
7699                         r_refdef.view.cullface_front = GL_FRONT;
7700                         r_refdef.view.cullface_back = GL_BACK;
7701                         // also reverse the view matrix
7702                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7703                         R_RenderView_UpdateViewVectors();
7704                         if(p->camera_entity)
7705                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7706                         
7707                         // camera needs no clipplane
7708                         r_refdef.view.useclipplane = false;
7709
7710                         PlaneClassify(&r_refdef.view.clipplane);
7711
7712                         R_ResetViewRendering3D();
7713                         R_ClearScreen(r_refdef.fogenabled);
7714                         R_View_Update();
7715                         R_RenderScene();
7716
7717                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7718                         r_waterstate.renderingrefraction = false;
7719                 }
7720
7721         }
7722         r_waterstate.renderingscene = false;
7723         r_refdef.view = originalview;
7724         R_ResetViewRendering3D();
7725         R_ClearScreen(r_refdef.fogenabled);
7726         R_View_Update();
7727         return;
7728 error:
7729         r_refdef.view = originalview;
7730         r_waterstate.renderingscene = false;
7731         Cvar_SetValueQuick(&r_water, 0);
7732         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7733         return;
7734 }
7735
7736 void R_Bloom_StartFrame(void)
7737 {
7738         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7739
7740         switch(vid.renderpath)
7741         {
7742         case RENDERPATH_GL20:
7743         case RENDERPATH_CGGL:
7744                 break;
7745         case RENDERPATH_GL13:
7746         case RENDERPATH_GL11:
7747                 return;
7748         }
7749
7750         // set bloomwidth and bloomheight to the bloom resolution that will be
7751         // used (often less than the screen resolution for faster rendering)
7752         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7753         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7754         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7755         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7756         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7757
7758         // calculate desired texture sizes
7759         if (vid.support.arb_texture_non_power_of_two)
7760         {
7761                 screentexturewidth = r_refdef.view.width;
7762                 screentextureheight = r_refdef.view.height;
7763                 bloomtexturewidth = r_bloomstate.bloomwidth;
7764                 bloomtextureheight = r_bloomstate.bloomheight;
7765         }
7766         else
7767         {
7768                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7769                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7770                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7771                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7772         }
7773
7774         if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
7775         {
7776                 Cvar_SetValueQuick(&r_hdr, 0);
7777                 Cvar_SetValueQuick(&r_bloom, 0);
7778                 Cvar_SetValueQuick(&r_motionblur, 0);
7779                 Cvar_SetValueQuick(&r_damageblur, 0);
7780         }
7781
7782         if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
7783                 screentexturewidth = screentextureheight = 0;
7784         if (!r_hdr.integer && !r_bloom.integer)
7785                 bloomtexturewidth = bloomtextureheight = 0;
7786
7787         // allocate textures as needed
7788         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7789         {
7790                 if (r_bloomstate.texture_screen)
7791                         R_FreeTexture(r_bloomstate.texture_screen);
7792                 r_bloomstate.texture_screen = NULL;
7793                 r_bloomstate.screentexturewidth = screentexturewidth;
7794                 r_bloomstate.screentextureheight = screentextureheight;
7795                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7796                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7797         }
7798         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7799         {
7800                 if (r_bloomstate.texture_bloom)
7801                         R_FreeTexture(r_bloomstate.texture_bloom);
7802                 r_bloomstate.texture_bloom = NULL;
7803                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7804                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7805                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7806                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7807         }
7808
7809         // when doing a reduced render (HDR) we want to use a smaller area
7810         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7811         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7812         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7813         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7814         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7815
7816         // set up a texcoord array for the full resolution screen image
7817         // (we have to keep this around to copy back during final render)
7818         r_bloomstate.screentexcoord2f[0] = 0;
7819         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7820         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7821         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7822         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7823         r_bloomstate.screentexcoord2f[5] = 0;
7824         r_bloomstate.screentexcoord2f[6] = 0;
7825         r_bloomstate.screentexcoord2f[7] = 0;
7826
7827         // set up a texcoord array for the reduced resolution bloom image
7828         // (which will be additive blended over the screen image)
7829         r_bloomstate.bloomtexcoord2f[0] = 0;
7830         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7831         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7832         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7833         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7834         r_bloomstate.bloomtexcoord2f[5] = 0;
7835         r_bloomstate.bloomtexcoord2f[6] = 0;
7836         r_bloomstate.bloomtexcoord2f[7] = 0;
7837
7838         if (r_hdr.integer || r_bloom.integer)
7839         {
7840                 r_bloomstate.enabled = true;
7841                 r_bloomstate.hdr = r_hdr.integer != 0;
7842         }
7843
7844         R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
7845 }
7846
7847 void R_Bloom_CopyBloomTexture(float colorscale)
7848 {
7849         r_refdef.stats.bloom++;
7850
7851         // scale down screen texture to the bloom texture size
7852         CHECKGLERROR
7853         R_SetViewport(&r_bloomstate.viewport);
7854         GL_BlendFunc(GL_ONE, GL_ZERO);
7855         GL_Color(colorscale, colorscale, colorscale, 1);
7856         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7857         // TODO: do boxfilter scale-down in shader?
7858         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7859         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7860         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7861
7862         // we now have a bloom image in the framebuffer
7863         // copy it into the bloom image texture for later processing
7864         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7865         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7866 }
7867
7868 void R_Bloom_CopyHDRTexture(void)
7869 {
7870         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7871         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7872 }
7873
7874 void R_Bloom_MakeTexture(void)
7875 {
7876         int x, range, dir;
7877         float xoffset, yoffset, r, brighten;
7878
7879         r_refdef.stats.bloom++;
7880
7881         R_ResetViewRendering2D();
7882
7883         // we have a bloom image in the framebuffer
7884         CHECKGLERROR
7885         R_SetViewport(&r_bloomstate.viewport);
7886
7887         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7888         {
7889                 x *= 2;
7890                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7891                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7892                 GL_Color(r,r,r,1);
7893                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7894                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7895                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7896                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7897
7898                 // copy the vertically blurred bloom view to a texture
7899                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7900                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7901         }
7902
7903         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7904         brighten = r_bloom_brighten.value;
7905         if (r_hdr.integer)
7906                 brighten *= r_hdr_range.value;
7907         brighten = sqrt(brighten);
7908         if(range >= 1)
7909                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7910         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7911
7912         for (dir = 0;dir < 2;dir++)
7913         {
7914                 // blend on at multiple vertical offsets to achieve a vertical blur
7915                 // TODO: do offset blends using GLSL
7916                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7917                 GL_BlendFunc(GL_ONE, GL_ZERO);
7918                 for (x = -range;x <= range;x++)
7919                 {
7920                         if (!dir){xoffset = 0;yoffset = x;}
7921                         else {xoffset = x;yoffset = 0;}
7922                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7923                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7924                         // compute a texcoord array with the specified x and y offset
7925                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7926                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7927                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7928                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7929                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7930                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7931                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7932                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7933                         // this r value looks like a 'dot' particle, fading sharply to
7934                         // black at the edges
7935                         // (probably not realistic but looks good enough)
7936                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7937                         //r = brighten/(range*2+1);
7938                         r = brighten / (range * 2 + 1);
7939                         if(range >= 1)
7940                                 r *= (1 - x*x/(float)(range*range));
7941                         GL_Color(r, r, r, 1);
7942                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
7943                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7944                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7945                         GL_BlendFunc(GL_ONE, GL_ONE);
7946                 }
7947
7948                 // copy the vertically blurred bloom view to a texture
7949                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7950                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7951         }
7952
7953         // apply subtract last
7954         // (just like it would be in a GLSL shader)
7955         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7956         {
7957                 GL_BlendFunc(GL_ONE, GL_ZERO);
7958                 GL_Color(1,1,1,1);
7959                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7960                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7961                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7962                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7963
7964                 GL_BlendFunc(GL_ONE, GL_ONE);
7965                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7966                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7967                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7968                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
7969                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7970                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7971                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7972
7973                 // copy the darkened bloom view to a texture
7974                 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7975                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7976         }
7977 }
7978
7979 void R_HDR_RenderBloomTexture(void)
7980 {
7981         int oldwidth, oldheight;
7982         float oldcolorscale;
7983
7984         oldcolorscale = r_refdef.view.colorscale;
7985         oldwidth = r_refdef.view.width;
7986         oldheight = r_refdef.view.height;
7987         r_refdef.view.width = r_bloomstate.bloomwidth;
7988         r_refdef.view.height = r_bloomstate.bloomheight;
7989
7990         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7991         // TODO: add exposure compensation features
7992         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7993
7994         r_refdef.view.showdebug = false;
7995         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7996
7997         R_ResetViewRendering3D();
7998
7999         R_ClearScreen(r_refdef.fogenabled);
8000         if (r_timereport_active)
8001                 R_TimeReport("HDRclear");
8002
8003         R_View_Update();
8004         if (r_timereport_active)
8005                 R_TimeReport("visibility");
8006
8007         // only do secondary renders with HDR if r_hdr is 2 or higher
8008         r_waterstate.numwaterplanes = 0;
8009         if (r_waterstate.enabled && r_hdr.integer >= 2)
8010                 R_RenderWaterPlanes();
8011
8012         r_refdef.view.showdebug = true;
8013         R_RenderScene();
8014         r_waterstate.numwaterplanes = 0;
8015
8016         R_ResetViewRendering2D();
8017
8018         R_Bloom_CopyHDRTexture();
8019         R_Bloom_MakeTexture();
8020
8021         // restore the view settings
8022         r_refdef.view.width = oldwidth;
8023         r_refdef.view.height = oldheight;
8024         r_refdef.view.colorscale = oldcolorscale;
8025
8026         R_ResetViewRendering3D();
8027
8028         R_ClearScreen(r_refdef.fogenabled);
8029         if (r_timereport_active)
8030                 R_TimeReport("viewclear");
8031 }
8032
8033 static void R_BlendView(void)
8034 {
8035         unsigned int permutation;
8036         float uservecs[4][4];
8037
8038         switch (vid.renderpath)
8039         {
8040         case RENDERPATH_GL20:
8041         case RENDERPATH_CGGL:
8042                 permutation =
8043                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8044                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8045                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8046                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8047                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8048
8049                 if (r_bloomstate.texture_screen)
8050                 {
8051                         // make sure the buffer is available
8052                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8053
8054                         R_ResetViewRendering2D();
8055
8056                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8057                         {
8058                                 // declare variables
8059                                 float speed;
8060                                 static float avgspeed;
8061
8062                                 speed = VectorLength(cl.movement_velocity);
8063
8064                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8065                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8066
8067                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8068                                 speed = bound(0, speed, 1);
8069                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8070
8071                                 // calculate values into a standard alpha
8072                                 cl.motionbluralpha = 1 - exp(-
8073                                                 (
8074                                                  (r_motionblur.value * speed / 80)
8075                                                  +
8076                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8077                                                 )
8078                                                 /
8079                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8080                                            );
8081
8082                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8083                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8084                                 // apply the blur
8085                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8086                                 {
8087                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8088                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8089                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8090                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8091                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8092                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8093                                 }
8094                         }
8095
8096                         // copy view into the screen texture
8097                         R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8098                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8099                 }
8100                 else if (!r_bloomstate.texture_bloom)
8101                 {
8102                         // we may still have to do view tint...
8103                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8104                         {
8105                                 // apply a color tint to the whole view
8106                                 R_ResetViewRendering2D();
8107                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8108                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8109                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8110                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8111                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8112                         }
8113                         break; // no screen processing, no bloom, skip it
8114                 }
8115
8116                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8117                 {
8118                         // render simple bloom effect
8119                         // copy the screen and shrink it and darken it for the bloom process
8120                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8121                         // make the bloom texture
8122                         R_Bloom_MakeTexture();
8123                 }
8124
8125 #if _MSC_VER >= 1400
8126 #define sscanf sscanf_s
8127 #endif
8128                 memset(uservecs, 0, sizeof(uservecs));
8129                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8130                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8131                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8132                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8133
8134                 R_ResetViewRendering2D();
8135                 GL_Color(1, 1, 1, 1);
8136                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8137                 GL_BlendFunc(GL_ONE, GL_ZERO);
8138
8139                 switch(vid.renderpath)
8140                 {
8141                 case RENDERPATH_GL20:
8142                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8143                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8144                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8145                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8146                         if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8147                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8148                         if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
8149                         if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
8150                         if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
8151                         if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
8152 //                      if (r_glsl_permutation->loc_UseSobel           >= 0) qglUniform1fARB(r_glsl_permutation->loc_UseSobel       , r_glsl_postprocess_sobel.value);
8153                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8154                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8155                         break;
8156                 case RENDERPATH_CGGL:
8157 #ifdef SUPPORTCG
8158                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8159                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8160                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8161                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8162                         if (r_cg_permutation->fp_ViewTintColor     ) cgGLSetParameter4f(     r_cg_permutation->fp_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);CHECKCGERROR
8163                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8164                         if (r_cg_permutation->fp_UserVec1          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);CHECKCGERROR
8165                         if (r_cg_permutation->fp_UserVec2          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);CHECKCGERROR
8166                         if (r_cg_permutation->fp_UserVec3          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);CHECKCGERROR
8167                         if (r_cg_permutation->fp_UserVec4          ) cgGLSetParameter4f(     r_cg_permutation->fp_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR
8168 //                      if (r_cg_permutation->fp_UseSobel          ) cgGLSetParameter1f(     r_cg_permutation->fp_UseSobel          , r_glsl_postprocess_sobel.value);CHECKCGERROR
8169                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8170                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8171 #endif
8172                         break;
8173                 default:
8174                         break;
8175                 }
8176                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8177                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8178                 break;
8179         case RENDERPATH_GL13:
8180         case RENDERPATH_GL11:
8181                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8182                 {
8183                         // apply a color tint to the whole view
8184                         R_ResetViewRendering2D();
8185                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8186                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8187                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8188                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8189                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8190                 }
8191                 break;
8192         }
8193 }
8194
8195 matrix4x4_t r_waterscrollmatrix;
8196
8197 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8198 {
8199         if (r_refdef.fog_density)
8200         {
8201                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8202                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8203                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8204
8205                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8206                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8207                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8208                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8209
8210                 {
8211                         vec3_t fogvec;
8212                         VectorCopy(r_refdef.fogcolor, fogvec);
8213                         //   color.rgb *= ContrastBoost * SceneBrightness;
8214                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8215                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8216                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8217                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8218                 }
8219         }
8220 }
8221
8222 void R_UpdateVariables(void)
8223 {
8224         R_Textures_Frame();
8225
8226         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8227
8228         r_refdef.farclip = r_farclip_base.value;
8229         if (r_refdef.scene.worldmodel)
8230                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8231         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8232
8233         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8234                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8235         r_refdef.polygonfactor = 0;
8236         r_refdef.polygonoffset = 0;
8237         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8238         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8239
8240         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8241         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8242         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8243         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8244         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8245         if (r_showsurfaces.integer)
8246         {
8247                 r_refdef.scene.rtworld = false;
8248                 r_refdef.scene.rtworldshadows = false;
8249                 r_refdef.scene.rtdlight = false;
8250                 r_refdef.scene.rtdlightshadows = false;
8251                 r_refdef.lightmapintensity = 0;
8252         }
8253
8254         if (gamemode == GAME_NEHAHRA)
8255         {
8256                 if (gl_fogenable.integer)
8257                 {
8258                         r_refdef.oldgl_fogenable = true;
8259                         r_refdef.fog_density = gl_fogdensity.value;
8260                         r_refdef.fog_red = gl_fogred.value;
8261                         r_refdef.fog_green = gl_foggreen.value;
8262                         r_refdef.fog_blue = gl_fogblue.value;
8263                         r_refdef.fog_alpha = 1;
8264                         r_refdef.fog_start = 0;
8265                         r_refdef.fog_end = gl_skyclip.value;
8266                         r_refdef.fog_height = 1<<30;
8267                         r_refdef.fog_fadedepth = 128;
8268                 }
8269                 else if (r_refdef.oldgl_fogenable)
8270                 {
8271                         r_refdef.oldgl_fogenable = false;
8272                         r_refdef.fog_density = 0;
8273                         r_refdef.fog_red = 0;
8274                         r_refdef.fog_green = 0;
8275                         r_refdef.fog_blue = 0;
8276                         r_refdef.fog_alpha = 0;
8277                         r_refdef.fog_start = 0;
8278                         r_refdef.fog_end = 0;
8279                         r_refdef.fog_height = 1<<30;
8280                         r_refdef.fog_fadedepth = 128;
8281                 }
8282         }
8283
8284         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8285         r_refdef.fog_start = max(0, r_refdef.fog_start);
8286         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8287
8288         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8289
8290         if (r_refdef.fog_density && r_drawfog.integer)
8291         {
8292                 r_refdef.fogenabled = true;
8293                 // this is the point where the fog reaches 0.9986 alpha, which we
8294                 // consider a good enough cutoff point for the texture
8295                 // (0.9986 * 256 == 255.6)
8296                 if (r_fog_exp2.integer)
8297                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8298                 else
8299                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8300                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8301                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8302                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8303                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8304                         R_BuildFogHeightTexture();
8305                 // fog color was already set
8306                 // update the fog texture
8307                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
8308                         R_BuildFogTexture();
8309                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8310                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8311         }
8312         else
8313                 r_refdef.fogenabled = false;
8314
8315         switch(vid.renderpath)
8316         {
8317         case RENDERPATH_GL20:
8318         case RENDERPATH_CGGL:
8319                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8320                 {
8321                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8322                         {
8323                                 // build GLSL gamma texture
8324 #define RAMPWIDTH 256
8325                                 unsigned short ramp[RAMPWIDTH * 3];
8326                                 unsigned char rampbgr[RAMPWIDTH][4];
8327                                 int i;
8328
8329                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8330
8331                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8332                                 for(i = 0; i < RAMPWIDTH; ++i)
8333                                 {
