]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
added r_shadows_focus cvar that allows a vector offset to be added to the r_shadows...
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28
29 mempool_t *r_main_mempool;
30 rtexturepool_t *r_main_texturepool;
31
32 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
33
34 static qboolean r_loadnormalmap;
35 static qboolean r_loadgloss;
36 qboolean r_loadfog;
37 static qboolean r_loaddds;
38 static qboolean r_savedds;
39
40 //
41 // screen size info
42 //
43 r_refdef_t r_refdef;
44
45 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
46 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
47 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
48 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
49 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
50 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
51 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
52 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
53
54 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
55 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
56 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
57 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
58 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
59
60 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
61 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
62 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
63 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
64 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
65 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
66 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
67 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
68 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
69 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
70 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
71 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
72 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
73 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
74 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
75 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
76 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
77 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
78 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
79 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
80 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
81 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
82 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
83 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
84 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
85 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
86 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
87 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
88 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
89 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
90 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
91 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
92 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
93 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
94 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
95 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
96 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
97 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
98 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
99 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
100 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
101 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
102 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
103
104 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
105 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
106 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
107 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
108 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
109 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
110 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
111 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
112
113 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
114 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
115
116 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
117 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
118 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
119 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
120 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
121
122 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
123 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
124 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
125
126 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
127 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
128 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
129 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
130 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
131 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
132 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
133 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
134 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
135
136 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
137 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
138 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
139 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
140 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
141
142 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
143 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
144 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
145 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
146
147 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
148 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
149 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
150 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
151 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
152 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
153 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
154
155 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
156 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
157 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
158 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
159
160 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
161
162 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
163
164 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
165
166 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
167 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
168 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
169 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
170 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
171 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
172 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
173 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
174
175 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
176
177 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
178
179 extern cvar_t v_glslgamma;
180
181 extern qboolean v_flipped_state;
182
183 static struct r_bloomstate_s
184 {
185         qboolean enabled;
186         qboolean hdr;
187
188         int bloomwidth, bloomheight;
189
190         int screentexturewidth, screentextureheight;
191         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
192
193         int bloomtexturewidth, bloomtextureheight;
194         rtexture_t *texture_bloom;
195
196         // arrays for rendering the screen passes
197         float screentexcoord2f[8];
198         float bloomtexcoord2f[8];
199         float offsettexcoord2f[8];
200
201         r_viewport_t viewport;
202 }
203 r_bloomstate;
204
205 r_waterstate_t r_waterstate;
206
207 /// shadow volume bsp struct with automatically growing nodes buffer
208 svbsp_t r_svbsp;
209
210 rtexture_t *r_texture_blanknormalmap;
211 rtexture_t *r_texture_white;
212 rtexture_t *r_texture_grey128;
213 rtexture_t *r_texture_black;
214 rtexture_t *r_texture_notexture;