8334                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8335                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8336                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8337                                         rampbgr[i][3] = 0;
8338                                 }
8339                                 if (r_texture_gammaramps)
8340                                 {
8341                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8342                                 }
8343                                 else
8344                                 {
8345                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8346                                 }
8347                         }
8348                 }
8349                 else
8350                 {
8351                         // remove GLSL gamma texture
8352                 }
8353                 break;
8354         case RENDERPATH_GL13:
8355         case RENDERPATH_GL11:
8356                 break;
8357         }
8358 }
8359
8360 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8361 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8362 /*
8363 ================
8364 R_SelectScene
8365 ================
8366 */
8367 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8368         if( scenetype != r_currentscenetype ) {
8369                 // store the old scenetype
8370                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8371                 r_currentscenetype = scenetype;
8372                 // move in the new scene
8373                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8374         }
8375 }
8376
8377 /*
8378 ================
8379 R_GetScenePointer
8380 ================
8381 */
8382 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8383 {
8384         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8385         if( scenetype == r_currentscenetype ) {
8386                 return &r_refdef.scene;
8387         } else {
8388                 return &r_scenes_store[ scenetype ];
8389         }
8390 }
8391
8392 /*
8393 ================
8394 R_RenderView
8395 ================
8396 */
8397 void R_RenderView(void)
8398 {
8399         if (r_timereport_active)
8400                 R_TimeReport("start");
8401         r_textureframe++; // used only by R_GetCurrentTexture
8402         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8403
8404         if (!r_drawentities.integer)
8405                 r_refdef.scene.numentities = 0;
8406
8407         R_AnimCache_ClearCache();
8408         R_FrameData_NewFrame();
8409
8410         if (r_refdef.view.isoverlay)
8411         {
8412                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8413                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8414                 R_TimeReport("depthclear");
8415
8416                 r_refdef.view.showdebug = false;
8417
8418                 r_waterstate.enabled = false;
8419                 r_waterstate.numwaterplanes = 0;
8420
8421                 R_RenderScene();
8422
8423                 CHECKGLERROR
8424                 return;
8425         }
8426
8427         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8428                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8429
8430         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8431
8432         R_RenderView_UpdateViewVectors();
8433
8434         R_Shadow_UpdateWorldLightSelection();
8435
8436         R_Bloom_StartFrame();
8437         R_Water_StartFrame();
8438
8439         CHECKGLERROR
8440         if (r_timereport_active)
8441                 R_TimeReport("viewsetup");
8442
8443         R_ResetViewRendering3D();
8444
8445         if (r_refdef.view.clear || r_refdef.fogenabled)
8446         {
8447                 R_ClearScreen(r_refdef.fogenabled);
8448                 if (r_timereport_active)
8449                         R_TimeReport("viewclear");
8450         }
8451         r_refdef.view.clear = true;
8452
8453         // this produces a bloom texture to be used in R_BlendView() later
8454         if (r_hdr.integer && r_bloomstate.bloomwidth)
8455         {
8456                 R_HDR_RenderBloomTexture();
8457                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8458                 r_textureframe++; // used only by R_GetCurrentTexture
8459         }
8460
8461         r_refdef.view.showdebug = true;
8462
8463         R_View_Update();
8464         if (r_timereport_active)
8465                 R_TimeReport("visibility");
8466
8467         r_waterstate.numwaterplanes = 0;
8468         if (r_waterstate.enabled)
8469                 R_RenderWaterPlanes();
8470
8471         R_RenderScene();
8472         r_waterstate.numwaterplanes = 0;
8473
8474         R_BlendView();
8475         if (r_timereport_active)
8476                 R_TimeReport("blendview");
8477
8478         GL_Scissor(0, 0, vid.width, vid.height);
8479         GL_ScissorTest(false);
8480         CHECKGLERROR
8481 }
8482
8483 void R_RenderWaterPlanes(void)
8484 {
8485         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8486         {
8487                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8488                 if (r_timereport_active)
8489                         R_TimeReport("waterworld");
8490         }
8491
8492         // don't let sound skip if going slow
8493         if (r_refdef.scene.extraupdate)
8494                 S_ExtraUpdate ();
8495
8496         R_DrawModelsAddWaterPlanes();
8497         if (r_timereport_active)
8498                 R_TimeReport("watermodels");
8499
8500         if (r_waterstate.numwaterplanes)
8501         {
8502                 R_Water_ProcessPlanes();
8503                 if (r_timereport_active)
8504                         R_TimeReport("waterscenes");
8505         }
8506 }
8507
8508 extern void R_DrawLightningBeams (void);
8509 extern void VM_CL_AddPolygonsToMeshQueue (void);
8510 extern void R_DrawPortals (void);
8511 extern cvar_t cl_locs_show;
8512 static void R_DrawLocs(void);
8513 static void R_DrawEntityBBoxes(void);
8514 static void R_DrawModelDecals(void);
8515 extern void R_DrawModelShadows(void);
8516 extern void R_DrawModelShadowMaps(void);
8517 extern cvar_t cl_decals_newsystem;
8518 extern qboolean r_shadow_usingdeferredprepass;
8519 void R_RenderScene(void)
8520 {
8521         qboolean shadowmapping = false;
8522
8523         if (r_timereport_active)
8524                 R_TimeReport("beginscene");
8525
8526         r_refdef.stats.renders++;
8527
8528         R_UpdateFogColor();
8529
8530         // don't let sound skip if going slow
8531         if (r_refdef.scene.extraupdate)
8532                 S_ExtraUpdate ();
8533
8534         R_MeshQueue_BeginScene();
8535
8536         R_SkyStartFrame();
8537
8538         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
8539
8540         if (r_timereport_active)
8541                 R_TimeReport("skystartframe");
8542
8543         if (cl.csqc_vidvars.drawworld)
8544         {
8545                 // don't let sound skip if going slow
8546                 if (r_refdef.scene.extraupdate)
8547                         S_ExtraUpdate ();
8548
8549                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8550                 {
8551                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8552                         if (r_timereport_active)
8553                                 R_TimeReport("worldsky");
8554                 }
8555
8556                 if (R_DrawBrushModelsSky() && r_timereport_active)
8557                         R_TimeReport("bmodelsky");
8558
8559                 if (skyrendermasked && skyrenderlater)
8560                 {
8561                         // we have to force off the water clipping plane while rendering sky
8562                         R_SetupView(false);
8563                         R_Sky();
8564                         R_SetupView(true);
8565                         if (r_timereport_active)
8566                                 R_TimeReport("sky");
8567                 }
8568         }
8569
8570         R_AnimCache_CacheVisibleEntities();
8571         if (r_timereport_active)
8572                 R_TimeReport("animation");
8573
8574         R_Shadow_PrepareLights();
8575         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8576                 R_Shadow_PrepareModelShadows();
8577         if (r_timereport_active)
8578                 R_TimeReport("preparelights");
8579
8580         if (R_Shadow_ShadowMappingEnabled())
8581                 shadowmapping = true;
8582
8583         if (r_shadow_usingdeferredprepass)
8584                 R_Shadow_DrawPrepass();
8585
8586         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8587         {
8588                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8589                 if (r_timereport_active)
8590                         R_TimeReport("worlddepth");
8591         }
8592         if (r_depthfirst.integer >= 2)
8593         {
8594                 R_DrawModelsDepth();
8595                 if (r_timereport_active)
8596                         R_TimeReport("modeldepth");
8597         }
8598
8599         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8600         {
8601                 R_DrawModelShadowMaps();
8602                 R_ResetViewRendering3D();
8603                 // don't let sound skip if going slow
8604                 if (r_refdef.scene.extraupdate)
8605                         S_ExtraUpdate ();
8606         }
8607
8608         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8609         {
8610                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8611                 if (r_timereport_active)
8612                         R_TimeReport("world");
8613         }
8614
8615         // don't let sound skip if going slow
8616         if (r_refdef.scene.extraupdate)
8617                 S_ExtraUpdate ();
8618
8619         R_DrawModels();
8620         if (r_timereport_active)
8621                 R_TimeReport("models");
8622
8623         // don't let sound skip if going slow
8624         if (r_refdef.scene.extraupdate)
8625                 S_ExtraUpdate ();
8626
8627         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8628         {
8629                 R_DrawModelShadows();
8630                 R_ResetViewRendering3D();
8631                 // don't let sound skip if going slow
8632                 if (r_refdef.scene.extraupdate)
8633                         S_ExtraUpdate ();
8634         }
8635
8636         if (!r_shadow_usingdeferredprepass)
8637         {
8638                 R_Shadow_DrawLights();
8639                 if (r_timereport_active)
8640                         R_TimeReport("rtlights");
8641         }
8642
8643         // don't let sound skip if going slow
8644         if (r_refdef.scene.extraupdate)
8645                 S_ExtraUpdate ();
8646
8647         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8648         {
8649                 R_DrawModelShadows();
8650                 R_ResetViewRendering3D();
8651                 // don't let sound skip if going slow
8652                 if (r_refdef.scene.extraupdate)
8653                         S_ExtraUpdate ();
8654         }
8655
8656         if (cl.csqc_vidvars.drawworld)
8657         {
8658                 if (cl_decals_newsystem.integer)
8659                 {
8660                         R_DrawModelDecals();
8661                         if (r_timereport_active)
8662                                 R_TimeReport("modeldecals");
8663                 }
8664                 else
8665                 {
8666                         R_DrawDecals();
8667                         if (r_timereport_active)
8668                                 R_TimeReport("decals");
8669                 }
8670
8671                 R_DrawParticles();
8672                 if (r_timereport_active)
8673                         R_TimeReport("particles");
8674
8675                 R_DrawExplosions();
8676                 if (r_timereport_active)
8677                         R_TimeReport("explosions");
8678
8679                 R_DrawLightningBeams();
8680                 if (r_timereport_active)
8681                         R_TimeReport("lightning");
8682         }
8683
8684         VM_CL_AddPolygonsToMeshQueue();
8685
8686         if (r_refdef.view.showdebug)
8687         {
8688                 if (cl_locs_show.integer)
8689                 {
8690                         R_DrawLocs();
8691                         if (r_timereport_active)
8692                                 R_TimeReport("showlocs");
8693                 }
8694
8695                 if (r_drawportals.integer)
8696                 {
8697                         R_DrawPortals();
8698                         if (r_timereport_active)
8699                                 R_TimeReport("portals");
8700                 }
8701
8702                 if (r_showbboxes.value > 0)
8703                 {
8704                         R_DrawEntityBBoxes();
8705                         if (r_timereport_active)
8706                                 R_TimeReport("bboxes");
8707                 }
8708         }
8709
8710         R_MeshQueue_RenderTransparent();
8711         if (r_timereport_active)
8712                 R_TimeReport("drawtrans");
8713
8714         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
8715         {
8716                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8717                 if (r_timereport_active)
8718                         R_TimeReport("worlddebug");
8719                 R_DrawModelsDebug();
8720                 if (r_timereport_active)
8721                         R_TimeReport("modeldebug");
8722         }
8723
8724         if (cl.csqc_vidvars.drawworld)
8725         {
8726                 R_Shadow_DrawCoronas();
8727                 if (r_timereport_active)
8728                         R_TimeReport("coronas");
8729         }
8730
8731         // don't let sound skip if going slow
8732         if (r_refdef.scene.extraupdate)
8733                 S_ExtraUpdate ();
8734
8735         R_ResetViewRendering2D();
8736 }
8737
8738 static const unsigned short bboxelements[36] =
8739 {
8740         5, 1, 3, 5, 3, 7,
8741         6, 2, 0, 6, 0, 4,
8742         7, 3, 2, 7, 2, 6,
8743         4, 0, 1, 4, 1, 5,
8744         4, 5, 7, 4, 7, 6,
8745         1, 0, 2, 1, 2, 3,
8746 };
8747
8748 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8749 {
8750         int i;
8751         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8752
8753         RSurf_ActiveWorldEntity();
8754
8755         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8756         GL_DepthMask(false);
8757         GL_DepthRange(0, 1);
8758         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8759         R_Mesh_ResetTextureState();
8760
8761         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8762         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8763         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8764         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8765         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8766         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8767         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8768         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8769         R_FillColors(color4f, 8, cr, cg, cb, ca);
8770         if (r_refdef.fogenabled)
8771         {
8772                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8773                 {
8774                         f1 = RSurf_FogVertex(v);
8775                         f2 = 1 - f1;
8776                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8777                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8778                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8779                 }
8780         }
8781         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8782         R_Mesh_ResetTextureState();
8783         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8784         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8785 }
8786
8787 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8788 {
8789         int i;
8790         float color[4];
8791         prvm_edict_t *edict;
8792         prvm_prog_t *prog_save = prog;
8793
8794         // this function draws bounding boxes of server entities
8795         if (!sv.active)
8796                 return;
8797
8798         GL_CullFace(GL_NONE);
8799         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8800
8801         prog = 0;
8802         SV_VM_Begin();
8803         for (i = 0;i < numsurfaces;i++)
8804         {
8805                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8806                 switch ((int)edict->fields.server->solid)
8807                 {
8808                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8809                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8810                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8811                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8812                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8813                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8814                 }
8815                 color[3] *= r_showbboxes.value;
8816                 color[3] = bound(0, color[3], 1);
8817                 GL_DepthTest(!r_showdisabledepthtest.integer);
8818                 GL_CullFace(r_refdef.view.cullface_front);
8819                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8820         }
8821         SV_VM_End();
8822         prog = prog_save;
8823 }
8824
8825 static void R_DrawEntityBBoxes(void)
8826 {
8827         int i;
8828         prvm_edict_t *edict;
8829         vec3_t center;
8830         prvm_prog_t *prog_save = prog;
8831
8832         // this function draws bounding boxes of server entities
8833         if (!sv.active)
8834                 return;
8835
8836         prog = 0;
8837         SV_VM_Begin();
8838         for (i = 0;i < prog->num_edicts;i++)
8839         {
8840                 edict = PRVM_EDICT_NUM(i);
8841                 if (edict->priv.server->free)
8842                         continue;
8843                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8844                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8845                         continue;
8846                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8847                         continue;
8848                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8849                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8850         }
8851         SV_VM_End();
8852         prog = prog_save;
8853 }
8854
8855 static const int nomodelelement3i[24] =
8856 {
8857         5, 2, 0,
8858         5, 1, 2,
8859         5, 0, 3,
8860         5, 3, 1,
8861         0, 2, 4,
8862         2, 1, 4,
8863         3, 0, 4,
8864         1, 3, 4
8865 };
8866
8867 static const unsigned short nomodelelement3s[24] =
8868 {
8869         5, 2, 0,
8870         5, 1, 2,
8871         5, 0, 3,
8872         5, 3, 1,
8873         0, 2, 4,
8874         2, 1, 4,
8875         3, 0, 4,
8876         1, 3, 4
8877 };
8878
8879 static const float nomodelvertex3f[6*3] =
8880 {
8881         -16,   0,   0,
8882          16,   0,   0,
8883           0, -16,   0,
8884           0,  16,   0,
8885           0,   0, -16,
8886           0,   0,  16
8887 };
8888
8889 static const float nomodelcolor4f[6*4] =
8890 {
8891         0.0f, 0.0f, 0.5f, 1.0f,
8892         0.0f, 0.0f, 0.5f, 1.0f,
8893         0.0f, 0.5f, 0.0f, 1.0f,
8894         0.0f, 0.5f, 0.0f, 1.0f,
8895         0.5f, 0.0f, 0.0f, 1.0f,
8896         0.5f, 0.0f, 0.0f, 1.0f
8897 };
8898
8899 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8900 {
8901         int i;
8902         float f1, f2, *c;
8903         float color4f[6*4];
8904
8905         RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
8906
8907         // this is only called once per entity so numsurfaces is always 1, and
8908         // surfacelist is always {0}, so this code does not handle batches
8909
8910         if (rsurface.ent_flags & RENDER_ADDITIVE)
8911         {
8912                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8913                 GL_DepthMask(false);
8914         }
8915         else if (rsurface.colormod[3] < 1)
8916         {
8917                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8918                 GL_DepthMask(false);
8919         }
8920         else
8921         {
8922                 GL_BlendFunc(GL_ONE, GL_ZERO);
8923                 GL_DepthMask(true);
8924         }
8925         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8926         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8927         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8928         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8929         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8930         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8931         for (i = 0, c = color4f;i < 6;i++, c += 4)
8932         {
8933                 c[0] *= rsurface.colormod[0];
8934                 c[1] *= rsurface.colormod[1];
8935                 c[2] *= rsurface.colormod[2];
8936                 c[3] *= rsurface.colormod[3];
8937         }
8938         if (r_refdef.fogenabled)
8939         {
8940                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8941                 {
8942                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
8943                         f2 = 1 - f1;
8944                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8945                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8946                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8947                 }
8948         }
8949         R_Mesh_ResetTextureState();
8950         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
8951         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
8952 }
8953
8954 void R_DrawNoModel(entity_render_t *ent)
8955 {
8956         vec3_t org;
8957         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8958         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8959                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8960         else
8961                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8962 }
8963
8964 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8965 {
8966         vec3_t right1, right2, diff, normal;
8967
8968         VectorSubtract (org2, org1, normal);
8969
8970         // calculate 'right' vector for start
8971         VectorSubtract (r_refdef.view.origin, org1, diff);
8972         CrossProduct (normal, diff, right1);
8973         VectorNormalize (right1);
8974
8975         // calculate 'right' vector for end
8976         VectorSubtract (r_refdef.view.origin, org2, diff);
8977         CrossProduct (normal, diff, right2);
8978         VectorNormalize (right2);
8979
8980         vert[ 0] = org1[0] + width * right1[0];
8981         vert[ 1] = org1[1] + width * right1[1];
8982         vert[ 2] = org1[2] + width * right1[2];
8983         vert[ 3] = org1[0] - width * right1[0];
8984         vert[ 4] = org1[1] - width * right1[1];
8985         vert[ 5] = org1[2] - width * right1[2];
8986         vert[ 6] = org2[0] - width * right2[0];
8987         vert[ 7] = org2[1] - width * right2[1];
8988         vert[ 8] = org2[2] - width * right2[2];
8989         vert[ 9] = org2[0] + width * right2[0];
8990         vert[10] = org2[1] + width * right2[1];
8991         vert[11] = org2[2] + width * right2[2];
8992 }
8993
8994 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
8995 {
8996         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8997         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8998         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8999         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9000         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9001         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9002         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9003         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9004         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9005         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9006         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9007         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9008 }
9009
9010 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9011 {
9012         int i;
9013         float *vertex3f;
9014         float v[3];
9015         VectorSet(v, x, y, z);
9016         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9017                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9018                         break;
9019         if (i == mesh->numvertices)
9020         {
9021                 if (mesh->numvertices < mesh->maxvertices)
9022                 {
9023                         VectorCopy(v, vertex3f);
9024                         mesh->numvertices++;
9025                 }
9026                 return mesh->numvertices;
9027         }
9028         else
9029                 return i;
9030 }
9031
9032 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9033 {
9034         int i;
9035         int *e, element[3];
9036         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9037         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9038         e = mesh->element3i + mesh->numtriangles * 3;
9039         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9040         {
9041                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9042                 if (mesh->numtriangles < mesh->maxtriangles)
9043                 {
9044                         *e++ = element[0];
9045                         *e++ = element[1];
9046                         *e++ = element[2];
9047                         mesh->numtriangles++;
9048                 }
9049                 element[1] = element[2];
9050         }
9051 }
9052
9053 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9054 {
9055         int i;
9056         int *e, element[3];
9057         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9058         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9059         e = mesh->element3i + mesh->numtriangles * 3;
9060         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9061         {
9062                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9063                 if (mesh->numtriangles < mesh->maxtriangles)
9064                 {
9065                         *e++ = element[0];
9066                         *e++ = element[1];
9067                         *e++ = element[2];
9068                         mesh->numtriangles++;
9069                 }
9070                 element[1] = element[2];
9071         }
9072 }
9073
9074 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9075 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9076 {
9077         int planenum, planenum2;
9078         int w;
9079         int tempnumpoints;
9080         mplane_t *plane, *plane2;
9081         double maxdist;
9082         double temppoints[2][256*3];
9083         // figure out how large a bounding box we need to properly compute this brush
9084         maxdist = 0;
9085         for (w = 0;w < numplanes;w++)
9086                 maxdist = max(maxdist, fabs(planes[w].dist));
9087         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9088         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9089         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9090         {
9091                 w = 0;
9092                 tempnumpoints = 4;
9093                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9094                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9095                 {
9096                         if (planenum2 == planenum)
9097                                 continue;
9098                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
9099                         w = !w;
9100                 }
9101                 if (tempnumpoints < 3)
9102                         continue;
9103                 // generate elements forming a triangle fan for this polygon
9104                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9105         }
9106 }
9107
9108 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
9109 {
9110         texturelayer_t *layer;
9111         layer = t->currentlayers + t->currentnumlayers++;
9112         layer->type = type;
9113         layer->depthmask = depthmask;
9114         layer->blendfunc1 = blendfunc1;
9115         layer->blendfunc2 = blendfunc2;
9116         layer->texture = texture;
9117         layer->texmatrix = *matrix;
9118         layer->color[0] = r;
9119         layer->color[1] = g;
9120         layer->color[2] = b;
9121         layer->color[3] = a;
9122 }
9123
9124 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9125 {
9126         double index, f;
9127         index = parms[2] + r_refdef.scene.time * parms[3];
9128         index -= floor(index);
9129         switch (func)
9130         {
9131         default:
9132         case Q3WAVEFUNC_NONE:
9133         case Q3WAVEFUNC_NOISE:
9134         case Q3WAVEFUNC_COUNT:
9135                 f = 0;
9136                 break;
9137         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9138         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9139         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9140         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9141         case Q3WAVEFUNC_TRIANGLE:
9142                 index *= 4;
9143                 f = index - floor(index);
9144                 if (index < 1)
9145                         f = f;
9146                 else if (index < 2)
9147                         f = 1 - f;
9148                 else if (index < 3)
9149                         f = -f;
9150                 else
9151                         f = -(1 - f);
9152                 break;
9153         }
9154         return (float)(parms[0] + parms[1] * f);
9155 }
9156
9157 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9158 {
9159         int w, h, idx;
9160         float f;
9161         float tcmat[12];
9162         matrix4x4_t matrix, temp;
9163         switch(tcmod->tcmod)
9164         {
9165                 case Q3TCMOD_COUNT:
9166                 case Q3TCMOD_NONE:
9167                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9168                                 matrix = r_waterscrollmatrix;
9169                         else
9170                                 matrix = identitymatrix;
9171                         break;
9172                 case Q3TCMOD_ENTITYTRANSLATE:
9173                         // this is used in Q3 to allow the gamecode to control texcoord
9174                         // scrolling on the entity, which is not supported in darkplaces yet.
9175                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9176                         break;
9177                 case Q3TCMOD_ROTATE:
9178                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9179                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9180                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9181                         break;
9182                 case Q3TCMOD_SCALE:
9183                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9184                         break;
9185                 case Q3TCMOD_SCROLL:
9186                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9187                         break;
9188                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9189                         w = (int) tcmod->parms[0];
9190                         h = (int) tcmod->parms[1];
9191                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9192                         f = f - floor(f);
9193                         idx = (int) floor(f * w * h);
9194                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9195                         break;
9196                 case Q3TCMOD_STRETCH:
9197                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9198                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9199                         break;
9200                 case Q3TCMOD_TRANSFORM:
9201                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9202                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9203                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9204                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9205                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9206                         break;
9207                 case Q3TCMOD_TURBULENT:
9208                         // this is handled in the RSurf_PrepareVertices function
9209                         matrix = identitymatrix;
9210                         break;
9211         }
9212         temp = *texmatrix;
9213         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9214 }
9215
9216 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9217 {
9218         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9219         char name[MAX_QPATH];
9220         skinframe_t *skinframe;
9221         unsigned char pixels[296*194];
9222         strlcpy(cache->name, skinname, sizeof(cache->name));
9223         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9224         if (developer_loading.integer)
9225                 Con_Printf("loading %s\n", name);
9226         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9227         if (!skinframe || !skinframe->base)
9228         {
9229                 unsigned char *f;
9230                 fs_offset_t filesize;
9231                 skinframe = NULL;
9232                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9233                 if (f)
9234                 {
9235                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9236                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9237                         Mem_Free(f);
9238                 }
9239         }
9240         cache->skinframe = skinframe;
9241 }
9242
9243 texture_t *R_GetCurrentTexture(texture_t *t)
9244 {
9245         int i;
9246         const entity_render_t *ent = rsurface.entity;
9247         dp_model_t *model = ent->model;
9248         q3shaderinfo_layer_tcmod_t *tcmod;
9249
9250         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9251                 return t->currentframe;
9252         t->update_lastrenderframe = r_textureframe;
9253         t->update_lastrenderentity = (void *)ent;
9254
9255         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9256                 t->camera_entity = ent->entitynumber;
9257         else
9258                 t->camera_entity = 0;
9259
9260         // switch to an alternate material if this is a q1bsp animated material
9261         {
9262                 texture_t *texture = t;
9263                 int s = rsurface.ent_skinnum;
9264                 if ((unsigned int)s >= (unsigned int)model->numskins)
9265                         s = 0;
9266                 if (model->skinscenes)
9267                 {
9268                         if (model->skinscenes[s].framecount > 1)
9269                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9270                         else
9271                                 s = model->skinscenes[s].firstframe;
9272                 }
9273                 if (s > 0)
9274                         t = t + s * model->num_surfaces;
9275                 if (t->animated)
9276                 {
9277                         // use an alternate animation if the entity's frame is not 0,
9278                         // and only if the texture has an alternate animation
9279                         if (rsurface.ent_alttextures && t->anim_total[1])
9280                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9281                         else
9282                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9283                 }
9284                 texture->currentframe = t;
9285         }
9286
9287         // update currentskinframe to be a qw skin or animation frame
9288         if (rsurface.ent_qwskin >= 0)
9289         {
9290                 i = rsurface.ent_qwskin;
9291                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9292                 {
9293                         r_qwskincache_size = cl.maxclients;
9294                         if (r_qwskincache)
9295                                 Mem_Free(r_qwskincache);
9296                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9297                 }
9298                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9299                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9300                 t->currentskinframe = r_qwskincache[i].skinframe;
9301                 if (t->currentskinframe == NULL)
9302                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9303         }
9304         else if (t->numskinframes >= 2)
9305                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9306         if (t->backgroundnumskinframes >= 2)
9307                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9308
9309         t->currentmaterialflags = t->basematerialflags;
9310         t->currentalpha = rsurface.colormod[3];
9311         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9312                 t->currentalpha *= r_wateralpha.value;
9313         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9314                 t->currentalpha *= t->r_water_wateralpha;
9315         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9316                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9317         if (!(rsurface.ent_flags & RENDER_LIGHT))
9318                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9319         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9320         {
9321                 // pick a model lighting mode
9322                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9323                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9324                 else
9325                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9326         }
9327         if (rsurface.ent_flags & RENDER_ADDITIVE)
9328                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9329         else if (t->currentalpha < 1)
9330                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9331         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9332                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9333         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9334                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9335         if (t->backgroundnumskinframes)
9336                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9337         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9338         {
9339                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9340                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9341         }
9342         else
9343                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9344         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9345                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9346
9347         // there is no tcmod
9348         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9349         {
9350                 t->currenttexmatrix = r_waterscrollmatrix;
9351                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9352         }
9353         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9354         {
9355                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9356                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9357         }
9358
9359         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9360                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9361         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9362                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9363
9364         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9365         if (t->currentskinframe->qpixels)
9366                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9367         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9368         if (!t->basetexture)
9369                 t->basetexture = r_texture_notexture;
9370         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9371         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9372         t->nmaptexture = t->currentskinframe->nmap;
9373         if (!t->nmaptexture)
9374                 t->nmaptexture = r_texture_blanknormalmap;
9375         t->glosstexture = r_texture_black;
9376         t->glowtexture = t->currentskinframe->glow;
9377         t->fogtexture = t->currentskinframe->fog;
9378         t->reflectmasktexture = t->currentskinframe->reflect;
9379         if (t->backgroundnumskinframes)
9380         {
9381                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9382                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9383                 t->backgroundglosstexture = r_texture_black;
9384                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9385                 if (!t->backgroundnmaptexture)
9386                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9387         }
9388         else
9389         {
9390                 t->backgroundbasetexture = r_texture_white;
9391                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9392                 t->backgroundglosstexture = r_texture_black;
9393                 t->backgroundglowtexture = NULL;
9394         }
9395         t->specularpower = r_shadow_glossexponent.value;
9396         // TODO: store reference values for these in the texture?
9397         t->specularscale = 0;
9398         if (r_shadow_gloss.integer > 0)
9399         {
9400                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9401                 {
9402                         if (r_shadow_glossintensity.value > 0)
9403                         {
9404                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9405                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9406                                 t->specularscale = r_shadow_glossintensity.value;
9407                         }
9408                 }
9409                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9410                 {
9411                         t->glosstexture = r_texture_white;
9412                         t->backgroundglosstexture = r_texture_white;
9413                         t->specularscale = r_shadow_gloss2intensity.value;
9414                         t->specularpower = r_shadow_gloss2exponent.value;
9415                 }
9416         }
9417         t->specularscale *= t->specularscalemod;
9418         t->specularpower *= t->specularpowermod;
9419
9420         // lightmaps mode looks bad with dlights using actual texturing, so turn
9421         // off the colormap and glossmap, but leave the normalmap on as it still
9422         // accurately represents the shading involved
9423         if (gl_lightmaps.integer)
9424         {
9425                 t->basetexture = r_texture_grey128;
9426                 t->pantstexture = r_texture_black;
9427                 t->shirttexture = r_texture_black;
9428                 t->nmaptexture = r_texture_blanknormalmap;
9429                 t->glosstexture = r_texture_black;
9430                 t->glowtexture = NULL;
9431                 t->fogtexture = NULL;
9432                 t->reflectmasktexture = NULL;
9433                 t->backgroundbasetexture = NULL;
9434                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9435                 t->backgroundglosstexture = r_texture_black;
9436                 t->backgroundglowtexture = NULL;
9437                 t->specularscale = 0;
9438                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9439         }
9440
9441         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9442         VectorClear(t->dlightcolor);
9443         t->currentnumlayers = 0;
9444         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9445         {
9446                 int blendfunc1, blendfunc2;
9447                 qboolean depthmask;
9448                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9449                 {
9450                         blendfunc1 = GL_SRC_ALPHA;
9451                         blendfunc2 = GL_ONE;
9452                 }
9453                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9454                 {
9455                         blendfunc1 = GL_SRC_ALPHA;
9456                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9457                 }
9458                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9459                 {
9460                         blendfunc1 = t->customblendfunc[0];
9461                         blendfunc2 = t->customblendfunc[1];
9462                 }
9463                 else
9464                 {
9465                         blendfunc1 = GL_ONE;
9466                         blendfunc2 = GL_ZERO;
9467                 }
9468                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9469                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9470                 {
9471                         // fullbright is not affected by r_refdef.lightmapintensity
9472                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9473                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9474                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9475                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9476                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9477                 }
9478                 else
9479                 {
9480                         vec3_t ambientcolor;
9481                         float colorscale;
9482                         // set the color tint used for lights affecting this surface
9483                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9484                         colorscale = 2;
9485                         // q3bsp has no lightmap updates, so the lightstylevalue that
9486                         // would normally be baked into the lightmap must be
9487                         // applied to the color
9488                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9489                         if (model->type == mod_brushq3)
9490                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9491                         colorscale *= r_refdef.lightmapintensity;
9492                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9493                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9494                         // basic lit geometry
9495                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9496                         // add pants/shirt if needed
9497                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9498                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
9499                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9500                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9501                         // now add ambient passes if needed
9502                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9503                         {
9504                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9505                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9506                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9507                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9508                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9509                         }
9510                 }
9511                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9512                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9513                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9514                 {
9515                         // if this is opaque use alpha blend which will darken the earlier
9516                         // passes cheaply.
9517                         //
9518                         // if this is an alpha blended material, all the earlier passes
9519                         // were darkened by fog already, so we only need to add the fog
9520                         // color ontop through the fog mask texture
9521                         //
9522                         // if this is an additive blended material, all the earlier passes
9523                         // were darkened by fog already, and we should not add fog color
9524                         // (because the background was not darkened, there is no fog color
9525                         // that was lost behind it).
9526                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9527                 }
9528         }
9529
9530         return t->currentframe;
9531 }
9532
9533 rsurfacestate_t rsurface;
9534
9535 void R_Mesh_ResizeArrays(int newvertices)
9536 {
9537         unsigned char *base;
9538         size_t size;
9539         if (rsurface.array_size >= newvertices)
9540                 return;
9541         if (rsurface.array_base)
9542                 Mem_Free(rsurface.array_base);
9543         rsurface.array_size = (newvertices + 1023) & ~1023;
9544         size = 0;
9545         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9546         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9547         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9548         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9549         size += rsurface.array_size * sizeof(float[3]);
9550         size += rsurface.array_size * sizeof(float[3]);
9551         size += rsurface.array_size * sizeof(float[3]);
9552         size += rsurface.array_size * sizeof(float[3]);
9553         size += rsurface.array_size * sizeof(float[3]);
9554         size += rsurface.array_size * sizeof(float[3]);
9555         size += rsurface.array_size * sizeof(float[3]);
9556         size += rsurface.array_size * sizeof(float[3]);
9557         size += rsurface.array_size * sizeof(float[4]);
9558         size += rsurface.array_size * sizeof(float[2]);
9559         size += rsurface.array_size * sizeof(float[2]);
9560         size += rsurface.array_size * sizeof(float[4]);
9561         size += rsurface.array_size * sizeof(int[3]);
9562         size += rsurface.array_size * sizeof(unsigned short[3]);
9563         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9564         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9565         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9566         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9567         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9568         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9569         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9570         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9571         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9572         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9573         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9574         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9575         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9576         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9577         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9578         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9579         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9580         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9581         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9582 }
9583
9584 void RSurf_ActiveWorldEntity(void)
9585 {
9586         dp_model_t *model = r_refdef.scene.worldmodel;
9587         //if (rsurface.entity == r_refdef.scene.worldentity)
9588         //      return;
9589         rsurface.entity = r_refdef.scene.worldentity;
9590         rsurface.skeleton = NULL;
9591         rsurface.ent_skinnum = 0;
9592         rsurface.ent_qwskin = -1;
9593         rsurface.ent_shadertime = 0;
9594         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9595         if (rsurface.array_size < model->surfmesh.num_vertices)
9596                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9597         rsurface.matrix = identitymatrix;
9598         rsurface.inversematrix = identitymatrix;
9599         rsurface.matrixscale = 1;
9600         rsurface.inversematrixscale = 1;
9601         R_EntityMatrix(&identitymatrix);
9602         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9603         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9604         rsurface.fograngerecip = r_refdef.fograngerecip;
9605         rsurface.fogheightfade = r_refdef.fogheightfade;
9606         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9607         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9608         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9609         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9610         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9611         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9612         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9613         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9614         rsurface.colormod[3] = 1;
9615         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9616         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9617         rsurface.frameblend[0].lerp = 1;
9618         rsurface.ent_alttextures = false;
9619         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9620         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9621         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9622         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9623         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9624         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9625         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9626         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9627         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9628         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9629         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9630         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9631         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9632         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9633         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9634         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9635         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9636         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9637         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9638         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9639         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9640         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9641         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9642         rsurface.modelelement3i = model->surfmesh.data_element3i;
9643         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9644         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9645         rsurface.modelelement3s = model->surfmesh.data_element3s;
9646         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9647         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9648         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9649         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9650         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9651         rsurface.modelsurfaces = model->data_surfaces;
9652         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9653         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9654         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9655         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9656         rsurface.modelgeneratedvertex = false;
9657         rsurface.batchgeneratedvertex = false;
9658         rsurface.batchfirstvertex = 0;
9659         rsurface.batchnumvertices = 0;
9660         rsurface.batchfirsttriangle = 0;
9661         rsurface.batchnumtriangles = 0;
9662         rsurface.batchvertex3f  = NULL;
9663         rsurface.batchvertex3f_vertexbuffer = NULL;
9664         rsurface.batchvertex3f_bufferoffset = 0;
9665         rsurface.batchsvector3f = NULL;
9666         rsurface.batchsvector3f_vertexbuffer = NULL;
9667         rsurface.batchsvector3f_bufferoffset = 0;
9668         rsurface.batchtvector3f = NULL;
9669         rsurface.batchtvector3f_vertexbuffer = NULL;
9670         rsurface.batchtvector3f_bufferoffset = 0;
9671         rsurface.batchnormal3f  = NULL;
9672         rsurface.batchnormal3f_vertexbuffer = NULL;
9673         rsurface.batchnormal3f_bufferoffset = 0;
9674         rsurface.batchlightmapcolor4f = NULL;
9675         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9676         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9677         rsurface.batchtexcoordtexture2f = NULL;
9678         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9679         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9680         rsurface.batchtexcoordlightmap2f = NULL;
9681         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9682         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9683         rsurface.batchvertexmesh = NULL;
9684         rsurface.batchvertexmeshbuffer = NULL;
9685         rsurface.batchvertexposition = NULL;
9686         rsurface.batchvertexpositionbuffer = NULL;
9687         rsurface.batchelement3i = NULL;
9688         rsurface.batchelement3i_indexbuffer = NULL;
9689         rsurface.batchelement3i_bufferoffset = 0;
9690         rsurface.batchelement3s = NULL;
9691         rsurface.batchelement3s_indexbuffer = NULL;
9692         rsurface.batchelement3s_bufferoffset = 0;
9693         rsurface.passcolor4f = NULL;
9694         rsurface.passcolor4f_vertexbuffer = NULL;
9695         rsurface.passcolor4f_bufferoffset = 0;
9696 }
9697
9698 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9699 {
9700         dp_model_t *model = ent->model;
9701         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9702         //      return;
9703         rsurface.entity = (entity_render_t *)ent;
9704         rsurface.skeleton = ent->skeleton;
9705         rsurface.ent_skinnum = ent->skinnum;
9706         rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
9707         rsurface.ent_shadertime = ent->shadertime;
9708         rsurface.ent_flags = ent->flags;
9709         if (rsurface.array_size < model->surfmesh.num_vertices)
9710                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9711         rsurface.matrix = ent->matrix;
9712         rsurface.inversematrix = ent->inversematrix;
9713         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9714         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9715         R_EntityMatrix(&rsurface.matrix);
9716         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9717         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9718         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9719         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9720         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9721         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9722         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9723         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9724         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9725         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9726         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9727         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9728         rsurface.colormod[3] = ent->alpha;
9729         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9730         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9731         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9732         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9733         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9734         if (ent->model->brush.submodel && !prepass)
9735         {
9736                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9737                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9738         }
9739         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9740         {
9741                 if (ent->animcache_vertex3f && !r_framedata_failed)
9742                 {
9743                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9744                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9745                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9746                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9747                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9748                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9749                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9750                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9751                 }