215 rtexture_t *r_texture_whitecube;
216 rtexture_t *r_texture_normalizationcube;
217 rtexture_t *r_texture_fogattenuation;
218 rtexture_t *r_texture_gammaramps;
219 unsigned int r_texture_gammaramps_serial;
220 //rtexture_t *r_texture_fogintensity;
221 rtexture_t *r_texture_reflectcube;
222
223 // TODO: hash lookups?
224 typedef struct cubemapinfo_s
225 {
226         char basename[64];
227         rtexture_t *texture;
228 }
229 cubemapinfo_t;
230
231 int r_texture_numcubemaps;
232 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
233
234 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
235 unsigned int r_numqueries;
236 unsigned int r_maxqueries;
237
238 typedef struct r_qwskincache_s
239 {
240         char name[MAX_QPATH];
241         skinframe_t *skinframe;
242 }
243 r_qwskincache_t;
244
245 static r_qwskincache_t *r_qwskincache;
246 static int r_qwskincache_size;
247
248 /// vertex coordinates for a quad that covers the screen exactly
249 const float r_screenvertex3f[12] =
250 {
251         0, 0, 0,
252         1, 0, 0,
253         1, 1, 0,
254         0, 1, 0
255 };
256
257 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
258 {
259         int i;
260         for (i = 0;i < verts;i++)
261         {
262                 out[0] = in[0] * r;
263                 out[1] = in[1] * g;
264                 out[2] = in[2] * b;
265                 out[3] = in[3];
266                 in += 4;
267                 out += 4;
268         }
269 }
270
271 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
272 {
273         int i;
274         for (i = 0;i < verts;i++)
275         {
276                 out[0] = r;
277                 out[1] = g;
278                 out[2] = b;
279                 out[3] = a;
280                 out += 4;
281         }
282 }
283
284 // FIXME: move this to client?
285 void FOG_clear(void)
286 {
287         if (gamemode == GAME_NEHAHRA)
288         {
289                 Cvar_Set("gl_fogenable", "0");
290                 Cvar_Set("gl_fogdensity", "0.2");
291                 Cvar_Set("gl_fogred", "0.3");
292                 Cvar_Set("gl_foggreen", "0.3");
293                 Cvar_Set("gl_fogblue", "0.3");
294         }
295         r_refdef.fog_density = 0;
296         r_refdef.fog_red = 0;
297         r_refdef.fog_green = 0;
298         r_refdef.fog_blue = 0;
299         r_refdef.fog_alpha = 1;
300         r_refdef.fog_start = 0;
301         r_refdef.fog_end = 16384;
302         r_refdef.fog_height = 1<<30;
303         r_refdef.fog_fadedepth = 128;
304 }
305
306 static void R_BuildBlankTextures(void)
307 {
308         unsigned char data[4];
309         data[2] = 128; // normal X
310         data[1] = 128; // normal Y
311         data[0] = 255; // normal Z
312         data[3] = 128; // height
313         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
314         data[0] = 255;
315         data[1] = 255;
316         data[2] = 255;
317         data[3] = 255;
318         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
319         data[0] = 128;
320         data[1] = 128;
321         data[2] = 128;
322         data[3] = 255;
323         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
324         data[0] = 0;
325         data[1] = 0;
326         data[2] = 0;
327         data[3] = 255;
328         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
329 }
330
331 static void R_BuildNoTexture(void)
332 {
333         int x, y;
334         unsigned char pix[16][16][4];
335         // this makes a light grey/dark grey checkerboard texture
336         for (y = 0;y < 16;y++)
337         {
338                 for (x = 0;x < 16;x++)
339                 {
340                         if ((y < 8) ^ (x < 8))
341                         {
342                                 pix[y][x][0] = 128;
343                                 pix[y][x][1] = 128;
344                                 pix[y][x][2] = 128;
345                                 pix[y][x][3] = 255;
346                         }
347                         else
348                         {
349                                 pix[y][x][0] = 64;
350                                 pix[y][x][1] = 64;
351                                 pix[y][x][2] = 64;
352                                 pix[y][x][3] = 255;
353                         }
354                 }
355         }
356         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
357 }
358
359 static void R_BuildWhiteCube(void)
360 {
361         unsigned char data[6*1*1*4];
362         memset(data, 255, sizeof(data));
363         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildNormalizationCube(void)
367 {
368         int x, y, side;
369         vec3_t v;
370         vec_t s, t, intensity;
371 #define NORMSIZE 64
372         unsigned char *data;
373         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
374         for (side = 0;side < 6;side++)
375         {
376                 for (y = 0;y < NORMSIZE;y++)
377                 {
378                         for (x = 0;x < NORMSIZE;x++)
379                         {
380                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
381                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382                                 switch(side)
383                                 {
384                                 default:
385                                 case 0:
386                                         v[0] = 1;
387                                         v[1] = -t;
388                                         v[2] = -s;
389                                         break;
390                                 case 1:
391                                         v[0] = -1;
392                                         v[1] = -t;
393                                         v[2] = s;
394                                         break;
395                                 case 2:
396                                         v[0] = s;
397                                         v[1] = 1;
398                                         v[2] = t;
399                                         break;
400                                 case 3:
401                                         v[0] = s;
402                                         v[1] = -1;
403                                         v[2] = -t;
404                                         break;
405                                 case 4:
406                                         v[0] = s;
407                                         v[1] = -t;
408                                         v[2] = 1;
409                                         break;
410                                 case 5:
411                                         v[0] = -s;
412                                         v[1] = -t;
413                                         v[2] = -1;
414                                         break;
415                                 }
416                                 intensity = 127.0f / sqrt(DotProduct(v, v));
417                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
418                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
419                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
420                                 data[((side*64+y)*64+x)*4+3] = 255;
421                         }
422                 }
423         }
424         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
425         Mem_Free(data);
426 }
427
428 static void R_BuildFogTexture(void)
429 {
430         int x, b;
431 #define FOGWIDTH 256
432         unsigned char data1[FOGWIDTH][4];
433         //unsigned char data2[FOGWIDTH][4];
434         double d, r, alpha;
435
436         r_refdef.fogmasktable_start = r_refdef.fog_start;
437         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
438         r_refdef.fogmasktable_range = r_refdef.fogrange;
439         r_refdef.fogmasktable_density = r_refdef.fog_density;
440
441         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
442         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
443         {
444                 d = (x * r - r_refdef.fogmasktable_start);
445                 if(developer_extra.integer)
446                         Con_DPrintf("%f ", d);