9752                 else if (wanttangents)
9753                 {
9754                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9757                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9759                         rsurface.modelvertexmesh = NULL;
9760                         rsurface.modelvertexmeshbuffer = NULL;
9761                         rsurface.modelvertexposition = NULL;
9762                         rsurface.modelvertexpositionbuffer = NULL;
9763                 }
9764                 else if (wantnormals)
9765                 {
9766                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9767                         rsurface.modelsvector3f = NULL;
9768                         rsurface.modeltvector3f = NULL;
9769                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9770                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9771                         rsurface.modelvertexmesh = NULL;
9772                         rsurface.modelvertexmeshbuffer = NULL;
9773                         rsurface.modelvertexposition = NULL;
9774                         rsurface.modelvertexpositionbuffer = NULL;
9775                 }
9776                 else
9777                 {
9778                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9779                         rsurface.modelsvector3f = NULL;
9780                         rsurface.modeltvector3f = NULL;
9781                         rsurface.modelnormal3f = NULL;
9782                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9783                         rsurface.modelvertexmesh = NULL;
9784                         rsurface.modelvertexmeshbuffer = NULL;
9785                         rsurface.modelvertexposition = NULL;
9786                         rsurface.modelvertexpositionbuffer = NULL;
9787                 }
9788                 rsurface.modelvertex3f_vertexbuffer = 0;
9789                 rsurface.modelvertex3f_bufferoffset = 0;
9790                 rsurface.modelsvector3f_vertexbuffer = 0;
9791                 rsurface.modelsvector3f_bufferoffset = 0;
9792                 rsurface.modeltvector3f_vertexbuffer = 0;
9793                 rsurface.modeltvector3f_bufferoffset = 0;
9794                 rsurface.modelnormal3f_vertexbuffer = 0;
9795                 rsurface.modelnormal3f_bufferoffset = 0;
9796                 rsurface.modelgeneratedvertex = true;
9797         }
9798         else
9799         {
9800                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9801                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9802                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9803                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9804                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9805                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9806                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9807                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9808                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9809                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9810                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9811                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9812                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9813                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9814                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9815                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9816                 rsurface.modelgeneratedvertex = false;
9817         }
9818         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9819         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9820         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9821         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9822         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9823         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9824         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9825         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9826         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9827         rsurface.modelelement3i = model->surfmesh.data_element3i;
9828         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9829         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9830         rsurface.modelelement3s = model->surfmesh.data_element3s;
9831         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9832         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9833         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9834         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9835         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9836         rsurface.modelsurfaces = model->data_surfaces;
9837         rsurface.batchgeneratedvertex = false;
9838         rsurface.batchfirstvertex = 0;
9839         rsurface.batchnumvertices = 0;
9840         rsurface.batchfirsttriangle = 0;
9841         rsurface.batchnumtriangles = 0;
9842         rsurface.batchvertex3f  = NULL;
9843         rsurface.batchvertex3f_vertexbuffer = NULL;
9844         rsurface.batchvertex3f_bufferoffset = 0;
9845         rsurface.batchsvector3f = NULL;
9846         rsurface.batchsvector3f_vertexbuffer = NULL;
9847         rsurface.batchsvector3f_bufferoffset = 0;
9848         rsurface.batchtvector3f = NULL;
9849         rsurface.batchtvector3f_vertexbuffer = NULL;
9850         rsurface.batchtvector3f_bufferoffset = 0;
9851         rsurface.batchnormal3f  = NULL;
9852         rsurface.batchnormal3f_vertexbuffer = NULL;
9853         rsurface.batchnormal3f_bufferoffset = 0;
9854         rsurface.batchlightmapcolor4f = NULL;
9855         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9856         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9857         rsurface.batchtexcoordtexture2f = NULL;
9858         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9859         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9860         rsurface.batchtexcoordlightmap2f = NULL;
9861         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9862         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9863         rsurface.batchvertexmesh = NULL;
9864         rsurface.batchvertexmeshbuffer = NULL;
9865         rsurface.batchvertexposition = NULL;
9866         rsurface.batchvertexpositionbuffer = NULL;
9867         rsurface.batchelement3i = NULL;
9868         rsurface.batchelement3i_indexbuffer = NULL;
9869         rsurface.batchelement3i_bufferoffset = 0;
9870         rsurface.batchelement3s = NULL;
9871         rsurface.batchelement3s_indexbuffer = NULL;
9872         rsurface.batchelement3s_bufferoffset = 0;
9873         rsurface.passcolor4f = NULL;
9874         rsurface.passcolor4f_vertexbuffer = NULL;
9875         rsurface.passcolor4f_bufferoffset = 0;
9876 }
9877
9878 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
9879 {
9880         int i;
9881
9882         rsurface.entity = r_refdef.scene.worldentity;
9883         rsurface.skeleton = NULL;
9884         rsurface.ent_skinnum = 0;
9885         rsurface.ent_qwskin = -1;
9886         rsurface.ent_shadertime = shadertime;
9887         rsurface.ent_flags = entflags;
9888         rsurface.modelnumvertices = numvertices;
9889         rsurface.modelnumtriangles = numtriangles;
9890         if (rsurface.array_size < rsurface.modelnumvertices)
9891                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
9892         rsurface.matrix = *matrix;
9893         rsurface.inversematrix = *inversematrix;
9894         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9895         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9896         R_EntityMatrix(&rsurface.matrix);
9897         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9898         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9899         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9900         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9901         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9902         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9903         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9904         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9905         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9906         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9907         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9908         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9909         VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
9910         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9911         rsurface.frameblend[0].lerp = 1;
9912         rsurface.ent_alttextures = false;
9913         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9914         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9915         if (wanttangents)
9916         {
9917                 rsurface.modelvertex3f = vertex3f;
9918                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9919                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9920                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9921         }
9922         else if (wantnormals)
9923         {
9924                 rsurface.modelvertex3f = vertex3f;
9925                 rsurface.modelsvector3f = NULL;
9926                 rsurface.modeltvector3f = NULL;
9927                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9928         }
9929         else
9930         {
9931                 rsurface.modelvertex3f = vertex3f;
9932                 rsurface.modelsvector3f = NULL;
9933                 rsurface.modeltvector3f = NULL;
9934                 rsurface.modelnormal3f = NULL;
9935         }
9936         rsurface.modelvertexmesh = NULL;
9937         rsurface.modelvertexmeshbuffer = NULL;
9938         rsurface.modelvertexposition = NULL;
9939         rsurface.modelvertexpositionbuffer = NULL;
9940         rsurface.modelvertex3f_vertexbuffer = 0;
9941         rsurface.modelvertex3f_bufferoffset = 0;
9942         rsurface.modelsvector3f_vertexbuffer = 0;
9943         rsurface.modelsvector3f_bufferoffset = 0;
9944         rsurface.modeltvector3f_vertexbuffer = 0;
9945         rsurface.modeltvector3f_bufferoffset = 0;
9946         rsurface.modelnormal3f_vertexbuffer = 0;
9947         rsurface.modelnormal3f_bufferoffset = 0;
9948         rsurface.modelgeneratedvertex = true;
9949         rsurface.modellightmapcolor4f  = color4f;
9950         rsurface.modellightmapcolor4f_vertexbuffer = 0;
9951         rsurface.modellightmapcolor4f_bufferoffset = 0;
9952         rsurface.modeltexcoordtexture2f  = texcoord2f;
9953         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9954         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9955         rsurface.modeltexcoordlightmap2f  = NULL;
9956         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9957         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9958         rsurface.modelelement3i = element3i;
9959         rsurface.modelelement3i_indexbuffer = NULL;
9960         rsurface.modelelement3i_bufferoffset = 0;
9961         rsurface.modelelement3s = element3s;
9962         rsurface.modelelement3s_indexbuffer = NULL;
9963         rsurface.modelelement3s_bufferoffset = 0;
9964         rsurface.modellightmapoffsets = NULL;
9965         rsurface.modelsurfaces = NULL;
9966         rsurface.batchgeneratedvertex = false;
9967         rsurface.batchfirstvertex = 0;
9968         rsurface.batchnumvertices = 0;
9969         rsurface.batchfirsttriangle = 0;
9970         rsurface.batchnumtriangles = 0;
9971         rsurface.batchvertex3f  = NULL;
9972         rsurface.batchvertex3f_vertexbuffer = NULL;
9973         rsurface.batchvertex3f_bufferoffset = 0;
9974         rsurface.batchsvector3f = NULL;
9975         rsurface.batchsvector3f_vertexbuffer = NULL;
9976         rsurface.batchsvector3f_bufferoffset = 0;
9977         rsurface.batchtvector3f = NULL;
9978         rsurface.batchtvector3f_vertexbuffer = NULL;
9979         rsurface.batchtvector3f_bufferoffset = 0;
9980         rsurface.batchnormal3f  = NULL;
9981         rsurface.batchnormal3f_vertexbuffer = NULL;
9982         rsurface.batchnormal3f_bufferoffset = 0;
9983         rsurface.batchlightmapcolor4f = NULL;
9984         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9985         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9986         rsurface.batchtexcoordtexture2f = NULL;
9987         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9988         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9989         rsurface.batchtexcoordlightmap2f = NULL;
9990         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9991         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9992         rsurface.batchvertexmesh = NULL;
9993         rsurface.batchvertexmeshbuffer = NULL;
9994         rsurface.batchvertexposition = NULL;
9995         rsurface.batchvertexpositionbuffer = NULL;
9996         rsurface.batchelement3i = NULL;
9997         rsurface.batchelement3i_indexbuffer = NULL;
9998         rsurface.batchelement3i_bufferoffset = 0;
9999         rsurface.batchelement3s = NULL;
10000         rsurface.batchelement3s_indexbuffer = NULL;
10001         rsurface.batchelement3s_bufferoffset = 0;
10002         rsurface.passcolor4f = NULL;
10003         rsurface.passcolor4f_vertexbuffer = NULL;
10004         rsurface.passcolor4f_bufferoffset = 0;
10005
10006         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10007         {
10008                 if ((wantnormals || wanttangents) && !normal3f)
10009                 {
10010                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10011                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10012                 }
10013                 if (wanttangents && !svector3f)
10014                 {
10015                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10016                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10017                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10018                 }
10019         }
10020
10021         // now convert arrays into vertexmesh structs
10022         for (i = 0;i < numvertices;i++)
10023         {
10024                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10025                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10026                 if (rsurface.modelsvector3f)
10027                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10028                 if (rsurface.modeltvector3f)
10029                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10030                 if (rsurface.modelnormal3f)
10031                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10032                 if (rsurface.modellightmapcolor4f)
10033                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10034                 if (rsurface.modeltexcoordtexture2f)
10035                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10036                 if (rsurface.modeltexcoordlightmap2f)
10037                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10038         }
10039 }
10040
10041 float RSurf_FogPoint(const float *v)
10042 {
10043         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10044         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10045         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10046         float FogHeightFade = r_refdef.fogheightfade;
10047         float fogfrac;
10048         unsigned int fogmasktableindex;
10049         if (r_refdef.fogplaneviewabove)
10050                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10051         else
10052                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10053         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10054         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10055 }
10056
10057 float RSurf_FogVertex(const float *v)
10058 {
10059         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10060         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10061         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10062         float FogHeightFade = rsurface.fogheightfade;
10063         float fogfrac;
10064         unsigned int fogmasktableindex;
10065         if (r_refdef.fogplaneviewabove)
10066                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10067         else
10068                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10069         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10070         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10071 }
10072
10073 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10074 {
10075         int i;
10076         for (i = 0;i < numelements;i++)
10077                 outelement3i[i] = inelement3i[i] + adjust;
10078 }
10079
10080 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10081 extern cvar_t gl_vbo;
10082 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10083 {
10084         int deformindex;
10085         int firsttriangle;
10086         int numtriangles;
10087         int firstvertex;
10088         int endvertex;
10089         int numvertices;
10090         int surfacefirsttriangle;
10091         int surfacenumtriangles;
10092         int surfacefirstvertex;
10093         int surfaceendvertex;
10094         int surfacenumvertices;
10095         int surfaceadjustvertex;
10096         int needsupdate;
10097         int i, j;
10098         qboolean gaps;
10099         qboolean dynamicvertex;
10100         float amplitude;
10101         float animpos;
10102         float scale;
10103         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10104         float waveparms[4];
10105         q3shaderinfo_deform_t *deform;
10106         const msurface_t *surface, *firstsurface;
10107         r_vertexposition_t *vertexposition;
10108         r_vertexmesh_t *vertexmesh;
10109         if (!texturenumsurfaces)
10110                 return;
10111         // find vertex range of this surface batch
10112         gaps = false;
10113         firstsurface = texturesurfacelist[0];
10114         firsttriangle = firstsurface->num_firsttriangle;
10115         numtriangles = 0;
10116         firstvertex = endvertex = firstsurface->num_firstvertex;
10117         for (i = 0;i < texturenumsurfaces;i++)
10118         {
10119                 surface = texturesurfacelist[i];
10120                 if (surface != firstsurface + i)
10121                         gaps = true;
10122                 surfacefirstvertex = surface->num_firstvertex;
10123                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10124                 surfacenumtriangles = surface->num_triangles;
10125                 if (firstvertex > surfacefirstvertex)
10126                         firstvertex = surfacefirstvertex;
10127                 if (endvertex < surfaceendvertex)
10128                         endvertex = surfaceendvertex;
10129                 numtriangles += surfacenumtriangles;
10130         }
10131         if (!numtriangles)
10132                 return;
10133
10134         // we now know the vertex range used, and if there are any gaps in it
10135         rsurface.batchfirstvertex = firstvertex;
10136         rsurface.batchnumvertices = endvertex - firstvertex;
10137         rsurface.batchfirsttriangle = firsttriangle;
10138         rsurface.batchnumtriangles = numtriangles;
10139
10140         // this variable holds flags for which properties have been updated that
10141         // may require regenerating vertexmesh or vertexposition arrays...
10142         needsupdate = 0;
10143
10144         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10145                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10146         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10147         {
10148                 switch (deform->deform)
10149                 {
10150                 default:
10151                 case Q3DEFORM_PROJECTIONSHADOW:
10152                 case Q3DEFORM_TEXT0:
10153                 case Q3DEFORM_TEXT1:
10154                 case Q3DEFORM_TEXT2:
10155                 case Q3DEFORM_TEXT3:
10156                 case Q3DEFORM_TEXT4:
10157                 case Q3DEFORM_TEXT5:
10158                 case Q3DEFORM_TEXT6:
10159                 case Q3DEFORM_TEXT7:
10160                 case Q3DEFORM_NONE:
10161                         break;
10162                 case Q3DEFORM_AUTOSPRITE:
10163                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10164                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10165                         break;
10166                 case Q3DEFORM_AUTOSPRITE2:
10167                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10168                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10169                         break;
10170                 case Q3DEFORM_NORMAL:
10171                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10172                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10173                         break;
10174                 case Q3DEFORM_WAVE:
10175                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10176                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10177                         break;
10178                 case Q3DEFORM_BULGE:
10179                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10180                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10181                         break;
10182                 case Q3DEFORM_MOVE:
10183                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10184                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10185                         break;
10186                 }
10187         }
10188         switch(rsurface.texture->tcgen.tcgen)
10189         {
10190         default:
10191         case Q3TCGEN_TEXTURE:
10192                 break;
10193         case Q3TCGEN_LIGHTMAP:
10194                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10195                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10196                 break;
10197         case Q3TCGEN_VECTOR:
10198                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10199                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10200                 break;
10201         case Q3TCGEN_ENVIRONMENT:
10202                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10203                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10204                 break;
10205         }
10206         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10207         {
10208                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10209                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10210         }
10211
10212         // check if any dynamic vertex processing must occur
10213         dynamicvertex = false;
10214
10215         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10216         {
10217                 dynamicvertex = true;
10218                 batchneed |= BATCHNEED_NOGAPS;
10219                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10220         }
10221
10222         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10223         {
10224                 dynamicvertex = true;
10225                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10226                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10227         }
10228
10229         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10230         {
10231                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10232                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10233                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10234                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10235                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10236                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10237                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10238         }
10239
10240         // when the model data has no vertex buffer (dynamic mesh), we need to
10241         // eliminate gaps
10242         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10243                 batchneed |= BATCHNEED_NOGAPS;
10244
10245         // if needsupdate, we have to do a dynamic vertex batch for sure
10246         if (needsupdate & batchneed)
10247                 dynamicvertex = true;
10248
10249         // see if we need to build vertexmesh from arrays
10250         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10251                 dynamicvertex = true;
10252
10253         // see if we need to build vertexposition from arrays
10254         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10255                 dynamicvertex = true;
10256
10257         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10258         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10259                 dynamicvertex = true;
10260
10261         // if there is a chance of animated vertex colors, it's a dynamic batch
10262         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10263                 dynamicvertex = true;
10264
10265         rsurface.batchvertex3f = rsurface.modelvertex3f;
10266         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10267         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10268         rsurface.batchsvector3f = rsurface.modelsvector3f;
10269         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10270         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10271         rsurface.batchtvector3f = rsurface.modeltvector3f;
10272         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10273         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10274         rsurface.batchnormal3f = rsurface.modelnormal3f;
10275         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10276         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10277         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10278         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10279         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10280         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10281         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10282         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10283         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10284         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10285         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10286         rsurface.batchvertexposition = rsurface.modelvertexposition;
10287         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10288         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10289         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10290         rsurface.batchelement3i = rsurface.modelelement3i;
10291         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10292         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10293         rsurface.batchelement3s = rsurface.modelelement3s;
10294         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10295         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10296
10297         // if any dynamic vertex processing has to occur in software, we copy the
10298         // entire surface list together before processing to rebase the vertices
10299         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10300         //
10301         // if any gaps exist and we do not have a static vertex buffer, we have to
10302         // copy the surface list together to avoid wasting upload bandwidth on the
10303         // vertices in the gaps.
10304         //
10305         // if gaps exist and we have a static vertex buffer, we still have to
10306         // combine the index buffer ranges into one dynamic index buffer.
10307         //
10308         // in all cases we end up with data that can be drawn in one call.
10309
10310         if (!dynamicvertex)
10311         {
10312                 // static vertex data, just set pointers...
10313                 rsurface.batchgeneratedvertex = false;
10314                 // if there are gaps, we want to build a combined index buffer,
10315                 // otherwise use the original static buffer with an appropriate offset
10316                 if (gaps)
10317                 {
10318                         firsttriangle = 0;
10319                         numtriangles = 0;
10320                         for (i = 0;i < texturenumsurfaces;i++)
10321                         {
10322                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10323                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10324                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10325                                 numtriangles += surfacenumtriangles;
10326                         }
10327                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10328                         rsurface.batchelement3i_indexbuffer = NULL;
10329                         rsurface.batchelement3i_bufferoffset = 0;
10330                         rsurface.batchelement3s = NULL;
10331                         rsurface.batchelement3s_indexbuffer = NULL;
10332                         rsurface.batchelement3s_bufferoffset = 0;
10333                         if (endvertex <= 65536)
10334                         {
10335                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10336                                 for (i = 0;i < numtriangles*3;i++)
10337                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10338                         }
10339                         rsurface.batchfirsttriangle = firsttriangle;
10340                         rsurface.batchnumtriangles = numtriangles;
10341                 }
10342                 return;
10343         }
10344
10345         // something needs software processing, do it for real...
10346         // we only directly handle interleaved array data in this case...
10347         rsurface.batchgeneratedvertex = true;
10348
10349         // now copy the vertex data into a combined array and make an index array
10350         // (this is what Quake3 does all the time)
10351         //if (gaps || rsurface.batchfirstvertex)
10352         {
10353                 rsurface.batchvertexposition = NULL;
10354                 rsurface.batchvertexpositionbuffer = NULL;
10355                 rsurface.batchvertexmesh = NULL;
10356                 rsurface.batchvertexmeshbuffer = NULL;
10357                 rsurface.batchvertex3f = NULL;
10358                 rsurface.batchvertex3f_vertexbuffer = NULL;
10359                 rsurface.batchvertex3f_bufferoffset = 0;
10360                 rsurface.batchsvector3f = NULL;
10361                 rsurface.batchsvector3f_vertexbuffer = NULL;
10362                 rsurface.batchsvector3f_bufferoffset = 0;
10363                 rsurface.batchtvector3f = NULL;
10364                 rsurface.batchtvector3f_vertexbuffer = NULL;
10365                 rsurface.batchtvector3f_bufferoffset = 0;
10366                 rsurface.batchnormal3f = NULL;
10367                 rsurface.batchnormal3f_vertexbuffer = NULL;
10368                 rsurface.batchnormal3f_bufferoffset = 0;
10369                 rsurface.batchlightmapcolor4f = NULL;
10370                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10371                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10372                 rsurface.batchtexcoordtexture2f = NULL;
10373                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10374                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10375                 rsurface.batchtexcoordlightmap2f = NULL;
10376                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10377                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10378                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10379                 rsurface.batchelement3i_indexbuffer = NULL;
10380                 rsurface.batchelement3i_bufferoffset = 0;
10381                 rsurface.batchelement3s = NULL;
10382                 rsurface.batchelement3s_indexbuffer = NULL;
10383                 rsurface.batchelement3s_bufferoffset = 0;
10384                 // we'll only be setting up certain arrays as needed
10385                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10386                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10387                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10388                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10389                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10390                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10391                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10392                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10393                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10394                 {
10395                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10396                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10397                 }
10398                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10399                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10400                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10401                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10402                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10403                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10404                 numvertices = 0;
10405                 numtriangles = 0;
10406                 for (i = 0;i < texturenumsurfaces;i++)
10407                 {
10408                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10409                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10410                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10411                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10412                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10413                         // copy only the data requested
10414                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10415                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10416                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10417                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10418                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10419                         {
10420                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10421                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10422                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10423                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10424                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10425                                 {
10426                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10427                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10428                                 }
10429                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10430                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10431                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10432                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10433                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10434                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10435                         }
10436                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10437                         numvertices += surfacenumvertices;
10438                         numtriangles += surfacenumtriangles;
10439                 }
10440
10441                 // generate a 16bit index array as well if possible
10442                 // (in general, dynamic batches fit)
10443                 if (numvertices <= 65536)
10444                 {
10445                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10446                         for (i = 0;i < numtriangles*3;i++)
10447                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10448                 }
10449
10450                 // since we've copied everything, the batch now starts at 0
10451                 rsurface.batchfirstvertex = 0;
10452                 rsurface.batchnumvertices = numvertices;
10453                 rsurface.batchfirsttriangle = 0;
10454                 rsurface.batchnumtriangles = numtriangles;
10455         }
10456
10457         // q1bsp surfaces rendered in vertex color mode have to have colors
10458         // calculated based on lightstyles
10459         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10460         {
10461                 // generate color arrays for the surfaces in this list
10462                 int c[4];
10463                 int scale;
10464                 int size3;
10465                 const int *offsets;
10466                 const unsigned char *lm;
10467                 numvertices = 0;
10468                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10469                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10470                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10471                 for (i = 0;i < texturenumsurfaces;i++)
10472                 {
10473                         surface = texturesurfacelist[i];
10474                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10475                         surfacenumvertices = surface->num_vertices;
10476                         if (surface->lightmapinfo->samples)
10477                         {
10478                                 for (j = 0;j < surfacenumvertices;j++)
10479                                 {
10480                                         lm = surface->lightmapinfo->samples + offsets[j];
10481                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10482                                         VectorScale(lm, scale, c);
10483                                         if (surface->lightmapinfo->styles[1] != 255)
10484                                         {
10485                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10486                                                 lm += size3;
10487                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10488                                                 VectorMA(c, scale, lm, c);
10489                                                 if (surface->lightmapinfo->styles[2] != 255)
10490                                                 {
10491                                                         lm += size3;
10492                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10493                                                         VectorMA(c, scale, lm, c);
10494                                                         if (surface->lightmapinfo->styles[3] != 255)
10495                                                         {
10496                                                                 lm += size3;
10497                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10498                                                                 VectorMA(c, scale, lm, c);
10499                                                         }
10500                                                 }
10501                                         }
10502                                         c[0] >>= 15;
10503                                         c[1] >>= 15;
10504                                         c[2] >>= 15;
10505                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10506                                         numvertices++;
10507                                 }
10508                         }
10509                         else
10510                         {
10511                                 for (j = 0;j < surfacenumvertices;j++)
10512                                 {
10513                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10514                                         numvertices++;
10515                                 }
10516                         }
10517                 }
10518         }
10519
10520         // if vertices are deformed (sprite flares and things in maps, possibly
10521         // water waves, bulges and other deformations), modify the copied vertices
10522         // in place
10523         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10524         {
10525                 switch (deform->deform)
10526                 {
10527                 default:
10528                 case Q3DEFORM_PROJECTIONSHADOW:
10529                 case Q3DEFORM_TEXT0:
10530                 case Q3DEFORM_TEXT1:
10531                 case Q3DEFORM_TEXT2:
10532                 case Q3DEFORM_TEXT3:
10533                 case Q3DEFORM_TEXT4:
10534                 case Q3DEFORM_TEXT5:
10535                 case Q3DEFORM_TEXT6:
10536                 case Q3DEFORM_TEXT7:
10537                 case Q3DEFORM_NONE:
10538                         break;
10539                 case Q3DEFORM_AUTOSPRITE:
10540                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10541                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10542                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10543                         VectorNormalize(newforward);
10544                         VectorNormalize(newright);
10545                         VectorNormalize(newup);
10546                         // a single autosprite surface can contain multiple sprites...
10547                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10548                         {
10549                                 VectorClear(center);
10550                                 for (i = 0;i < 4;i++)
10551                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10552                                 VectorScale(center, 0.25f, center);
10553                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10554                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10555                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10556                                 for (i = 0;i < 4;i++)
10557                                 {
10558                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10559                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10560                                 }
10561                         }
10562                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10563                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10564                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10565                         rsurface.batchvertex3f_vertexbuffer = NULL;
10566                         rsurface.batchvertex3f_bufferoffset = 0;
10567                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10568                         rsurface.batchsvector3f_vertexbuffer = NULL;
10569                         rsurface.batchsvector3f_bufferoffset = 0;
10570                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10571                         rsurface.batchtvector3f_vertexbuffer = NULL;
10572                         rsurface.batchtvector3f_bufferoffset = 0;
10573                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10574                         rsurface.batchnormal3f_vertexbuffer = NULL;
10575                         rsurface.batchnormal3f_bufferoffset = 0;
10576                         break;
10577                 case Q3DEFORM_AUTOSPRITE2:
10578                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10579                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10580                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10581                         VectorNormalize(newforward);
10582                         VectorNormalize(newright);
10583                         VectorNormalize(newup);
10584                         {
10585                                 const float *v1, *v2;
10586                                 vec3_t start, end;
10587                                 float f, l;
10588                                 struct
10589                                 {
10590                                         float length2;
10591                                         const float *v1;
10592                                         const float *v2;
10593                                 }
10594                                 shortest[2];
10595                                 memset(shortest, 0, sizeof(shortest));
10596                                 // a single autosprite surface can contain multiple sprites...
10597                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10598                                 {
10599                                         VectorClear(center);
10600                                         for (i = 0;i < 4;i++)
10601                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10602                                         VectorScale(center, 0.25f, center);
10603                                         // find the two shortest edges, then use them to define the
10604                                         // axis vectors for rotating around the central axis
10605                                         for (i = 0;i < 6;i++)
10606                                         {
10607                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10608                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10609                                                 l = VectorDistance2(v1, v2);
10610                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10611                                                 if (v1[2] != v2[2])
10612                                                         l += (1.0f / 1024.0f);
10613                                                 if (shortest[0].length2 > l || i == 0)
10614                                                 {
10615                                                         shortest[1] = shortest[0];
10616                                                         shortest[0].length2 = l;
10617                                                         shortest[0].v1 = v1;
10618                                                         shortest[0].v2 = v2;
10619                                                 }
10620                                                 else if (shortest[1].length2 > l || i == 1)
10621                                                 {
10622                                                         shortest[1].length2 = l;
10623                                                         shortest[1].v1 = v1;
10624                                                         shortest[1].v2 = v2;
10625                                                 }
10626                                         }
10627                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10628                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10629                                         // this calculates the right vector from the shortest edge
10630                                         // and the up vector from the edge midpoints
10631                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10632                                         VectorNormalize(right);
10633                                         VectorSubtract(end, start, up);
10634                                         VectorNormalize(up);
10635                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10636                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10637                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10638                                         VectorNegate(forward, forward);
10639                                         VectorReflect(forward, 0, up, forward);
10640                                         VectorNormalize(forward);
10641                                         CrossProduct(up, forward, newright);
10642                                         VectorNormalize(newright);
10643                                         // rotate the quad around the up axis vector, this is made
10644                                         // especially easy by the fact we know the quad is flat,
10645                                         // so we only have to subtract the center position and
10646                                         // measure distance along the right vector, and then
10647                                         // multiply that by the newright vector and add back the
10648                                         // center position
10649                                         // we also need to subtract the old position to undo the
10650                                         // displacement from the center, which we do with a
10651                                         // DotProduct, the subtraction/addition of center is also
10652                                         // optimized into DotProducts here
10653                                         l = DotProduct(right, center);
10654                                         for (i = 0;i < 4;i++)
10655                                         {
10656                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10657                                                 f = DotProduct(right, v1) - l;
10658                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10659                                         }
10660                                 }
10661                         }
10662                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10663                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10664                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10665                         rsurface.batchvertex3f_vertexbuffer = NULL;
10666                         rsurface.batchvertex3f_bufferoffset = 0;
10667                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10668                         rsurface.batchsvector3f_vertexbuffer = NULL;
10669                         rsurface.batchsvector3f_bufferoffset = 0;
10670                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10671                         rsurface.batchtvector3f_vertexbuffer = NULL;
10672                         rsurface.batchtvector3f_bufferoffset = 0;
10673                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10674                         rsurface.batchnormal3f_vertexbuffer = NULL;
10675                         rsurface.batchnormal3f_bufferoffset = 0;
10676                         break;
10677                 case Q3DEFORM_NORMAL:
10678                         // deform the normals to make reflections wavey
10679                         for (j = 0;j < rsurface.batchnumvertices;j++)
10680                         {
10681                                 float vertex[3];
10682                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10683                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10684                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10685                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10686                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10687                                 VectorNormalize(normal);
10688                         }
10689                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10690                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10691                         rsurface.batchsvector3f_vertexbuffer = NULL;
10692                         rsurface.batchsvector3f_bufferoffset = 0;
10693                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10694                         rsurface.batchtvector3f_vertexbuffer = NULL;
10695                         rsurface.batchtvector3f_bufferoffset = 0;
10696                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10697                         rsurface.batchnormal3f_vertexbuffer = NULL;
10698                         rsurface.batchnormal3f_bufferoffset = 0;
10699                         break;
10700                 case Q3DEFORM_WAVE:
10701                         // deform vertex array to make wavey water and flags and such
10702                         waveparms[0] = deform->waveparms[0];
10703                         waveparms[1] = deform->waveparms[1];
10704                         waveparms[2] = deform->waveparms[2];
10705                         waveparms[3] = deform->waveparms[3];
10706                         // this is how a divisor of vertex influence on deformation
10707                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10708                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10709                         for (j = 0;j < rsurface.batchnumvertices;j++)
10710                         {
10711                                 // if the wavefunc depends on time, evaluate it per-vertex
10712                                 if (waveparms[3])
10713                                 {
10714                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10715                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10716                                 }
10717                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10718                         }
10719                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10720                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10721                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10722                         rsurface.batchvertex3f_vertexbuffer = NULL;
10723                         rsurface.batchvertex3f_bufferoffset = 0;
10724                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10725                         rsurface.batchsvector3f_vertexbuffer = NULL;
10726                         rsurface.batchsvector3f_bufferoffset = 0;
10727                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10728                         rsurface.batchtvector3f_vertexbuffer = NULL;
10729                         rsurface.batchtvector3f_bufferoffset = 0;
10730                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10731                         rsurface.batchnormal3f_vertexbuffer = NULL;
10732                         rsurface.batchnormal3f_bufferoffset = 0;
10733                         break;
10734                 case Q3DEFORM_BULGE:
10735                         // deform vertex array to make the surface have moving bulges
10736                         for (j = 0;j < rsurface.batchnumvertices;j++)
10737                         {
10738                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10739                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10740                         }
10741                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10742                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10743                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10744                         rsurface.batchvertex3f_vertexbuffer = NULL;
10745                         rsurface.batchvertex3f_bufferoffset = 0;
10746                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10747                         rsurface.batchsvector3f_vertexbuffer = NULL;
10748                         rsurface.batchsvector3f_bufferoffset = 0;
10749                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10750                         rsurface.batchtvector3f_vertexbuffer = NULL;
10751                         rsurface.batchtvector3f_bufferoffset = 0;
10752                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10753                         rsurface.batchnormal3f_vertexbuffer = NULL;
10754                         rsurface.batchnormal3f_bufferoffset = 0;
10755                         break;
10756                 case Q3DEFORM_MOVE:
10757                         // deform vertex array
10758                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10759                         VectorScale(deform->parms, scale, waveparms);
10760                         for (j = 0;j < rsurface.batchnumvertices;j++)
10761                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10762                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10763                         rsurface.batchvertex3f_vertexbuffer = NULL;
10764                         rsurface.batchvertex3f_bufferoffset = 0;
10765                         break;
10766                 }
10767         }
10768
10769         // generate texcoords based on the chosen texcoord source
10770         switch(rsurface.texture->tcgen.tcgen)
10771         {
10772         default:
10773         case Q3TCGEN_TEXTURE:
10774                 break;
10775         case Q3TCGEN_LIGHTMAP:
10776                 if (rsurface.batchtexcoordlightmap2f)
10777                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10778                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10779                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10780                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10781                 break;
10782         case Q3TCGEN_VECTOR:
10783                 for (j = 0;j < rsurface.batchnumvertices;j++)
10784                 {
10785                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10786                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10787                 }
10788                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10789                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10790                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10791                 break;
10792         case Q3TCGEN_ENVIRONMENT:
10793                 // make environment reflections using a spheremap
10794                 for (j = 0;j < rsurface.batchnumvertices;j++)
10795                 {
10796                         // identical to Q3A's method, but executed in worldspace so
10797                         // carried models can be shiny too
10798
10799                         float viewer[3], d, reflected[3], worldreflected[3];
10800
10801                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10802                         // VectorNormalize(viewer);
10803
10804                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10805
10806                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10807                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10808                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10809                         // note: this is proportinal to viewer, so we can normalize later
10810
10811                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10812                         VectorNormalize(worldreflected);
10813
10814                         // note: this sphere map only uses world x and z!
10815                         // so positive and negative y will LOOK THE SAME.