447                 d = max(0, d);
448                 if (r_fog_exp2.integer)
449                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
450                 else
451                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
452                 if(developer_extra.integer)
453                         Con_DPrintf(" : %f ", alpha);
454                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
455                 if(developer_extra.integer)
456                         Con_DPrintf(" = %f\n", alpha);
457                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
458         }
459
460         for (x = 0;x < FOGWIDTH;x++)
461         {
462                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
463                 data1[x][0] = b;
464                 data1[x][1] = b;
465                 data1[x][2] = b;
466                 data1[x][3] = 255;
467                 //data2[x][0] = 255 - b;
468                 //data2[x][1] = 255 - b;
469                 //data2[x][2] = 255 - b;
470                 //data2[x][3] = 255;
471         }
472         if (r_texture_fogattenuation)
473         {
474                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
475                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
476         }
477         else
478         {
479                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
480                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
481         }
482 }
483
484 //=======================================================================================================================================================
485
486 static const char *builtinshaderstring =
487 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
488 "// written by Forest 'LordHavoc' Hale\n"
489 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
490 "\n"
491 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
492 "# define USEFOG\n"
493 "#endif\n"
494 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
495 "#define USELIGHTMAP\n"
496 "#endif\n"
497 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
498 "#define USEEYEVECTOR\n"
499 "#endif\n"
500 "\n"
501 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
502 "# extension GL_ARB_texture_rectangle : enable\n"
503 "#endif\n"
504 "\n"
505 "#ifdef USESHADOWMAP2D\n"
506 "# ifdef GL_EXT_gpu_shader4\n"
507 "#   extension GL_EXT_gpu_shader4 : enable\n"
508 "# endif\n"
509 "# ifdef GL_ARB_texture_gather\n"
510 "#   extension GL_ARB_texture_gather : enable\n"
511 "# else\n"
512 "#   ifdef GL_AMD_texture_texture4\n"
513 "#     extension GL_AMD_texture_texture4 : enable\n"
514 "#   endif\n"
515 "# endif\n"
516 "#endif\n"
517 "\n"
518 "#ifdef USESHADOWMAPCUBE\n"
519 "# extension GL_EXT_gpu_shader4 : enable\n"
520 "#endif\n"
521 "\n"
522 "//#ifdef USESHADOWSAMPLER\n"
523 "//# extension GL_ARB_shadow : enable\n"
524 "//#endif\n"
525 "\n"
526 "//#ifdef __GLSL_CG_DATA_TYPES\n"
527 "//# define myhalf half\n"
528 "//# define myhalf2 half2\n"
529 "//# define myhalf3 half3\n"
530 "//# define myhalf4 half4\n"
531 "//#else\n"
532 "# define myhalf float\n"
533 "# define myhalf2 vec2\n"
534 "# define myhalf3 vec3\n"
535 "# define myhalf4 vec4\n"
536 "//#endif\n"
537 "\n"
538 "#ifdef VERTEX_SHADER\n"
539 "uniform mat4 ModelViewProjectionMatrix;\n"
540 "#endif\n"
541 "\n"
542 "#ifdef MODE_DEPTH_OR_SHADOW\n"
543 "#ifdef VERTEX_SHADER\n"
544 "void main(void)\n"
545 "{\n"
546 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
547 "}\n"
548 "#endif\n"
549 "#else // !MODE_DEPTH_ORSHADOW\n"
550 "\n"
551 "\n"
552 "\n"
553 "\n"
554 "#ifdef MODE_SHOWDEPTH\n"
555 "#ifdef VERTEX_SHADER\n"
556 "void main(void)\n"
557 "{\n"
558 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
559 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
560 "}\n"
561 "#endif\n"
562 "\n"
563 "#ifdef FRAGMENT_SHADER\n"
564 "void main(void)\n"
565 "{\n"
566 "       gl_FragColor = gl_Color;\n"
567 "}\n"
568 "#endif\n"
569 "#else // !MODE_SHOWDEPTH\n"
570 "\n"
571 "\n"
572 "\n"
573 "\n"
574 "#ifdef MODE_POSTPROCESS\n"
575 "varying vec2 TexCoord1;\n"
576 "varying vec2 TexCoord2;\n"
577 "\n"
578 "#ifdef VERTEX_SHADER\n"
579 "void main(void)\n"
580 "{\n"
581 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
582 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
583 "#ifdef USEBLOOM\n"
584 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
585 "#endif\n"
586 "}\n"
587 "#endif\n"
588 "\n"
589 "#ifdef FRAGMENT_SHADER\n"
590 "uniform sampler2D Texture_First;\n"
591 "#ifdef USEBLOOM\n"
592 "uniform sampler2D Texture_Second;\n"
593 "#endif\n"
594 "#ifdef USEGAMMARAMPS\n"
595 "uniform sampler2D Texture_GammaRamps;\n"
596 "#endif\n"
597 "#ifdef USESATURATION\n"
598 "uniform float Saturation;\n"
599 "#endif\n"
600 "#ifdef USEVIEWTINT\n"
601 "uniform vec4 ViewTintColor;\n"
602 "#endif\n"
603 "//uncomment these if you want to use them:\n"
604 "uniform vec4 UserVec1;\n"
605 "// uniform vec4 UserVec2;\n"
606 "// uniform vec4 UserVec3;\n"
607 "// uniform vec4 UserVec4;\n"
608 "// uniform float ClientTime;\n"
609 "uniform vec2 PixelSize;\n"
610 "void main(void)\n"
611 "{\n"
612 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
613 "#ifdef USEBLOOM\n"
614 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
615 "#endif\n"
616 "#ifdef USEVIEWTINT\n"
617 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
618 "#endif\n"
619 "\n"
620 "#ifdef USEPOSTPROCESSING\n"
621 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
622 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
623 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
624 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
625 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
626 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
627 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
628 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
629 "#endif\n"
630 "\n"
631 "#ifdef USESATURATION\n"
632 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
633 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
634 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
635 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
636 "#endif\n"
637 "\n"
638 "#ifdef USEGAMMARAMPS\n"
639 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
640 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
641 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
642 "#endif\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_POSTPROCESS\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_GENERIC\n"
651 "#ifdef USEDIFFUSE\n"
652 "varying vec2 TexCoord1;\n"
653 "#endif\n"
654 "#ifdef USESPECULAR\n"
655 "varying vec2 TexCoord2;\n"
656 "#endif\n"
657 "#ifdef VERTEX_SHADER\n"
658 "void main(void)\n"
659 "{\n"
660 "       gl_FrontColor = gl_Color;\n"
661 "#ifdef USEDIFFUSE\n"
662 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
663 "#endif\n"
664 "#ifdef USESPECULAR\n"
665 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 "#endif\n"
667 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
668 "}\n"
669 "#endif\n"
670 "\n"
671 "#ifdef FRAGMENT_SHADER\n"
672 "#ifdef USEDIFFUSE\n"
673 "uniform sampler2D Texture_First;\n"
674 "#endif\n"
675 "#ifdef USESPECULAR\n"
676 "uniform sampler2D Texture_Second;\n"
677 "#endif\n"
678 "\n"
679 "void main(void)\n"
680 "{\n"
681 "       gl_FragColor = gl_Color;\n"
682 "#ifdef USEDIFFUSE\n"
683 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
684 "#endif\n"
685 "\n"
686 "#ifdef USESPECULAR\n"
687 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
688 "# ifdef USECOLORMAPPING\n"
689 "       gl_FragColor *= tex2;\n"
690 "# endif\n"
691 "# ifdef USEGLOW\n"
692 "       gl_FragColor += tex2;\n"
693 "# endif\n"
694 "# ifdef USEVERTEXTEXTUREBLEND\n"
695 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
696 "# endif\n"
697 "#endif\n"
698 "}\n"
699 "#endif\n"
700 "#else // !MODE_GENERIC\n"
701 "\n"
702 "\n"
703 "\n"
704 "\n"
705 "#ifdef MODE_BLOOMBLUR\n"
706 "varying TexCoord;\n"
707 "#ifdef VERTEX_SHADER\n"
708 "void main(void)\n"
709 "{\n"
710 "       gl_FrontColor = gl_Color;\n"
711 "       TexCoord = gl_MultiTexCoord0.xy;\n"
712 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
713 "}\n"
714 "#endif\n"
715 "\n"
716 "#ifdef FRAGMENT_SHADER\n"