10816                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10817                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10818                 }
10819                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10820                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10821                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10822                 break;
10823         }
10824         // the only tcmod that needs software vertex processing is turbulent, so
10825         // check for it here and apply the changes if needed
10826         // and we only support that as the first one
10827         // (handling a mixture of turbulent and other tcmods would be problematic
10828         //  without punting it entirely to a software path)
10829         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10830         {
10831                 amplitude = rsurface.texture->tcmods[0].parms[1];
10832                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10833                 for (j = 0;j < rsurface.batchnumvertices;j++)
10834                 {
10835                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10836                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10837                 }
10838                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10839                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10840                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10841         }
10842
10843         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10844         {
10845                 // convert the modified arrays to vertex structs
10846                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10847                 rsurface.batchvertexmeshbuffer = NULL;
10848                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10849                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10850                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10851                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10852                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10853                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10854                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10855                 {
10856                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10857                         {
10858                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10859                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10860                         }
10861                 }
10862                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10863                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10864                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
10865                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10866                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10867                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10868                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10869                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10870                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10871         }
10872
10873         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10874         {
10875                 // convert the modified arrays to vertex structs
10876                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10877                 rsurface.batchvertexpositionbuffer = NULL;
10878                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
10879                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
10880                 else
10881                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
10882                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
10883         }
10884 }
10885
10886 void RSurf_DrawBatch(void)
10887 {
10888         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10889 }
10890
10891 static void RSurf_BindLightmapForBatch(void)
10892 {
10893         switch(vid.renderpath)
10894         {
10895         case RENDERPATH_CGGL:
10896 #ifdef SUPPORTCG
10897                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
10898                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
10899 #endif
10900                 break;
10901         case RENDERPATH_GL20:
10902                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
10903                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
10904                 break;
10905         case RENDERPATH_GL13:
10906         case RENDERPATH_GL11:
10907                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10908                 break;
10909         }
10910 }
10911
10912 static void RSurf_BindReflectionForBatch(void)
10913 {
10914         // pick the closest matching water plane and bind textures
10915         int planeindex, vertexindex;
10916         float d, bestd;
10917         vec3_t vert;
10918         const float *v;
10919         r_waterstate_waterplane_t *p, *bestp;
10920         bestd = 0;
10921         bestp = NULL;
10922         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10923         {
10924                 if(p->camera_entity != rsurface.texture->camera_entity)
10925                         continue;
10926                 d = 0;
10927                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10928                 {
10929                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10930                         d += fabs(PlaneDiff(vert, &p->plane));
10931                 }
10932                 if (bestd > d || !bestp)
10933                 {
10934                         bestd = d;
10935                         bestp = p;
10936                 }
10937         }
10938         switch(vid.renderpath)
10939         {
10940         case RENDERPATH_CGGL:
10941 #ifdef SUPPORTCG
10942                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10943                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10944                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10945 #endif
10946                 break;
10947         case RENDERPATH_GL20:
10948                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10949                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10950                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10951                 break;
10952         case RENDERPATH_GL13:
10953         case RENDERPATH_GL11:
10954                 break;
10955         }
10956 }
10957
10958 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10959 {
10960         int i;
10961         for (i = 0;i < rsurface.batchnumvertices;i++)
10962                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10963         rsurface.passcolor4f = rsurface.array_passcolor4f;
10964         rsurface.passcolor4f_vertexbuffer = 0;
10965         rsurface.passcolor4f_bufferoffset = 0;
10966 }
10967
10968 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10969 {
10970         int i;
10971         float f;
10972         const float *v;
10973         const float *c;
10974         float *c2;
10975         if (rsurface.passcolor4f)
10976         {
10977                 // generate color arrays
10978                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10979                 {
10980                         f = RSurf_FogVertex(v);
10981                         c2[0] = c[0] * f;
10982                         c2[1] = c[1] * f;
10983                         c2[2] = c[2] * f;
10984                         c2[3] = c[3];
10985                 }
10986         }
10987         else
10988         {
10989                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10990                 {
10991                         f = RSurf_FogVertex(v);
10992                         c2[0] = f;
10993                         c2[1] = f;
10994                         c2[2] = f;
10995                         c2[3] = 1;
10996                 }
10997         }
10998         rsurface.passcolor4f = rsurface.array_passcolor4f;
10999         rsurface.passcolor4f_vertexbuffer = 0;
11000         rsurface.passcolor4f_bufferoffset = 0;
11001 }
11002
11003 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11004 {
11005         int i;
11006         float f;
11007         const float *v;
11008         const float *c;
11009         float *c2;
11010         if (!rsurface.passcolor4f)
11011                 return;
11012         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11013         {
11014                 f = RSurf_FogVertex(v);
11015                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11016                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11017                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11018                 c2[3] = c[3];
11019         }
11020         rsurface.passcolor4f = rsurface.array_passcolor4f;
11021         rsurface.passcolor4f_vertexbuffer = 0;
11022         rsurface.passcolor4f_bufferoffset = 0;
11023 }
11024
11025 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11026 {
11027         int i;
11028         const float *c;
11029         float *c2;
11030         if (!rsurface.passcolor4f)
11031                 return;
11032         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11033         {
11034                 c2[0] = c[0] * r;
11035                 c2[1] = c[1] * g;
11036                 c2[2] = c[2] * b;
11037                 c2[3] = c[3] * a;
11038         }
11039         rsurface.passcolor4f = rsurface.array_passcolor4f;
11040         rsurface.passcolor4f_vertexbuffer = 0;
11041         rsurface.passcolor4f_bufferoffset = 0;
11042 }
11043
11044 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11045 {
11046         int i;
11047         const float *c;
11048         float *c2;
11049         if (!rsurface.passcolor4f)
11050                 return;
11051         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11052         {
11053                 c2[0] = c[0] + r_refdef.scene.ambient;
11054                 c2[1] = c[1] + r_refdef.scene.ambient;
11055                 c2[2] = c[2] + r_refdef.scene.ambient;
11056                 c2[3] = c[3];
11057         }
11058         rsurface.passcolor4f = rsurface.array_passcolor4f;
11059         rsurface.passcolor4f_vertexbuffer = 0;
11060         rsurface.passcolor4f_bufferoffset = 0;
11061 }
11062
11063 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11064 {
11065         // TODO: optimize
11066         rsurface.passcolor4f = NULL;
11067         rsurface.passcolor4f_vertexbuffer = 0;
11068         rsurface.passcolor4f_bufferoffset = 0;
11069         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11070         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11071         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11072         GL_Color(r, g, b, a);
11073         RSurf_BindLightmapForBatch();
11074         RSurf_DrawBatch();
11075 }
11076
11077 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11078 {
11079         // TODO: optimize applyfog && applycolor case
11080         // just apply fog if necessary, and tint the fog color array if necessary
11081         rsurface.passcolor4f = NULL;
11082         rsurface.passcolor4f_vertexbuffer = 0;
11083         rsurface.passcolor4f_bufferoffset = 0;
11084         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11085         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11086         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11087         GL_Color(r, g, b, a);
11088         RSurf_DrawBatch();
11089 }
11090
11091 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11092 {
11093         // TODO: optimize
11094         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11095         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11096         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11097         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11098         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11099         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11100         GL_Color(r, g, b, a);
11101         RSurf_DrawBatch();
11102 }
11103
11104 static void RSurf_DrawBatch_GL11_ClampColor(void)
11105 {
11106         int i;
11107         const float *c1;
11108         float *c2;
11109         if (!rsurface.passcolor4f)
11110                 return;
11111         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11112         {
11113                 c2[0] = bound(0.0f, c1[0], 1.0f);
11114                 c2[1] = bound(0.0f, c1[1], 1.0f);
11115                 c2[2] = bound(0.0f, c1[2], 1.0f);
11116                 c2[3] = bound(0.0f, c1[3], 1.0f);
11117         }
11118 }
11119
11120 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11121 {
11122         int i;
11123         float f;
11124         float alpha;
11125         const float *v;
11126         const float *n;
11127         float *c;
11128         vec3_t ambientcolor;
11129         vec3_t diffusecolor;
11130         vec3_t lightdir;
11131         // TODO: optimize
11132         // model lighting
11133         VectorCopy(rsurface.modellight_lightdir, lightdir);
11134         f = 0.5f * r_refdef.lightmapintensity;
11135         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11136         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11137         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11138         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11139         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11140         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11141         alpha = *a;
11142         if (VectorLength2(diffusecolor) > 0)
11143         {
11144                 // q3-style directional shading
11145                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11146                 {
11147                         if ((f = DotProduct(n, lightdir)) > 0)
11148                                 VectorMA(ambientcolor, f, diffusecolor, c);
11149                         else
11150                                 VectorCopy(ambientcolor, c);
11151                         c[3] = alpha;
11152                 }
11153                 *r = 1;
11154                 *g = 1;
11155                 *b = 1;
11156                 *a = 1;
11157                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11158                 rsurface.passcolor4f_vertexbuffer = 0;
11159                 rsurface.passcolor4f_bufferoffset = 0;
11160                 *applycolor = false;
11161         }
11162         else
11163         {
11164                 *r = ambientcolor[0];
11165                 *g = ambientcolor[1];
11166                 *b = ambientcolor[2];
11167                 rsurface.passcolor4f = NULL;
11168                 rsurface.passcolor4f_vertexbuffer = 0;
11169                 rsurface.passcolor4f_bufferoffset = 0;
11170         }
11171 }
11172
11173 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11174 {
11175         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11176         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11177         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11178         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11179         GL_Color(r, g, b, a);
11180         RSurf_DrawBatch();
11181 }
11182
11183 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11184 {
11185         int i;
11186         float f;
11187         const float *v;
11188         float *c;
11189         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11190         {
11191                 f = 1 - RSurf_FogVertex(v);
11192                 c[0] = r;
11193                 c[1] = g;
11194                 c[2] = b;
11195                 c[3] = f * a;
11196         }
11197 }
11198
11199 void RSurf_SetupDepthAndCulling(void)
11200 {
11201         // submodels are biased to avoid z-fighting with world surfaces that they
11202         // may be exactly overlapping (avoids z-fighting artifacts on certain
11203         // doors and things in Quake maps)
11204         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11205         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11206         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11207         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11208 }
11209
11210 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11211 {
11212         // transparent sky would be ridiculous
11213         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11214                 return;
11215         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11216         skyrenderlater = true;
11217         RSurf_SetupDepthAndCulling();
11218         GL_DepthMask(true);
11219         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11220         // skymasking on them, and Quake3 never did sky masking (unlike
11221         // software Quake and software Quake2), so disable the sky masking
11222         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11223         // and skymasking also looks very bad when noclipping outside the
11224         // level, so don't use it then either.
11225         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11226         {
11227                 R_Mesh_ResetTextureState();
11228                 if (skyrendermasked)
11229                 {
11230                         R_SetupShader_DepthOrShadow();
11231                         // depth-only (masking)
11232                         GL_ColorMask(0,0,0,0);
11233                         // just to make sure that braindead drivers don't draw
11234                         // anything despite that colormask...
11235                         GL_BlendFunc(GL_ZERO, GL_ONE);
11236                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11237                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11238                 }
11239                 else
11240                 {
11241                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11242                         // fog sky
11243                         GL_BlendFunc(GL_ONE, GL_ZERO);
11244                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11245                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11246                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11247                 }
11248                 RSurf_DrawBatch();
11249                 if (skyrendermasked)
11250                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11251         }
11252         R_Mesh_ResetTextureState();
11253         GL_Color(1, 1, 1, 1);
11254 }
11255
11256 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11257 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11258 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11259 {
11260         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11261                 return;
11262         if (prepass)
11263         {
11264                 // render screenspace normalmap to texture
11265                 GL_DepthMask(true);
11266                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11267                 RSurf_DrawBatch();
11268         }
11269         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11270         {
11271                 // render water or distortion background, then blend surface on top
11272                 GL_DepthMask(true);
11273                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, texturenumsurfaces, texturesurfacelist);
11274                 RSurf_BindReflectionForBatch();
11275                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11276                         RSurf_BindLightmapForBatch();
11277                 RSurf_DrawBatch();
11278                 GL_DepthMask(false);
11279                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11280                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11281                         RSurf_BindLightmapForBatch();
11282                 RSurf_DrawBatch();
11283         }
11284         else
11285         {
11286                 // render surface normally
11287                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11288                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11289                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11290                         RSurf_BindReflectionForBatch();
11291                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11292                         RSurf_BindLightmapForBatch();
11293                 RSurf_DrawBatch();
11294         }
11295 }
11296
11297 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11298 {
11299         // OpenGL 1.3 path - anything not completely ancient
11300         qboolean applycolor;
11301         qboolean applyfog;
11302         int layerindex;
11303         const texturelayer_t *layer;
11304         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11305         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11306
11307         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11308         {
11309                 vec4_t layercolor;
11310                 int layertexrgbscale;
11311                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11312                 {
11313                         if (layerindex == 0)
11314                                 GL_AlphaTest(true);
11315                         else
11316                         {
11317                                 GL_AlphaTest(false);
11318                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11319                         }
11320                 }
11321                 GL_DepthMask(layer->depthmask && writedepth);
11322                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11323                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11324                 {
11325                         layertexrgbscale = 4;
11326                         VectorScale(layer->color, 0.25f, layercolor);
11327                 }
11328                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11329                 {
11330                         layertexrgbscale = 2;
11331                         VectorScale(layer->color, 0.5f, layercolor);
11332                 }
11333                 else
11334                 {
11335                         layertexrgbscale = 1;
11336                         VectorScale(layer->color, 1.0f, layercolor);
11337                 }
11338                 layercolor[3] = layer->color[3];
11339                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11340                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11341                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11342                 switch (layer->type)
11343                 {
11344                 case TEXTURELAYERTYPE_LITTEXTURE:
11345                         // single-pass lightmapped texture with 2x rgbscale
11346                         R_Mesh_TexBind(0, r_texture_white);
11347                         R_Mesh_TexMatrix(0, NULL);
11348                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11349                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11350                         R_Mesh_TexBind(1, layer->texture);
11351                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11352                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11353                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11354                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11355                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11356                         else if (rsurface.uselightmaptexture)
11357                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11358                         else
11359                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11360                         break;
11361                 case TEXTURELAYERTYPE_TEXTURE:
11362                         // singletexture unlit texture with transparency support
11363                         R_Mesh_TexBind(0, layer->texture);
11364                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11365                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11366                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11367                         R_Mesh_TexBind(1, 0);
11368                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11369                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11370                         break;
11371                 case TEXTURELAYERTYPE_FOG:
11372                         // singletexture fogging
11373                         if (layer->texture)
11374                         {
11375                                 R_Mesh_TexBind(0, layer->texture);
11376                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11377                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11378                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11379                         }
11380                         else
11381                         {
11382                                 R_Mesh_TexBind(0, 0);
11383                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11384                         }
11385                         R_Mesh_TexBind(1, 0);
11386                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11387                         // generate a color array for the fog pass
11388                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11389                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11390                         RSurf_DrawBatch();
11391                         break;
11392                 default:
11393                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11394                 }
11395         }
11396         CHECKGLERROR
11397         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11398         {
11399                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11400                 GL_AlphaTest(false);
11401         }
11402 }
11403
11404 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11405 {
11406         // OpenGL 1.1 - crusty old voodoo path
11407         qboolean applyfog;
11408         int layerindex;
11409         const texturelayer_t *layer;
11410         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11411         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11412
11413         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11414         {
11415                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11416                 {
11417                         if (layerindex == 0)
11418                                 GL_AlphaTest(true);
11419                         else
11420                         {
11421                                 GL_AlphaTest(false);
11422                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11423                         }
11424                 }
11425                 GL_DepthMask(layer->depthmask && writedepth);
11426                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11427                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11428                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11429                 switch (layer->type)
11430                 {
11431                 case TEXTURELAYERTYPE_LITTEXTURE:
11432                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11433                         {
11434                                 // two-pass lit texture with 2x rgbscale
11435                                 // first the lightmap pass
11436                                 R_Mesh_TexBind(0, r_texture_white);
11437                                 R_Mesh_TexMatrix(0, NULL);
11438                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11439                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11440                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11441                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11442                                 else if (rsurface.uselightmaptexture)
11443                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11444                                 else
11445                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11446                                 // then apply the texture to it
11447                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11448                                 R_Mesh_TexBind(0, layer->texture);
11449                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11450                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11451                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11452                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11453                         }
11454                         else
11455                         {
11456                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11457                                 R_Mesh_TexBind(0, layer->texture);
11458                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11459                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11460                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11461                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11462                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11463                                 else
11464                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11465                         }
11466                         break;
11467                 case TEXTURELAYERTYPE_TEXTURE:
11468                         // singletexture unlit texture with transparency support
11469                         R_Mesh_TexBind(0, layer->texture);
11470                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11471                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11472                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11473                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11474                         break;
11475                 case TEXTURELAYERTYPE_FOG:
11476                         // singletexture fogging
11477                         if (layer->texture)
11478                         {
11479                                 R_Mesh_TexBind(0, layer->texture);
11480                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11481                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11482                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11483                         }
11484                         else
11485                         {
11486                                 R_Mesh_TexBind(0, 0);
11487                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11488                         }
11489                         // generate a color array for the fog pass
11490                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11491                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11492                         RSurf_DrawBatch();
11493                         break;
11494                 default:
11495                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11496                 }
11497         }
11498         CHECKGLERROR
11499         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11500         {
11501                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11502                 GL_AlphaTest(false);
11503         }
11504 }
11505
11506 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11507 {
11508         int vi;
11509         int j;
11510         r_vertexgeneric_t *batchvertex;
11511         float c[4];
11512
11513         GL_AlphaTest(false);
11514         R_Mesh_ResetTextureState();
11515         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11516
11517         if(rsurface.texture && rsurface.texture->currentskinframe)
11518         {
11519                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11520                 c[3] *= rsurface.texture->currentalpha;
11521         }
11522         else
11523         {
11524                 c[0] = 1;
11525                 c[1] = 0;
11526                 c[2] = 1;
11527                 c[3] = 1;
11528         }
11529
11530         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11531         {
11532                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11533                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11534                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11535         }
11536
11537         // brighten it up (as texture value 127 means "unlit")
11538         c[0] *= 2 * r_refdef.view.colorscale;
11539         c[1] *= 2 * r_refdef.view.colorscale;
11540         c[2] *= 2 * r_refdef.view.colorscale;
11541
11542         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11543                 c[3] *= r_wateralpha.value;
11544
11545         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11546         {
11547                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11548                 GL_DepthMask(false);
11549         }
11550         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11551         {
11552                 GL_BlendFunc(GL_ONE, GL_ONE);
11553                 GL_DepthMask(false);
11554         }
11555         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11556         {
11557                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11558                 GL_DepthMask(false);
11559         }
11560         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11561         {
11562                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11563                 GL_DepthMask(false);
11564         }
11565         else
11566         {
11567                 GL_BlendFunc(GL_ONE, GL_ZERO);
11568                 GL_DepthMask(writedepth);
11569         }
11570
11571         if (r_showsurfaces.integer == 3)
11572         {
11573                 rsurface.passcolor4f = NULL;
11574
11575                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11576                 {
11577                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11578
11579                         rsurface.passcolor4f = NULL;
11580                         rsurface.passcolor4f_vertexbuffer = 0;