717 "uniform sampler2D Texture_First;\n"
718 "uniform vec4 BloomBlur_Parameters;\n"
719 "\n"
720 "void main(void)\n"
721 "{\n"
722 "       int i;\n"
723 "       vec2 tc = TexCoord;\n"
724 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
725 "       tc += BloomBlur_Parameters.xy;\n"
726 "       for (i = 1;i < SAMPLES;i++)\n"
727 "       {\n"
728 "               color += texture2D(Texture_First, tc).rgb;\n"
729 "               tc += BloomBlur_Parameters.xy;\n"
730 "       }\n"
731 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
732 "}\n"
733 "#endif\n"
734 "#else // !MODE_BLOOMBLUR\n"
735 "#ifdef MODE_REFRACTION\n"
736 "varying vec2 TexCoord;\n"
737 "varying vec4 ModelViewProjectionPosition;\n"
738 "uniform mat4 TexMatrix;\n"
739 "#ifdef VERTEX_SHADER\n"
740 "\n"
741 "void main(void)\n"
742 "{\n"
743 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
744 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
745 "       ModelViewProjectionPosition = gl_Position;\n"
746 "}\n"
747 "#endif\n"
748 "\n"
749 "#ifdef FRAGMENT_SHADER\n"
750 "uniform sampler2D Texture_Normal;\n"
751 "uniform sampler2D Texture_Refraction;\n"
752 "uniform sampler2D Texture_Reflection;\n"
753 "\n"
754 "uniform vec4 DistortScaleRefractReflect;\n"
755 "uniform vec4 ScreenScaleRefractReflect;\n"
756 "uniform vec4 ScreenCenterRefractReflect;\n"
757 "uniform vec4 RefractColor;\n"
758 "uniform vec4 ReflectColor;\n"
759 "uniform float ReflectFactor;\n"
760 "uniform float ReflectOffset;\n"
761 "\n"
762 "void main(void)\n"
763 "{\n"
764 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
765 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
766 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
767 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
768 "       // FIXME temporary hack to detect the case that the reflection\n"
769 "       // gets blackened at edges due to leaving the area that contains actual\n"
770 "       // content.\n"
771 "       // Remove this 'ack once we have a better way to stop this thing from\n"
772 "       // 'appening.\n"
773 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
774 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
775 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
776 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
777 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
778 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
779 "}\n"
780 "#endif\n"
781 "#else // !MODE_REFRACTION\n"
782 "\n"
783 "\n"
784 "\n"
785 "\n"
786 "#ifdef MODE_WATER\n"
787 "varying vec2 TexCoord;\n"
788 "varying vec3 EyeVector;\n"
789 "varying vec4 ModelViewProjectionPosition;\n"
790 "#ifdef VERTEX_SHADER\n"
791 "uniform vec3 EyePosition;\n"
792 "uniform mat4 TexMatrix;\n"
793 "\n"
794 "void main(void)\n"
795 "{\n"
796 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
797 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
798 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
799 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
800 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
801 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
802 "       ModelViewProjectionPosition = gl_Position;\n"
803 "}\n"
804 "#endif\n"
805 "\n"
806 "#ifdef FRAGMENT_SHADER\n"
807 "uniform sampler2D Texture_Normal;\n"
808 "uniform sampler2D Texture_Refraction;\n"
809 "uniform sampler2D Texture_Reflection;\n"
810 "\n"
811 "uniform vec4 DistortScaleRefractReflect;\n"
812 "uniform vec4 ScreenScaleRefractReflect;\n"
813 "uniform vec4 ScreenCenterRefractReflect;\n"
814 "uniform vec4 RefractColor;\n"
815 "uniform vec4 ReflectColor;\n"
816 "uniform float ReflectFactor;\n"
817 "uniform float ReflectOffset;\n"
818 "\n"
819 "void main(void)\n"
820 "{\n"
821 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
822 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
823 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
824 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
825 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
826 "       // FIXME temporary hack to detect the case that the reflection\n"
827 "       // gets blackened at edges due to leaving the area that contains actual\n"
828 "       // content.\n"
829 "       // Remove this 'ack once we have a better way to stop this thing from\n"
830 "       // 'appening.\n"
831 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
832 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
833 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
834 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
835 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
836 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
837 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
838 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
839 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
840 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
841 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
842 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
843 "}\n"
844 "#endif\n"
845 "#else // !MODE_WATER\n"
846 "\n"
847 "\n"
848 "\n"
849 "\n"
850 "// common definitions between vertex shader and fragment shader:\n"
851 "\n"
852 "varying vec2 TexCoord;\n"
853 "#ifdef USEVERTEXTEXTUREBLEND\n"
854 "varying vec2 TexCoord2;\n"
855 "#endif\n"
856 "#ifdef USELIGHTMAP\n"
857 "varying vec2 TexCoordLightmap;\n"
858 "#endif\n"
859 "\n"
860 "#ifdef MODE_LIGHTSOURCE\n"
861 "varying vec3 CubeVector;\n"
862 "#endif\n"
863 "\n"
864 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
865 "varying vec3 LightVector;\n"
866 "#endif\n"
867 "\n"
868 "#ifdef USEEYEVECTOR\n"
869 "varying vec3 EyeVector;\n"
870 "#endif\n"
871 "#ifdef USEFOG\n"
872 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
873 "#endif\n"
874 "\n"
875 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
876 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
877 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
878 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
879 "#endif\n"
880 "\n"
881 "#ifdef USEREFLECTION\n"
882 "varying vec4 ModelViewProjectionPosition;\n"
883 "#endif\n"
884 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
885 "uniform vec3 LightPosition;\n"
886 "varying vec4 ModelViewPosition;\n"
887 "#endif\n"
888 "\n"
889 "#ifdef MODE_LIGHTSOURCE\n"
890 "uniform vec3 LightPosition;\n"
891 "#endif\n"
892 "uniform vec3 EyePosition;\n"
893 "#ifdef MODE_LIGHTDIRECTION\n"
894 "uniform vec3 LightDir;\n"
895 "#endif\n"
896 "uniform vec4 FogPlane;\n"
897 "\n"
898 "#ifdef USESHADOWMAPORTHO\n"
899 "varying vec3 ShadowMapTC;\n"
900 "#endif\n"
901 "\n"
902 "\n"
903 "\n"
904 "\n"
905 "\n"
906 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
907 "\n"
908 "// fragment shader specific:\n"
909 "#ifdef FRAGMENT_SHADER\n"
910 "\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Color;\n"
913 "uniform sampler2D Texture_Gloss;\n"
914 "#ifdef USEGLOW\n"
915 "uniform sampler2D Texture_Glow;\n"
916 "#endif\n"
917 "#ifdef USEVERTEXTEXTUREBLEND\n"
918 "uniform sampler2D Texture_SecondaryNormal;\n"
919 "uniform sampler2D Texture_SecondaryColor;\n"
920 "uniform sampler2D Texture_SecondaryGloss;\n"
921 "#ifdef USEGLOW\n"
922 "uniform sampler2D Texture_SecondaryGlow;\n"
923 "#endif\n"
924 "#endif\n"
925 "#ifdef USECOLORMAPPING\n"
926 "uniform sampler2D Texture_Pants;\n"
927 "uniform sampler2D Texture_Shirt;\n"
928 "#endif\n"
929 "#ifdef USEFOG\n"
930 "uniform sampler2D Texture_FogMask;\n"
931 "#endif\n"
932 "#ifdef USELIGHTMAP\n"
933 "uniform sampler2D Texture_Lightmap;\n"
934 "#endif\n"
935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
936 "uniform sampler2D Texture_Deluxemap;\n"
937 "#endif\n"
938 "#ifdef USEREFLECTION\n"
939 "uniform sampler2D Texture_Reflection;\n"
940 "#endif\n"
941 "\n"
942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
943 "uniform sampler2D Texture_ScreenDepth;\n"
944 "uniform sampler2D Texture_ScreenNormalMap;\n"
945 "#endif\n"
946 "#ifdef USEDEFERREDLIGHTMAP\n"
947 "uniform sampler2D Texture_ScreenDiffuse;\n"
948 "uniform sampler2D Texture_ScreenSpecular;\n"
949 "#endif\n"
950 "\n"
951 "uniform myhalf3 Color_Pants;\n"
952 "uniform myhalf3 Color_Shirt;\n"
953 "uniform myhalf3 FogColor;\n"
954 "\n"
955 "#ifdef USEFOG\n"
956 "uniform float FogRangeRecip;\n"
957 "uniform float FogPlaneViewDist;\n"
958 "uniform float FogHeightFade;\n"
959 "float FogVertex(void)\n"
960 "{\n"
961 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
962 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
963 "       float fogfrac;\n"
964 "#ifdef USEFOGOUTSIDE\n"
965 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
966 "#else\n"
967 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
968 "#endif\n"
969 "       return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
970 "}\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEOFFSETMAPPING\n"
974 "uniform float OffsetMapping_Scale;\n"
975 "vec2 OffsetMapping(vec2 TexCoord)\n"
976 "{\n"
977 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
978 "       // 14 sample relief mapping: linear search and then binary search\n"
979 "       // this basically steps forward a small amount repeatedly until it finds\n"
980 "       // itself inside solid, then jitters forward and back using decreasing\n"
981 "       // amounts to find the impact\n"
982 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
983 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
984 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
985 "       vec3 RT = vec3(TexCoord, 1);\n"
986 "       OffsetVector *= 0.1;\n"
987 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
988 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
989 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
990 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
991 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
992 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
993 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
994 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
995 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
996 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
997 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
998 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
999 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1000 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1001 "       return RT.xy;\n"
1002 "#else\n"
1003 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1004 "       // this basically moves forward the full distance, and then backs up based\n"
1005 "       // on height of samples\n"
1006 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1007 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1008 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1009 "       TexCoord += OffsetVector;\n"
1010 "       OffsetVector *= 0.333;\n"
1011 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1012 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1013 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1014 "       return TexCoord;\n"
1015 "#endif\n"
1016 "}\n"
1017 "#endif // USEOFFSETMAPPING\n"
1018 "\n"
1019 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1020 "uniform sampler2D Texture_Attenuation;\n"
1021 "uniform samplerCube Texture_Cube;\n"
1022 "#endif\n"
1023 "\n"
1024 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1025 "\n"
1026 "#ifdef USESHADOWMAPRECT\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1029 "# else\n"
1030 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1031 "# endif\n"
1032 "#endif\n"
1033 "\n"
1034 "#ifdef USESHADOWMAP2D\n"
1035 "# ifdef USESHADOWSAMPLER\n"
1036 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1037 "# else\n"
1038 "uniform sampler2D Texture_ShadowMap2D;\n"
1039 "# endif\n"
1040 "#endif\n"
1041 "\n"
1042 "#ifdef USESHADOWMAPVSDCT\n"
1043 "uniform samplerCube Texture_CubeProjection;\n"
1044 "#endif\n"
1045 "\n"
1046 "#ifdef USESHADOWMAPCUBE\n"
1047 "# ifdef USESHADOWSAMPLER\n"
1048 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1049 "# else\n"
1050 "uniform samplerCube Texture_ShadowMapCube;\n"
1051 "# endif\n"
1052 "#endif\n"
1053 "\n"
1054 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1055 "uniform vec2 ShadowMap_TextureScale;\n"
1056 "uniform vec4 ShadowMap_Parameters;\n"
1057 "#endif\n"
1058 "\n"
1059 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1060 "# ifdef USESHADOWMAPORTHO\n"
1061 "#  define GetShadowMapTC2D(dir) (min(dir, vec3(ShadowMap_Parameters.zw, 1.0)))\n"
1062 "# else\n"
1063 "#  ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 "{\n"
1066 "   vec3 adir = abs(dir);\n"
1067 "   vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1068 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
1069 "   vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1070 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1071 "   stc.z += ShadowMap_Parameters.z;\n"
1072 "   return stc;\n"
1073 "}\n"
1074 "#  else\n"
1075 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1076 "{\n"
1077 "       vec3 adir = abs(dir);\n"
1078 "       vec2 tc;\n"
1079 "       vec2 offset;\n"
1080 "       float ma;\n"
1081 "       if (adir.x > adir.y)\n"
1082 "       {\n"
1083 "               if (adir.x > adir.z) // X\n"
1084 "               {\n"
1085 "                       ma = adir.x;\n"
1086 "                       tc = dir.zy;\n"
1087 "                       offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
1088 "               }\n"
1089 "               else // Z\n"
1090 "               {\n"
1091 "                       ma = adir.z;\n"
1092 "                       tc = dir.xy;\n"
1093 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1094 "               }\n"
1095 "       }\n"
1096 "       else\n"
1097 "       {\n"
1098 "               if (adir.y > adir.z) // Y\n"
1099 "               {\n"
1100 "                       ma = adir.y;\n"
1101 "                       tc = dir.xz;\n"
1102 "                       offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1103 "               }\n"
1104 "               else // Z\n"
1105 "               {\n"
1106 "                       ma = adir.z;\n"
1107 "                       tc = dir.xy;\n"
1108 "                       offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1109 "               }\n"
1110 "       }\n"
1111 "\n"
1112 "       vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1113 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
1114 "       stc.z += ShadowMap_Parameters.z;\n"
1115 "       return stc;\n"
1116 "}\n"
1117 "#  endif\n"
1118 "# endif\n"
1119 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1120 "\n"
1121 "#ifdef USESHADOWMAPCUBE\n"
1122 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1123 "{\n"
1124 "       vec3 adir = abs(dir);\n"
1125 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1126 "}\n"
1127 "#endif\n"
1128 "\n"
1129 "# ifdef USESHADOWMAPRECT\n"
1130 "float ShadowMapCompare(vec3 dir)\n"
1131 "{\n"
1132 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1133 "       float f;\n"
1134 "#  ifdef USESHADOWSAMPLER\n"
1135 "\n"
1136 "#    ifdef USESHADOWMAPPCF\n"
1137 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1138 "       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"
1139 "#    else\n"
1140 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1141 "#    endif\n"
1142 "\n"
1143 "#  else\n"
1144 "\n"
1145 "#    ifdef USESHADOWMAPPCF\n"
1146 "#      if USESHADOWMAPPCF > 1\n"
1147 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1148 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1149 "       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"
1150 "       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"
1151 "       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"
1152 "       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"
1153 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1154 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1155 "#      else\n"
1156 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1157 "       vec2 offset = fract(shadowmaptc.xy);\n"
1158 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1159 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1160 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1161 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1162 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1163 "#      endif\n"
1164 "#    else\n"
1165 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1166 "#    endif\n"