11581                         rsurface.passcolor4f_bufferoffset = 0;
11582                 }
11583                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11584                 {
11585                         qboolean applycolor = true;
11586                         float one = 1.0;
11587
11588                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11589
11590                         r_refdef.lightmapintensity = 1;
11591                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11592                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11593                 }
11594                 else
11595                 {
11596                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11597
11598                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11599                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11600                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11601                 }
11602
11603                 if(!rsurface.passcolor4f)
11604                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11605
11606                 RSurf_DrawBatch_GL11_ApplyAmbient();
11607                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11608                 if(r_refdef.fogenabled)
11609                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11610                 RSurf_DrawBatch_GL11_ClampColor();
11611
11612                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11613                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11614                 RSurf_DrawBatch();
11615         }
11616         else if (!r_refdef.view.showdebug)
11617         {
11618                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11619                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11620                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11621                 {
11622                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11623                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11624                 }
11625                 R_Mesh_PrepareVertices_Generic_Unlock();
11626                 RSurf_DrawBatch();
11627         }
11628         else if (r_showsurfaces.integer == 4)
11629         {
11630                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11631                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11632                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11633                 {
11634                         unsigned char c = vi << 3;
11635                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11636                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11637                 }
11638                 R_Mesh_PrepareVertices_Generic_Unlock();
11639                 RSurf_DrawBatch();
11640         }
11641         else if (r_showsurfaces.integer == 2)
11642         {
11643                 const int *e;
11644                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11645                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11646                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11647                 {
11648                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11649                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11650                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11651                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11652                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11653                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11654                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11655                 }
11656                 R_Mesh_PrepareVertices_Generic_Unlock();
11657                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11658         }
11659         else
11660         {
11661                 int texturesurfaceindex;
11662                 int k;
11663                 const msurface_t *surface;
11664                 unsigned char surfacecolor4ub[4];
11665                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11666                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11667                 vi = 0;
11668                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11669                 {
11670                         surface = texturesurfacelist[texturesurfaceindex];
11671                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11672                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11673                         for (j = 0;j < surface->num_vertices;j++)
11674                         {
11675                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11676                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11677                                 vi++;
11678                         }
11679                 }
11680                 R_Mesh_PrepareVertices_Generic_Unlock();
11681                 RSurf_DrawBatch();
11682         }
11683 }
11684
11685 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11686 {
11687         CHECKGLERROR
11688         RSurf_SetupDepthAndCulling();
11689         if (r_showsurfaces.integer)
11690         {
11691                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11692                 return;
11693         }
11694         switch (vid.renderpath)
11695         {
11696         case RENDERPATH_GL20:
11697         case RENDERPATH_CGGL:
11698                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11699                 break;
11700         case RENDERPATH_GL13:
11701                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11702                 break;
11703         case RENDERPATH_GL11:
11704                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11705                 break;
11706         }
11707         CHECKGLERROR
11708 }
11709
11710 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11711 {
11712         CHECKGLERROR
11713         RSurf_SetupDepthAndCulling();
11714         if (r_showsurfaces.integer)
11715         {
11716                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11717                 return;
11718         }
11719         switch (vid.renderpath)
11720         {
11721         case RENDERPATH_GL20:
11722         case RENDERPATH_CGGL:
11723                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11724                 break;
11725         case RENDERPATH_GL13:
11726                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11727                 break;
11728         case RENDERPATH_GL11:
11729                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11730                 break;
11731         }
11732         CHECKGLERROR
11733 }
11734
11735 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11736 {
11737         int i, j;
11738         int texturenumsurfaces, endsurface;
11739         texture_t *texture;
11740         const msurface_t *surface;
11741 #define MAXBATCH_TRANSPARENTSURFACES 256
11742         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11743
11744         // if the model is static it doesn't matter what value we give for
11745         // wantnormals and wanttangents, so this logic uses only rules applicable
11746         // to a model, knowing that they are meaningless otherwise
11747         if (ent == r_refdef.scene.worldentity)
11748                 RSurf_ActiveWorldEntity();
11749         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11750                 RSurf_ActiveModelEntity(ent, false, false, false);
11751         else
11752         {
11753                 switch (vid.renderpath)
11754                 {
11755                 case RENDERPATH_GL20:
11756                 case RENDERPATH_CGGL:
11757                         RSurf_ActiveModelEntity(ent, true, true, false);
11758                         break;
11759                 case RENDERPATH_GL13:
11760                 case RENDERPATH_GL11:
11761                         RSurf_ActiveModelEntity(ent, true, false, false);
11762                         break;
11763                 }
11764         }
11765
11766         if (r_transparentdepthmasking.integer)
11767         {
11768                 qboolean setup = false;
11769                 for (i = 0;i < numsurfaces;i = j)
11770                 {
11771                         j = i + 1;
11772                         surface = rsurface.modelsurfaces + surfacelist[i];
11773                         texture = surface->texture;
11774                         rsurface.texture = R_GetCurrentTexture(texture);
11775                         rsurface.lightmaptexture = NULL;
11776                         rsurface.deluxemaptexture = NULL;
11777                         rsurface.uselightmaptexture = false;
11778                         // scan ahead until we find a different texture
11779                         endsurface = min(i + 1024, numsurfaces);
11780                         texturenumsurfaces = 0;
11781                         texturesurfacelist[texturenumsurfaces++] = surface;
11782                         for (;j < endsurface;j++)
11783                         {
11784                                 surface = rsurface.modelsurfaces + surfacelist[j];
11785                                 if (texture != surface->texture)
11786                                         break;
11787                                 texturesurfacelist[texturenumsurfaces++] = surface;
11788                         }
11789                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11790                                 continue;
11791                         // render the range of surfaces as depth
11792                         if (!setup)
11793                         {
11794                                 setup = true;
11795                                 GL_ColorMask(0,0,0,0);
11796                                 GL_Color(1,1,1,1);
11797                                 GL_DepthTest(true);
11798                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11799                                 GL_DepthMask(true);
11800                                 GL_AlphaTest(false);
11801                                 R_Mesh_ResetTextureState();
11802                                 R_SetupShader_DepthOrShadow();
11803                         }
11804                         RSurf_SetupDepthAndCulling();
11805                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11806                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11807                         RSurf_DrawBatch();
11808                 }
11809                 if (setup)
11810                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11811         }
11812
11813         for (i = 0;i < numsurfaces;i = j)
11814         {
11815                 j = i + 1;
11816                 surface = rsurface.modelsurfaces + surfacelist[i];
11817                 texture = surface->texture;
11818                 rsurface.texture = R_GetCurrentTexture(texture);
11819                 rsurface.lightmaptexture = surface->lightmaptexture;
11820                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11821                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11822                 // scan ahead until we find a different texture
11823                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11824                 texturenumsurfaces = 0;
11825                 texturesurfacelist[texturenumsurfaces++] = surface;
11826                 for (;j < endsurface;j++)
11827                 {
11828                         surface = rsurface.modelsurfaces + surfacelist[j];
11829                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11830                                 break;
11831                         texturesurfacelist[texturenumsurfaces++] = surface;
11832                 }
11833                 // render the range of surfaces
11834                 if (ent == r_refdef.scene.worldentity)
11835                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11836                 else
11837                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11838         }
11839         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11840         GL_AlphaTest(false);
11841 }
11842
11843 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11844 {
11845         // transparent surfaces get pushed off into the transparent queue
11846         int surfacelistindex;
11847         const msurface_t *surface;
11848         vec3_t tempcenter, center;
11849         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11850         {
11851                 surface = texturesurfacelist[surfacelistindex];
11852                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11853                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11854                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11855                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11856                 if (queueentity->transparent_offset) // transparent offset
11857                 {
11858                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11859                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11860                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11861                 }
11862                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11863         }
11864 }
11865
11866 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11867 {
11868         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11869                 return;
11870         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11871                 return;
11872         RSurf_SetupDepthAndCulling();
11873         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11874         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11875         RSurf_DrawBatch();
11876 }
11877
11878 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11879 {
11880         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11881         CHECKGLERROR
11882         if (depthonly)
11883                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11884         else if (prepass)
11885         {
11886                 if (!rsurface.texture->currentnumlayers)
11887                         return;
11888                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11889                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11890                 else
11891                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11892         }
11893         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11894                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11895         else if (!rsurface.texture->currentnumlayers)
11896                 return;
11897         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11898         {
11899                 // in the deferred case, transparent surfaces were queued during prepass
11900                 if (!r_shadow_usingdeferredprepass)
11901                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11902         }
11903         else
11904         {
11905                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11906                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11907         }
11908         CHECKGLERROR
11909 }
11910
11911 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11912 {
11913         int i, j;
11914         texture_t *texture;
11915         // break the surface list down into batches by texture and use of lightmapping
11916         for (i = 0;i < numsurfaces;i = j)
11917         {
11918                 j = i + 1;
11919                 // texture is the base texture pointer, rsurface.texture is the
11920                 // current frame/skin the texture is directing us to use (for example
11921                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11922                 // use skin 1 instead)
11923                 texture = surfacelist[i]->texture;
11924                 rsurface.texture = R_GetCurrentTexture(texture);
11925                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11926                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11927                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11928                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11929                 {
11930                         // if this texture is not the kind we want, skip ahead to the next one
11931                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11932                                 ;
11933                         continue;
11934                 }
11935                 // simply scan ahead until we find a different texture or lightmap state
11936                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11937                         ;
11938                 // render the range of surfaces
11939                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11940         }
11941 }
11942
11943 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11944 {
11945         CHECKGLERROR
11946         if (depthonly)
11947                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11948         else if (prepass)
11949         {
11950                 if (!rsurface.texture->currentnumlayers)
11951                         return;
11952                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11953                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11954                 else
11955                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11956         }
11957         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
11958                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11959         else if (!rsurface.texture->currentnumlayers)
11960                 return;
11961         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11962         {
11963                 // in the deferred case, transparent surfaces were queued during prepass
11964                 if (!r_shadow_usingdeferredprepass)
11965                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11966         }
11967         else
11968         {
11969                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11970                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11971         }
11972         CHECKGLERROR
11973 }
11974
11975 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11976 {
11977         int i, j;
11978         texture_t *texture;
11979         // break the surface list down into batches by texture and use of lightmapping
11980         for (i = 0;i < numsurfaces;i = j)
11981         {
11982                 j = i + 1;
11983                 // texture is the base texture pointer, rsurface.texture is the
11984                 // current frame/skin the texture is directing us to use (for example
11985                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11986                 // use skin 1 instead)
11987                 texture = surfacelist[i]->texture;
11988                 rsurface.texture = R_GetCurrentTexture(texture);
11989                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11990                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11991                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11992                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11993                 {
11994                         // if this texture is not the kind we want, skip ahead to the next one
11995                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11996                                 ;
11997                         continue;
11998                 }
11999                 // simply scan ahead until we find a different texture or lightmap state
12000                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12001                         ;
12002                 // render the range of surfaces
12003                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12004         }
12005 }
12006
12007 float locboxvertex3f[6*4*3] =
12008 {
12009         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12010         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12011         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12012         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12013         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12014         1,0,0, 0,0,0, 0,1,0, 1,1,0
12015 };
12016
12017 unsigned short locboxelements[6*2*3] =
12018 {
12019          0, 1, 2, 0, 2, 3,
12020          4, 5, 6, 4, 6, 7,
12021          8, 9,10, 8,10,11,
12022         12,13,14, 12,14,15,
12023         16,17,18, 16,18,19,
12024         20,21,22, 20,22,23
12025 };
12026
12027 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12028 {
12029         int i, j;
12030         cl_locnode_t *loc = (cl_locnode_t *)ent;
12031         vec3_t mins, size;
12032         float vertex3f[6*4*3];
12033         CHECKGLERROR
12034         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12035         GL_DepthMask(false);
12036         GL_DepthRange(0, 1);
12037         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12038         GL_DepthTest(true);
12039         GL_CullFace(GL_NONE);
12040         R_EntityMatrix(&identitymatrix);
12041
12042         R_Mesh_ResetTextureState();
12043
12044         i = surfacelist[0];
12045         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12046                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12047                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12048                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12049
12050         if (VectorCompare(loc->mins, loc->maxs))
12051         {
12052                 VectorSet(size, 2, 2, 2);
12053                 VectorMA(loc->mins, -0.5f, size, mins);
12054         }
12055         else
12056         {
12057                 VectorCopy(loc->mins, mins);
12058                 VectorSubtract(loc->maxs, loc->mins, size);
12059         }
12060
12061         for (i = 0;i < 6*4*3;)
12062                 for (j = 0;j < 3;j++, i++)
12063                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12064
12065         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12066         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12067         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12068 }
12069
12070 void R_DrawLocs(void)
12071 {
12072         int index;
12073         cl_locnode_t *loc, *nearestloc;
12074         vec3_t center;
12075         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12076         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12077         {
12078                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12079                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12080         }
12081 }
12082
12083 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12084 {
12085         if (decalsystem->decals)
12086                 Mem_Free(decalsystem->decals);
12087         memset(decalsystem, 0, sizeof(*decalsystem));
12088 }
12089
12090 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
12091 {
12092         tridecal_t *decal;
12093         tridecal_t *decals;
12094         int i;
12095
12096         // expand or initialize the system
12097         if (decalsystem->maxdecals <= decalsystem->numdecals)
12098         {
12099                 decalsystem_t old = *decalsystem;
12100                 qboolean useshortelements;
12101                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12102                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12103                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12104                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12105                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12106                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12107                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12108                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12109                 if (decalsystem->numdecals)
12110                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12111                 if (old.decals)
12112                         Mem_Free(old.decals);
12113                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12114                         decalsystem->element3i[i] = i;
12115                 if (useshortelements)
12116                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12117                                 decalsystem->element3s[i] = i;
12118         }
12119
12120         // grab a decal and search for another free slot for the next one
12121         decals = decalsystem->decals;
12122         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12123         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12124                 ;
12125         decalsystem->freedecal = i;
12126         if (decalsystem->numdecals <= i)
12127                 decalsystem->numdecals = i + 1;
12128
12129         // initialize the decal
12130         decal->lived = 0;
12131         decal->triangleindex = triangleindex;
12132         decal->surfaceindex = surfaceindex;
12133         decal->decalsequence = decalsequence;
12134         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12135         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12136         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12137         decal->color4ub[0][3] = 255;
12138         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12139         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12140         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12141         decal->color4ub[1][3] = 255;
12142         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12143         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12144         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12145         decal->color4ub[2][3] = 255;
12146         decal->vertex3f[0][0] = v0[0];
12147         decal->vertex3f[0][1] = v0[1];
12148         decal->vertex3f[0][2] = v0[2];
12149         decal->vertex3f[1][0] = v1[0];
12150         decal->vertex3f[1][1] = v1[1];
12151         decal->vertex3f[1][2] = v1[2];
12152         decal->vertex3f[2][0] = v2[0];
12153         decal->vertex3f[2][1] = v2[1];
12154         decal->vertex3f[2][2] = v2[2];
12155         decal->texcoord2f[0][0] = t0[0];
12156         decal->texcoord2f[0][1] = t0[1];
12157         decal->texcoord2f[1][0] = t1[0];
12158         decal->texcoord2f[1][1] = t1[1];
12159         decal->texcoord2f[2][0] = t2[0];
12160         decal->texcoord2f[2][1] = t2[1];
12161 }
12162
12163 extern cvar_t cl_decals_bias;
12164 extern cvar_t cl_decals_models;
12165 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12166 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
12167 {
12168         matrix4x4_t projection;
12169         decalsystem_t *decalsystem;
12170         qboolean dynamic;
12171         dp_model_t *model;
12172         const float *vertex3f;
12173         const msurface_t *surface;
12174         const msurface_t *surfaces;
12175         const int *surfacelist;
12176         const texture_t *texture;
12177         int numtriangles;
12178         int numsurfacelist;
12179         int surfacelistindex;
12180         int surfaceindex;
12181         int triangleindex;
12182         int cornerindex;
12183         int index;
12184         int numpoints;
12185         const int *e;
12186         float localorigin[3];
12187         float localnormal[3];
12188         float localmins[3];
12189         float localmaxs[3];
12190         float localsize;
12191         float v[9][3];
12192         float tc[9][2];
12193         float c[9][4];
12194         //float normal[3];
12195         float planes[6][4];
12196         float f;
12197         float points[2][9][3];
12198         float angles[3];
12199         float temp[3];
12200
12201         decalsystem = &ent->decalsystem;
12202         model = ent->model;
12203         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12204         {
12205                 R_DecalSystem_Reset(&ent->decalsystem);
12206                 return;
12207         }
12208
12209         if (!model->brush.data_nodes && !cl_decals_models.integer)
12210         {
12211                 if (decalsystem->model)
12212                         R_DecalSystem_Reset(decalsystem);
12213                 return;
12214         }
12215
12216         if (decalsystem->model != model)
12217                 R_DecalSystem_Reset(decalsystem);
12218         decalsystem->model = model;
12219
12220         RSurf_ActiveModelEntity(ent, false, false, false);
12221
12222         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12223         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12224         VectorNormalize(localnormal);
12225         localsize = worldsize*rsurface.inversematrixscale;
12226         localmins[0] = localorigin[0] - localsize;
12227         localmins[1] = localorigin[1] - localsize;
12228         localmins[2] = localorigin[2] - localsize;
12229         localmaxs[0] = localorigin[0] + localsize;
12230         localmaxs[1] = localorigin[1] + localsize;
12231         localmaxs[2] = localorigin[2] + localsize;
12232
12233         //VectorCopy(localnormal, planes[4]);
12234         //VectorVectors(planes[4], planes[2], planes[0]);
12235         AnglesFromVectors(angles, localnormal, NULL, false);
12236         AngleVectors(angles, planes[0], planes[2], planes[4]);
12237         VectorNegate(planes[0], planes[1]);
12238         VectorNegate(planes[2], planes[3]);
12239         VectorNegate(planes[4], planes[5]);
12240         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12241         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12242         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12243         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12244         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12245         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12246
12247 #if 1
12248 // works
12249 {
12250         matrix4x4_t forwardprojection;
12251         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12252         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12253 }
12254 #else
12255 // broken
12256 {
12257         float projectionvector[4][3];
12258         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12259         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12260         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12261         projectionvector[0][0] = planes[0][0] * ilocalsize;
12262         projectionvector[0][1] = planes[1][0] * ilocalsize;
12263         projectionvector[0][2] = planes[2][0] * ilocalsize;
12264         projectionvector[1][0] = planes[0][1] * ilocalsize;
12265         projectionvector[1][1] = planes[1][1] * ilocalsize;
12266         projectionvector[1][2] = planes[2][1] * ilocalsize;
12267         projectionvector[2][0] = planes[0][2] * ilocalsize;
12268         projectionvector[2][1] = planes[1][2] * ilocalsize;
12269         projectionvector[2][2] = planes[2][2] * ilocalsize;
12270         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12271         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12272         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12273         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12274 }
12275 #endif
12276
12277         dynamic = model->surfmesh.isanimated;
12278         vertex3f = rsurface.modelvertex3f;
12279         numsurfacelist = model->nummodelsurfaces;
12280         surfacelist = model->sortedmodelsurfaces;
12281         surfaces = model->data_surfaces;
12282         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12283         {
12284                 surfaceindex = surfacelist[surfacelistindex];
12285                 surface = surfaces + surfaceindex;
12286                 // check cull box first because it rejects more than any other check
12287                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12288                         continue;
12289                 // skip transparent surfaces
12290                 texture = surface->texture;
12291                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12292                         continue;
12293                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12294                         continue;
12295                 numtriangles = surface->num_triangles;
12296                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12297                 {
12298                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12299                         {
12300                                 index = 3*e[cornerindex];
12301                                 VectorCopy(vertex3f + index, v[cornerindex]);
12302                         }
12303                         // cull backfaces
12304                         //TriangleNormal(v[0], v[1], v[2], normal);
12305                         //if (DotProduct(normal, localnormal) < 0.0f)
12306                         //      continue;
12307                         // clip by each of the box planes formed from the projection matrix
12308                         // if anything survives, we emit the decal
12309                         numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12310                         if (numpoints < 3)
12311                                 continue;
12312                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
12313                         if (numpoints < 3)
12314                                 continue;
12315                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12316                         if (numpoints < 3)
12317                                 continue;
12318                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
12319                         if (numpoints < 3)
12320                                 continue;
12321                         numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
12322                         if (numpoints < 3)
12323                                 continue;
12324                         numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
12325                         if (numpoints < 3)
12326                                 continue;
12327                         // some part of the triangle survived, so we have to accept it...