1167 "\n"
1168 "#  endif\n"
1169 "#  ifdef USESHADOWMAPORTHO\n"
1170 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1171 "#  else\n"
1172 "       return f;\n"
1173 "#  endif\n"
1174 "}\n"
1175 "# endif\n"
1176 "\n"
1177 "# ifdef USESHADOWMAP2D\n"
1178 "float ShadowMapCompare(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1181 "       float f;\n"
1182 "\n"
1183 "#  ifdef USESHADOWSAMPLER\n"
1184 "#    ifdef USESHADOWMAPPCF\n"
1185 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1186 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1187 "       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"
1188 "#    else\n"
1189 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1190 "#    endif\n"
1191 "#  else\n"
1192 "#    ifdef USESHADOWMAPPCF\n"
1193 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1194 "#      ifdef GL_ARB_texture_gather\n"
1195 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1196 "#      else\n"
1197 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1198 "#      endif\n"
1199 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1200 "       center *= ShadowMap_TextureScale;\n"
1201 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1202 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1203 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1204 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1205 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1206 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1207 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1208 "#     else\n"
1209 "#      ifdef GL_EXT_gpu_shader4\n"
1210 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1211 "#      else\n"
1212 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1213 "#      endif\n"
1214 "#      if USESHADOWMAPPCF > 1\n"
1215 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1216 "       center *= ShadowMap_TextureScale;\n"
1217 "       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"
1218 "       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"
1219 "       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"
1220 "       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"
1221 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1222 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1223 "#      else\n"
1224 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1225 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1226 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1227 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1228 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1229 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1230 "#      endif\n"
1231 "#     endif\n"
1232 "#    else\n"
1233 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1234 "#    endif\n"
1235 "#  endif\n"
1236 "#  ifdef USESHADOWMAPORTHO\n"
1237 "       return mix(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
1238 "#  else\n"
1239 "       return f;\n"
1240 "#  endif\n"
1241 "}\n"
1242 "# endif\n"
1243 "\n"
1244 "# ifdef USESHADOWMAPCUBE\n"
1245 "float ShadowMapCompare(vec3 dir)\n"
1246 "{\n"
1247 "       // apply depth texture cubemap as light filter\n"
1248 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1249 "       float f;\n"
1250 "#  ifdef USESHADOWSAMPLER\n"
1251 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1252 "#  else\n"
1253 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1254 "#  endif\n"
1255 "       return f;\n"
1256 "}\n"
1257 "# endif\n"
1258 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1259 "#endif // FRAGMENT_SHADER\n"
1260 "\n"
1261 "\n"
1262 "\n"
1263 "\n"
1264 "#ifdef MODE_DEFERREDGEOMETRY\n"
1265 "#ifdef VERTEX_SHADER\n"
1266 "uniform mat4 TexMatrix;\n"
1267 "#ifdef USEVERTEXTEXTUREBLEND\n"
1268 "uniform mat4 BackgroundTexMatrix;\n"
1269 "#endif\n"
1270 "uniform mat4 ModelViewMatrix;\n"
1271 "void main(void)\n"
1272 "{\n"
1273 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1274 "#ifdef USEVERTEXTEXTUREBLEND\n"
1275 "       gl_FrontColor = gl_Color;\n"
1276 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1277 "#endif\n"
1278 "\n"
1279 "       // transform unnormalized eye direction into tangent space\n"
1280 "#ifdef USEOFFSETMAPPING\n"
1281 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1282 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1283 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1284 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1285 "#endif\n"
1286 "\n"
1287 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1288 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1289 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1290 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1291 "}\n"
1292 "#endif // VERTEX_SHADER\n"
1293 "\n"
1294 "#ifdef FRAGMENT_SHADER\n"
1295 "void main(void)\n"
1296 "{\n"
1297 "#ifdef USEOFFSETMAPPING\n"
1298 "       // apply offsetmapping\n"
1299 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1300 "#define TexCoord TexCoordOffset\n"
1301 "#endif\n"
1302 "\n"
1303 "#ifdef USEALPHAKILL\n"
1304 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1305 "               discard;\n"
1306 "#endif\n"
1307 "\n"
1308 "#ifdef USEVERTEXTEXTUREBLEND\n"
1309 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1310 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1311 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1312 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1313 "#endif\n"
1314 "\n"
1315 "#ifdef USEVERTEXTEXTUREBLEND\n"
1316 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1317 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1318 "#else\n"
1319 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1320 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1321 "#endif\n"
1322 "\n"
1323 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1324 "}\n"
1325 "#endif // FRAGMENT_SHADER\n"
1326 "#else // !MODE_DEFERREDGEOMETRY\n"
1327 "\n"
1328 "\n"
1329 "\n"
1330 "\n"
1331 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1332 "#ifdef VERTEX_SHADER\n"
1333 "uniform mat4 ModelViewMatrix;\n"
1334 "void main(void)\n"
1335 "{\n"
1336 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1337 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1338 "}\n"
1339 "#endif // VERTEX_SHADER\n"
1340 "\n"
1341 "#ifdef FRAGMENT_SHADER\n"
1342 "uniform mat4 ViewToLight;\n"
1343 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1344 "uniform vec2 ScreenToDepth;\n"
1345 "uniform myhalf3 DeferredColor_Ambient;\n"
1346 "uniform myhalf3 DeferredColor_Diffuse;\n"
1347 "#ifdef USESPECULAR\n"
1348 "uniform myhalf3 DeferredColor_Specular;\n"
1349 "uniform myhalf SpecularPower;\n"
1350 "#endif\n"
1351 "uniform myhalf2 PixelToScreenTexCoord;\n"
1352 "void main(void)\n"
1353 "{\n"
1354 "       // calculate viewspace pixel position\n"
1355 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1356 "       vec3 position;\n"
1357 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1358 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1359 "       // decode viewspace pixel normal\n"
1360 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1361 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1362 "       // surfacenormal = pixel normal in viewspace\n"
1363 "       // LightVector = pixel to light in viewspace\n"
1364 "       // CubeVector = position in lightspace\n"
1365 "       // eyevector = pixel to view in viewspace\n"
1366 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1367 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1368 "#ifdef USEDIFFUSE\n"
1369 "       // calculate diffuse shading\n"
1370 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1371 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1372 "#endif\n"
1373 "#ifdef USESPECULAR\n"
1374 "       // calculate directional shading\n"
1375 "       vec3 eyevector = position * -1.0;\n"
1376 "#  ifdef USEEXACTSPECULARMATH\n"
1377 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1378 "#  else\n"
1379 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1380 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1381 "#  endif\n"
1382 "#endif\n"
1383 "\n"
1384 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1385 "       fade *= ShadowMapCompare(CubeVector);\n"
1386 "#endif\n"
1387 "\n"
1388 "#ifdef USEDIFFUSE\n"
1389 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1390 "#else\n"
1391 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1392 "#endif\n"
1393 "#ifdef USESPECULAR\n"
1394 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1395 "#else\n"
1396 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1397 "#endif\n"
1398 "\n"
1399 "# ifdef USECUBEFILTER\n"
1400 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1401 "       gl_FragData[0].rgb *= cubecolor;\n"
1402 "       gl_FragData[1].rgb *= cubecolor;\n"
1403 "# endif\n"
1404 "}\n"
1405 "#endif // FRAGMENT_SHADER\n"
1406 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1407 "\n"
1408 "\n"
1409 "\n"
1410 "\n"
1411 "#ifdef VERTEX_SHADER\n"
1412 "uniform mat4 TexMatrix;\n"
1413 "#ifdef USEVERTEXTEXTUREBLEND\n"
1414 "uniform mat4 BackgroundTexMatrix;\n"
1415 "#endif\n"
1416 "#ifdef MODE_LIGHTSOURCE\n"
1417 "uniform mat4 ModelToLight;\n"
1418 "#endif\n"
1419 "#ifdef USESHADOWMAPORTHO\n"
1420 "uniform mat4 ShadowMapMatrix;\n"
1421 "#endif\n"
1422 "void main(void)\n"
1423 "{\n"
1424 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1425 "       gl_FrontColor = gl_Color;\n"
1426 "#endif\n"
1427 "       // copy the surface texcoord\n"
1428 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1429 "#ifdef USEVERTEXTEXTUREBLEND\n"
1430 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1431 "#endif\n"
1432 "#ifdef USELIGHTMAP\n"
1433 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1434 "#endif\n"
1435 "\n"
1436 "#ifdef MODE_LIGHTSOURCE\n"
1437 "       // transform vertex position into light attenuation/cubemap space\n"
1438 "       // (-1 to +1 across the light box)\n"
1439 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1440 "\n"
1441 "# ifdef USEDIFFUSE\n"
1442 "       // transform unnormalized light direction into tangent space\n"
1443 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1444 "       //  normalize it per pixel)\n"
1445 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1446 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1447 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1448 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1449 "# endif\n"
1450 "#endif\n"
1451 "\n"
1452 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1453 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1454 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1455 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1456 "#endif\n"
1457 "\n"
1458 "       // transform unnormalized eye direction into tangent space\n"
1459 "#ifdef USEEYEVECTOR\n"
1460 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1461 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1462 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1463 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1464 "#endif\n"
1465 "\n"
1466 "#ifdef USEFOG\n"
1467 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1468 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1469 "#endif\n"
1470 "\n"
1471 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1472 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1473 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1474 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1475 "#endif\n"
1476 "\n"
1477 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1478 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1479 "\n"
1480 "#ifdef USESHADOWMAPORTHO\n"
1481 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1482 "#endif\n"
1483 "\n"
1484 "#ifdef USEREFLECTION\n"
1485 "       ModelViewProjectionPosition = gl_Position;\n"
1486 "#endif\n"
1487 "}\n"
1488 "#endif // VERTEX_SHADER\n"
1489 "\n"
1490 "\n"
1491 "\n"
1492 "\n"
1493 "#ifdef FRAGMENT_SHADER\n"
1494 "#ifdef USEDEFERREDLIGHTMAP\n"
1495 "uniform myhalf2 PixelToScreenTexCoord;\n"
1496 "uniform myhalf3 DeferredMod_Diffuse;\n"
1497 "uniform myhalf3 DeferredMod_Specular;\n"
1498 "#endif\n"
1499 "uniform myhalf3 Color_Ambient;\n"
1500 "uniform myhalf3 Color_Diffuse;\n"
1501 "uniform myhalf3 Color_Specular;\n"
1502 "uniform myhalf SpecularPower;\n"
1503 "#ifdef USEGLOW\n"
1504 "uniform myhalf3 Color_Glow;\n"
1505 "#endif\n"
1506 "uniform myhalf Alpha;\n"
1507 "#ifdef USEREFLECTION\n"
1508 "uniform vec4 DistortScaleRefractReflect;\n"
1509 "uniform vec4 ScreenScaleRefractReflect;\n"
1510 "uniform vec4 ScreenCenterRefractReflect;\n"
1511 "uniform myhalf4 ReflectColor;\n"
1512 "#endif\n"
1513 "#ifdef USEREFLECTCUBE\n"
1514 "uniform mat4 ModelToReflectCube;\n"
1515 "uniform sampler2D Texture_ReflectMask;\n"
1516 "uniform samplerCube Texture_ReflectCube;\n"
1517 "#endif\n"
1518 "#ifdef MODE_LIGHTDIRECTION\n"
1519 "uniform myhalf3 LightColor;\n"
1520 "#endif\n"
1521 "#ifdef MODE_LIGHTSOURCE\n"
1522 "uniform myhalf3 LightColor;\n"
1523 "#endif\n"
1524 "void main(void)\n"
1525 "{\n"
1526 "#ifdef USEOFFSETMAPPING\n"
1527 "       // apply offsetmapping\n"
1528 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1529 "#define TexCoord TexCoordOffset\n"
1530 "#endif\n"
1531 "\n"
1532 "       // combine the diffuse textures (base, pants, shirt)\n"
1533 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1534 "#ifdef USEALPHAKILL\n"
1535 "       if (color.a < 0.5)\n"
1536 "               discard;\n"
1537 "#endif\n"
1538 "       color.a *= Alpha;\n"
1539 "#ifdef USECOLORMAPPING\n"
1540 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1541 "#endif\n"
1542 "#ifdef USEVERTEXTEXTUREBLEND\n"
1543 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1544 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1545 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1546 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1547 "       color.a = 1.0;\n"
1548 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1549 "#endif\n"
1550 "\n"
1551 "       // get the surface normal\n"
1552 "#ifdef USEVERTEXTEXTUREBLEND\n"
1553 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1554 "#else\n"
1555 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1556 "#endif\n"
1557 "\n"
1558 "       // get the material colors\n"
1559 "       myhalf3 diffusetex = color.rgb;\n"
1560 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1561 "# ifdef USEVERTEXTEXTUREBLEND\n"
1562 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1563 "# else\n"
1564 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1565 "# endif\n"
1566 "#endif\n"
1567 "\n"
1568 "#ifdef USEREFLECTCUBE\n"
1569 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1570 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1571 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1572 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1573 "#endif\n"
1574 "\n"
1575 "\n"
1576 "\n"
1577 "\n"
1578 "#ifdef MODE_LIGHTSOURCE\n"
1579 "       // light source\n"
1580 "#ifdef USEDIFFUSE\n"
1581 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1582 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1583 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1584 "#ifdef USESPECULAR\n"
1585 "#ifdef USEEXACTSPECULARMATH\n"
1586 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1587 "#else\n"
1588 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1589 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1590 "#endif\n"
1591 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1592 "#endif\n"
1593 "#else\n"
1594 "       color.rgb = diffusetex * Color_Ambient;\n"
1595 "#endif\n"
1596 "       color.rgb *= LightColor;\n"
1597 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1598 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1599 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1600 "#endif\n"
1601 "# ifdef USECUBEFILTER\n"
1602 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1603 "# endif\n"
1604 "#endif // MODE_LIGHTSOURCE\n"
1605 "\n"
1606 "\n"
1607 "\n"
1608 "\n"
1609 "#ifdef MODE_LIGHTDIRECTION\n"
1610 "#define SHADING\n"
1611 "#ifdef USEDIFFUSE\n"
1612 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1613 "#endif\n"
1614 "#define lightcolor LightColor\n"
1615 "#endif // MODE_LIGHTDIRECTION\n"
1616 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1617 "#define SHADING\n"