12328                         if (dynamic)
12329                         {
12330                                 // dynamic always uses the original triangle
12331                                 numpoints = 3;
12332                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12333                                 {
12334                                         index = 3*e[cornerindex];
12335                                         VectorCopy(vertex3f + index, v[cornerindex]);
12336                                 }
12337                         }
12338                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12339                         {
12340                                 // convert vertex positions to texcoords
12341                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12342                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12343                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12344                                 // calculate distance fade from the projection origin
12345                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12346                                 f = bound(0.0f, f, 1.0f);
12347                                 c[cornerindex][0] = r * f;
12348                                 c[cornerindex][1] = g * f;
12349                                 c[cornerindex][2] = b * f;
12350                                 c[cornerindex][3] = 1.0f;
12351                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12352                         }
12353                         if (dynamic)
12354                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12355                         else
12356                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12357                                         R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
12358                 }
12359         }
12360 }
12361
12362 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12363 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
12364 {
12365         int renderentityindex;
12366         float worldmins[3];
12367         float worldmaxs[3];
12368         entity_render_t *ent;
12369
12370         if (!cl_decals_newsystem.integer)
12371                 return;
12372
12373         worldmins[0] = worldorigin[0] - worldsize;
12374         worldmins[1] = worldorigin[1] - worldsize;
12375         worldmins[2] = worldorigin[2] - worldsize;
12376         worldmaxs[0] = worldorigin[0] + worldsize;
12377         worldmaxs[1] = worldorigin[1] + worldsize;
12378         worldmaxs[2] = worldorigin[2] + worldsize;
12379
12380         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12381
12382         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12383         {
12384                 ent = r_refdef.scene.entities[renderentityindex];
12385                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12386                         continue;
12387
12388                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12389         }
12390 }
12391
12392 typedef struct r_decalsystem_splatqueue_s
12393 {
12394         vec3_t worldorigin;
12395         vec3_t worldnormal;
12396         float color[4];
12397         float tcrange[4];
12398         float worldsize;
12399         int decalsequence;
12400 }
12401 r_decalsystem_splatqueue_t;
12402
12403 int r_decalsystem_numqueued = 0;
12404 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12405
12406 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
12407 {
12408         r_decalsystem_splatqueue_t *queue;
12409
12410         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12411                 return;
12412
12413         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12414         VectorCopy(worldorigin, queue->worldorigin);
12415         VectorCopy(worldnormal, queue->worldnormal);
12416         Vector4Set(queue->color, r, g, b, a);
12417         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12418         queue->worldsize = worldsize;
12419         queue->decalsequence = cl.decalsequence++;
12420 }
12421
12422 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12423 {
12424         int i;
12425         r_decalsystem_splatqueue_t *queue;
12426
12427         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12428                 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
12429         r_decalsystem_numqueued = 0;
12430 }
12431
12432 extern cvar_t cl_decals_max;
12433 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12434 {
12435         int i;
12436         decalsystem_t *decalsystem = &ent->decalsystem;
12437         int numdecals;
12438         int killsequence;
12439         tridecal_t *decal;
12440         float frametime;
12441         float lifetime;
12442
12443         if (!decalsystem->numdecals)
12444                 return;
12445
12446         if (r_showsurfaces.integer)
12447                 return;
12448
12449         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12450         {
12451                 R_DecalSystem_Reset(decalsystem);
12452                 return;
12453         }
12454
12455         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12456         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12457
12458         if (decalsystem->lastupdatetime)
12459                 frametime = (cl.time - decalsystem->lastupdatetime);
12460         else
12461                 frametime = 0;
12462         decalsystem->lastupdatetime = cl.time;
12463         decal = decalsystem->decals;
12464         numdecals = decalsystem->numdecals;
12465
12466         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12467         {
12468                 if (decal->color4ub[0][3])
12469                 {
12470                         decal->lived += frametime;
12471                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12472                         {
12473                                 memset(decal, 0, sizeof(*decal));
12474                                 if (decalsystem->freedecal > i)
12475                                         decalsystem->freedecal = i;
12476                         }
12477                 }
12478         }
12479         decal = decalsystem->decals;
12480         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12481                 numdecals--;
12482
12483         // collapse the array by shuffling the tail decals into the gaps
12484         for (;;)
12485         {
12486                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12487                         decalsystem->freedecal++;
12488                 if (decalsystem->freedecal == numdecals)
12489                         break;
12490                 decal[decalsystem->freedecal] = decal[--numdecals];
12491         }
12492
12493         decalsystem->numdecals = numdecals;
12494
12495         if (numdecals <= 0)
12496         {
12497                 // if there are no decals left, reset decalsystem
12498                 R_DecalSystem_Reset(decalsystem);
12499         }
12500 }
12501
12502 extern skinframe_t *decalskinframe;
12503 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12504 {
12505         int i;
12506         decalsystem_t *decalsystem = &ent->decalsystem;
12507         int numdecals;
12508         tridecal_t *decal;
12509         float faderate;
12510         float alpha;
12511         float *v3f;
12512         float *c4f;
12513         float *t2f;
12514         const int *e;
12515         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12516         int numtris = 0;
12517
12518         numdecals = decalsystem->numdecals;
12519         if (!numdecals)
12520                 return;
12521
12522         if (r_showsurfaces.integer)
12523                 return;
12524
12525         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12526         {
12527                 R_DecalSystem_Reset(decalsystem);
12528                 return;
12529         }
12530
12531         // if the model is static it doesn't matter what value we give for
12532         // wantnormals and wanttangents, so this logic uses only rules applicable
12533         // to a model, knowing that they are meaningless otherwise
12534         if (ent == r_refdef.scene.worldentity)
12535                 RSurf_ActiveWorldEntity();
12536         else
12537                 RSurf_ActiveModelEntity(ent, false, false, false);
12538
12539         decalsystem->lastupdatetime = cl.time;
12540         decal = decalsystem->decals;
12541
12542         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12543
12544         // update vertex positions for animated models
12545         v3f = decalsystem->vertex3f;
12546         c4f = decalsystem->color4f;
12547         t2f = decalsystem->texcoord2f;
12548         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12549         {
12550                 if (!decal->color4ub[0][3])
12551                         continue;
12552
12553                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12554                         continue;
12555
12556                 // update color values for fading decals
12557                 if (decal->lived >= cl_decals_time.value)
12558                 {
12559                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12560                         alpha *= (1.0f/255.0f);
12561                 }
12562                 else
12563                         alpha = 1.0f/255.0f;
12564
12565                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12566                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12567                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12568                 c4f[ 3] = 1;
12569                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12570                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12571                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12572                 c4f[ 7] = 1;
12573                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12574                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12575                 c4f[10] = decal->color4ub[2][2] * alpha;
12576                 c4f[11] = 1;
12577
12578                 t2f[0] = decal->texcoord2f[0][0];
12579                 t2f[1] = decal->texcoord2f[0][1];
12580                 t2f[2] = decal->texcoord2f[1][0];
12581                 t2f[3] = decal->texcoord2f[1][1];
12582                 t2f[4] = decal->texcoord2f[2][0];
12583                 t2f[5] = decal->texcoord2f[2][1];
12584
12585                 // update vertex positions for animated models
12586                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12587                 {
12588                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12589                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12590                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12591                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12592                 }
12593                 else
12594                 {
12595                         VectorCopy(decal->vertex3f[0], v3f);
12596                         VectorCopy(decal->vertex3f[1], v3f + 3);
12597                         VectorCopy(decal->vertex3f[2], v3f + 6);
12598                 }
12599
12600                 if (r_refdef.fogenabled)
12601                 {
12602                         alpha = RSurf_FogVertex(v3f);
12603                         VectorScale(c4f, alpha, c4f);
12604                         alpha = RSurf_FogVertex(v3f + 3);
12605                         VectorScale(c4f + 4, alpha, c4f + 4);
12606                         alpha = RSurf_FogVertex(v3f + 6);
12607                         VectorScale(c4f + 8, alpha, c4f + 8);
12608                 }
12609
12610                 v3f += 9;
12611                 c4f += 12;
12612                 t2f += 6;
12613                 numtris++;
12614         }
12615
12616         if (numtris > 0)
12617         {
12618                 r_refdef.stats.drawndecals += numtris;
12619
12620                 // now render the decals all at once
12621                 // (this assumes they all use one particle font texture!)
12622                 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
12623                 R_Mesh_ResetTextureState();
12624                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12625                 GL_DepthMask(false);
12626                 GL_DepthRange(0, 1);
12627                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12628                 GL_DepthTest(true);
12629                 GL_CullFace(GL_NONE);
12630                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12631                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12632                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12633         }
12634 }
12635
12636 static void R_DrawModelDecals(void)
12637 {
12638         int i, numdecals;
12639
12640         // fade faster when there are too many decals
12641         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12642         for (i = 0;i < r_refdef.scene.numentities;i++)
12643                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12644
12645         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12646         for (i = 0;i < r_refdef.scene.numentities;i++)
12647                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12648                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12649
12650         R_DecalSystem_ApplySplatEntitiesQueue();
12651
12652         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12653         for (i = 0;i < r_refdef.scene.numentities;i++)
12654                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12655
12656         r_refdef.stats.totaldecals += numdecals;
12657
12658         if (r_showsurfaces.integer)
12659                 return;
12660
12661         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12662
12663         for (i = 0;i < r_refdef.scene.numentities;i++)
12664         {
12665                 if (!r_refdef.viewcache.entityvisible[i])
12666                         continue;
12667                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12668                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12669         }
12670 }
12671
12672 extern cvar_t mod_collision_bih;
12673 void R_DrawDebugModel(void)
12674 {
12675         entity_render_t *ent = rsurface.entity;
12676         int i, j, k, l, flagsmask;
12677         const msurface_t *surface;
12678         dp_model_t *model = ent->model;
12679         vec3_t v;
12680
12681         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12682
12683         R_Mesh_ResetTextureState();
12684         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12685         GL_DepthRange(0, 1);
12686         GL_DepthTest(!r_showdisabledepthtest.integer);
12687         GL_DepthMask(false);
12688         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12689
12690         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12691         {
12692                 int triangleindex;
12693                 int bihleafindex;
12694                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12695                 const q3mbrush_t *brush;
12696                 const bih_t *bih = &model->collision_bih;
12697                 const bih_leaf_t *bihleaf;
12698                 float vertex3f[3][3];
12699                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12700                 cullbox = false;
12701                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12702                 {
12703                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12704                                 continue;
12705                         switch (bihleaf->type)
12706                         {
12707                         case BIH_BRUSH:
12708                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12709                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12710                                 {
12711                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12712                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12713                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12714                                 }
12715                                 break;
12716                         case BIH_COLLISIONTRIANGLE:
12717                                 triangleindex = bihleaf->itemindex;
12718                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12719                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12720                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12721                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12722                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12723                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12724                                 break;
12725                         case BIH_RENDERTRIANGLE:
12726                                 triangleindex = bihleaf->itemindex;
12727                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12728                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12729                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12730                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12731                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12732                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12733                                 break;
12734                         }
12735                 }
12736         }
12737
12738         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12739
12740         if (r_showtris.integer || r_shownormals.integer)
12741         {
12742                 if (r_showdisabledepthtest.integer)
12743                 {
12744                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12745                         GL_DepthMask(false);
12746                 }
12747                 else
12748                 {
12749                         GL_BlendFunc(GL_ONE, GL_ZERO);
12750                         GL_DepthMask(true);
12751                 }
12752                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12753                 {
12754                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12755                                 continue;
12756                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12757                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12758                         {
12759                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12760                                 if (r_showtris.value > 0)
12761                                 {
12762                                         if (!rsurface.texture->currentlayers->depthmask)
12763                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12764                                         else if (ent == r_refdef.scene.worldentity)
12765                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12766                                         else
12767                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12768                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12769                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12770                                         RSurf_DrawBatch();
12771                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12772                                         CHECKGLERROR
12773                                 }
12774                                 if (r_shownormals.value < 0)
12775                                 {
12776                                         qglBegin(GL_LINES);
12777                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12778                                         {
12779                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12780                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12781                                                 qglVertex3f(v[0], v[1], v[2]);
12782                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12783                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12784                                                 qglVertex3f(v[0], v[1], v[2]);
12785                                         }
12786                                         qglEnd();
12787                                         CHECKGLERROR
12788                                 }
12789                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12790                                 {
12791                                         qglBegin(GL_LINES);
12792                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12793                                         {
12794                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12795                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12796                                                 qglVertex3f(v[0], v[1], v[2]);
12797                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12798                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12799                                                 qglVertex3f(v[0], v[1], v[2]);
12800                                         }
12801                                         qglEnd();
12802                                         CHECKGLERROR
12803                                         qglBegin(GL_LINES);
12804                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12805                                         {
12806                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12807                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12808                                                 qglVertex3f(v[0], v[1], v[2]);
12809                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12810                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12811                                                 qglVertex3f(v[0], v[1], v[2]);
12812                                         }
12813                                         qglEnd();
12814                                         CHECKGLERROR
12815                                         qglBegin(GL_LINES);
12816                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12817                                         {
12818                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12819                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12820                                                 qglVertex3f(v[0], v[1], v[2]);
12821                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12822                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12823                                                 qglVertex3f(v[0], v[1], v[2]);
12824                                         }
12825                                         qglEnd();
12826                                         CHECKGLERROR
12827                                 }
12828                         }
12829                 }
12830                 rsurface.texture = NULL;
12831         }
12832 }
12833
12834 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12835 int r_maxsurfacelist = 0;
12836 const msurface_t **r_surfacelist = NULL;
12837 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12838 {
12839         int i, j, endj, flagsmask;
12840         dp_model_t *model = r_refdef.scene.worldmodel;
12841         msurface_t *surfaces;
12842         unsigned char *update;
12843         int numsurfacelist = 0;
12844         if (model == NULL)
12845                 return;
12846
12847         if (r_maxsurfacelist < model->num_surfaces)
12848         {
12849                 r_maxsurfacelist = model->num_surfaces;
12850                 if (r_surfacelist)
12851                         Mem_Free((msurface_t**)r_surfacelist);
12852                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12853         }
12854
12855         RSurf_ActiveWorldEntity();
12856
12857         surfaces = model->data_surfaces;
12858         update = model->brushq1.lightmapupdateflags;
12859
12860         // update light styles on this submodel
12861         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12862         {
12863                 model_brush_lightstyleinfo_t *style;
12864                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12865                 {
12866                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12867                         {
12868                                 int *list = style->surfacelist;
12869                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12870                                 for (j = 0;j < style->numsurfaces;j++)
12871                                         update[list[j]] = true;
12872                         }
12873                 }
12874         }
12875
12876         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12877
12878         if (debug)
12879         {
12880                 R_DrawDebugModel();
12881                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12882                 return;
12883         }
12884
12885         rsurface.lightmaptexture = NULL;
12886         rsurface.deluxemaptexture = NULL;
12887         rsurface.uselightmaptexture = false;
12888         rsurface.texture = NULL;
12889         rsurface.rtlight = NULL;
12890         numsurfacelist = 0;
12891         // add visible surfaces to draw list
12892         for (i = 0;i < model->nummodelsurfaces;i++)
12893         {
12894                 j = model->sortedmodelsurfaces[i];
12895                 if (r_refdef.viewcache.world_surfacevisible[j])
12896                         r_surfacelist[numsurfacelist++] = surfaces + j;
12897         }
12898         // update lightmaps if needed
12899         if (model->brushq1.firstrender)
12900         {
12901                 model->brushq1.firstrender = false;
12902                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12903                         if (update[j])
12904                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12905         }
12906         else if (update)
12907         {
12908                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12909                         if (r_refdef.viewcache.world_surfacevisible[j])
12910                                 if (update[j])
12911                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12912         }
12913         // don't do anything if there were no surfaces
12914         if (!numsurfacelist)
12915         {
12916                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12917                 return;
12918         }
12919         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12920         GL_AlphaTest(false);
12921
12922         // add to stats if desired
12923         if (r_speeds.integer && !skysurfaces && !depthonly)
12924         {
12925                 r_refdef.stats.world_surfaces += numsurfacelist;
12926                 for (j = 0;j < numsurfacelist;j++)
12927                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12928         }
12929
12930         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12931 }
12932
12933 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12934 {
12935         int i, j, endj, flagsmask;
12936         dp_model_t *model = ent->model;
12937         msurface_t *surfaces;
12938         unsigned char *update;
12939         int numsurfacelist = 0;
12940         if (model == NULL)
12941                 return;
12942
12943         if (r_maxsurfacelist < model->num_surfaces)
12944         {
12945                 r_maxsurfacelist = model->num_surfaces;
12946                 if (r_surfacelist)
12947                         Mem_Free((msurface_t **)r_surfacelist);
12948                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12949         }
12950
12951         // if the model is static it doesn't matter what value we give for
12952         // wantnormals and wanttangents, so this logic uses only rules applicable
12953         // to a model, knowing that they are meaningless otherwise
12954         if (ent == r_refdef.scene.worldentity)
12955                 RSurf_ActiveWorldEntity();
12956         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12957                 RSurf_ActiveModelEntity(ent, false, false, false);
12958         else if (prepass)
12959                 RSurf_ActiveModelEntity(ent, true, true, true);
12960         else if (depthonly)
12961         {
12962                 switch (vid.renderpath)
12963                 {
12964                 case RENDERPATH_GL20:
12965                 case RENDERPATH_CGGL:
12966                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12967                         break;
12968                 case RENDERPATH_GL13:
12969                 case RENDERPATH_GL11:
12970                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12971                         break;
12972                 }
12973         }
12974         else
12975         {
12976                 switch (vid.renderpath)
12977                 {
12978                 case RENDERPATH_GL20:
12979                 case RENDERPATH_CGGL:
12980                         RSurf_ActiveModelEntity(ent, true, true, false);
12981                         break;
12982                 case RENDERPATH_GL13:
12983                 case RENDERPATH_GL11:
12984                         RSurf_ActiveModelEntity(ent, true, false, false);
12985                         break;
12986                 }
12987         }
12988
12989         surfaces = model->data_surfaces;
12990         update = model->brushq1.lightmapupdateflags;
12991
12992         // update light styles
12993         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12994         {
12995                 model_brush_lightstyleinfo_t *style;
12996                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12997                 {
12998                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12999                         {
13000                                 int *list = style->surfacelist;
13001                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13002                                 for (j = 0;j < style->numsurfaces;j++)
13003                                         update[list[j]] = true;
13004                         }
13005                 }
13006         }
13007
13008         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13009
13010         if (debug)
13011         {
13012                 R_DrawDebugModel();
13013                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13014                 return;
13015         }
13016
13017         rsurface.lightmaptexture = NULL;
13018         rsurface.deluxemaptexture = NULL;
13019         rsurface.uselightmaptexture = false;
13020         rsurface.texture = NULL;
13021         rsurface.rtlight = NULL;
13022         numsurfacelist = 0;
13023         // add visible surfaces to draw list
13024         for (i = 0;i < model->nummodelsurfaces;i++)
13025                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13026         // don't do anything if there were no surfaces
13027         if (!numsurfacelist)
13028         {
13029                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13030                 return;
13031         }
13032         // update lightmaps if needed
13033         if (update)
13034         {
13035                 int updated = 0;
13036                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13037                 {
13038                         if (update[j])
13039                         {
13040                                 updated++;
13041                                 R_BuildLightMap(ent, surfaces + j);
13042                         }
13043                 }
13044         }
13045         if (update)
13046                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13047                         if (update[j])
13048                                 R_BuildLightMap(ent, surfaces + j);
13049         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13050         GL_AlphaTest(false);
13051
13052         // add to stats if desired
13053         if (r_speeds.integer && !skysurfaces && !depthonly)
13054         {
13055                 r_refdef.stats.entities_surfaces += numsurfacelist;
13056                 for (j = 0;j < numsurfacelist;j++)
13057                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13058         }
13059
13060         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13061 }
13062
13063 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13064 {
13065         static texture_t texture;
13066         static msurface_t surface;
13067         const msurface_t *surfacelist = &surface;
13068
13069         // fake enough texture and surface state to render this geometry
13070
13071         texture.update_lastrenderframe = -1; // regenerate this texture
13072         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13073         texture.currentskinframe = skinframe;
13074         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13075         texture.offsetmapping = OFFSETMAPPING_OFF;
13076         texture.offsetscale = 1;
13077         texture.specularscalemod = 1;
13078         texture.specularpowermod = 1;
13079
13080         surface.texture = &texture;
13081         surface.num_triangles = numtriangles;
13082         surface.num_firsttriangle = firsttriangle;
13083         surface.num_vertices = numvertices;
13084         surface.num_firstvertex = firstvertex;
13085
13086         // now render it
13087         rsurface.texture = R_GetCurrentTexture(surface.texture);
13088         rsurface.lightmaptexture = NULL;
13089         rsurface.deluxemaptexture = NULL;
13090         rsurface.uselightmaptexture = false;
13091         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13092 }
13093
13094 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13095 {
13096         static msurface_t surface;
13097         const msurface_t *surfacelist = &surface;
13098
13099         // fake enough texture and surface state to render this geometry
13100
13101         surface.texture = texture;
13102         surface.num_triangles = numtriangles;
13103         surface.num_firsttriangle = firsttriangle;
13104         surface.num_vertices = numvertices;
13105         surface.num_firstvertex = firstvertex;
13106
13107         // now render it
13108         rsurface.texture = R_GetCurrentTexture(surface.texture);
13109         rsurface.lightmaptexture = NULL;
13110         rsurface.deluxemaptexture = NULL;
13111         rsurface.uselightmaptexture = false;
13112         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13113 }