1618 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1619 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1620 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1621 "       // convert modelspace light vector to tangentspace\n"
1622 "       myhalf3 lightnormal;\n"
1623 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1624 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1625 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1626 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1627 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1628 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1629 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1630 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1631 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1632 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1633 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1634 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1635 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1636 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1637 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1638 "#define SHADING\n"
1639 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1640 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1641 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1642 "#endif\n"
1643 "\n"
1644 "\n"
1645 "\n"
1646 "\n"
1647 "#ifdef MODE_LIGHTMAP\n"
1648 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1649 "#endif // MODE_LIGHTMAP\n"
1650 "#ifdef MODE_VERTEXCOLOR\n"
1651 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1652 "#endif // MODE_VERTEXCOLOR\n"
1653 "#ifdef MODE_FLATCOLOR\n"
1654 "       color.rgb = diffusetex * Color_Ambient;\n"
1655 "#endif // MODE_FLATCOLOR\n"
1656 "\n"
1657 "\n"
1658 "\n"
1659 "\n"
1660 "#ifdef SHADING\n"
1661 "# ifdef USEDIFFUSE\n"
1662 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1663 "#  ifdef USESPECULAR\n"
1664 "#   ifdef USEEXACTSPECULARMATH\n"
1665 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1666 "#   else\n"
1667 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1668 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1669 "#   endif\n"
1670 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1671 "#  else\n"
1672 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1673 "#  endif\n"
1674 "# else\n"
1675 "       color.rgb = diffusetex * Color_Ambient;\n"
1676 "# endif\n"
1677 "#endif\n"
1678 "\n"
1679 "#ifdef USESHADOWMAPORTHO\n"
1680 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1681 "#endif\n"
1682 "\n"
1683 "#ifdef USEDEFERREDLIGHTMAP\n"
1684 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1685 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1686 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1687 "#endif\n"
1688 "\n"
1689 "#ifdef USEGLOW\n"
1690 "#ifdef USEVERTEXTEXTUREBLEND\n"
1691 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1692 "#else\n"
1693 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1694 "#endif\n"
1695 "#endif\n"
1696 "\n"
1697 "#ifdef USEFOG\n"
1698 "#ifdef MODE_LIGHTSOURCE\n"
1699 "       color.rgb *= myhalf(FogVertex());\n"
1700 "#else\n"
1701 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1702 "#endif\n"
1703 "#endif\n"
1704 "\n"
1705 "       // 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"
1706 "#ifdef USEREFLECTION\n"
1707 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1708 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1709 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1710 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1711 "       // FIXME temporary hack to detect the case that the reflection\n"
1712 "       // gets blackened at edges due to leaving the area that contains actual\n"
1713 "       // content.\n"
1714 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1715 "       // 'appening.\n"
1716 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1717 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1718 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1719 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1720 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1721 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1722 "#endif\n"
1723 "\n"
1724 "       gl_FragColor = vec4(color);\n"
1725 "}\n"
1726 "#endif // FRAGMENT_SHADER\n"
1727 "\n"
1728 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1729 "#endif // !MODE_DEFERREDGEOMETRY\n"
1730 "#endif // !MODE_WATER\n"
1731 "#endif // !MODE_REFRACTION\n"
1732 "#endif // !MODE_BLOOMBLUR\n"
1733 "#endif // !MODE_GENERIC\n"
1734 "#endif // !MODE_POSTPROCESS\n"
1735 "#endif // !MODE_SHOWDEPTH\n"
1736 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1737 ;
1738
1739 /*
1740 =========================================================================================================================================================
1741
1742
1743
1744 =========================================================================================================================================================
1745
1746
1747
1748 =========================================================================================================================================================
1749
1750
1751
1752 =========================================================================================================================================================
1753
1754
1755
1756 =========================================================================================================================================================
1757
1758
1759
1760 =========================================================================================================================================================
1761
1762
1763
1764 =========================================================================================================================================================
1765 */
1766
1767 const char *builtincgshaderstring =
1768 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1769 "// written by Forest 'LordHavoc' Hale\n"
1770 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1771 "\n"
1772 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1773 "# define USEFOG\n"
1774 "#endif\n"
1775 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1776 "#define USELIGHTMAP\n"
1777 "#endif\n"
1778 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1779 "#define USEEYEVECTOR\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1783 "#ifdef VERTEX_SHADER\n"
1784 "void main\n"
1785 "(\n"
1786 "float4 gl_Vertex : POSITION,\n"
1787 "uniform float4x4 ModelViewProjectionMatrix,\n"
1788 "out float4 gl_Position : POSITION\n"
1789 ")\n"
1790 "{\n"
1791 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1792 "}\n"
1793 "#endif\n"
1794 "#else // !MODE_DEPTH_ORSHADOW\n"
1795 "\n"
1796 "\n"
1797 "\n"
1798 "\n"
1799 "#ifdef MODE_SHOWDEPTH\n"
1800 "#ifdef VERTEX_SHADER\n"
1801 "void main\n"
1802 "(\n"
1803 "float4 gl_Vertex : POSITION,\n"
1804 "uniform float4x4 ModelViewProjectionMatrix,\n"
1805 "out float4 gl_Position : POSITION,\n"
1806 "out float4 gl_FrontColor : COLOR0\n"
1807 ")\n"
1808 "{\n"
1809 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1810 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1811 "}\n"
1812 "#endif\n"
1813 "\n"
1814 "#ifdef FRAGMENT_SHADER\n"
1815 "void main\n"
1816 "(\n"
1817 "float4 gl_FrontColor : COLOR0,\n"
1818 "out float4 gl_FragColor : COLOR\n"
1819 ")\n"
1820 "{\n"
1821 "       gl_FragColor = gl_FrontColor;\n"
1822 "}\n"
1823 "#endif\n"
1824 "#else // !MODE_SHOWDEPTH\n"
1825 "\n"
1826 "\n"
1827 "\n"
1828 "\n"
1829 "#ifdef MODE_POSTPROCESS\n"
1830 "\n"
1831 "#ifdef VERTEX_SHADER\n"
1832 "void main\n"
1833 "(\n"
1834 "float4 gl_Vertex : POSITION,\n"
1835 "uniform float4x4 ModelViewProjectionMatrix,\n"
1836 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1837 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1838 "out float4 gl_Position : POSITION,\n"
1839 "out float2 TexCoord1 : TEXCOORD0,\n"
1840 "out float2 TexCoord2 : TEXCOORD1\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1844 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1845 "#ifdef USEBLOOM\n"
1846 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1847 "#endif\n"
1848 "}\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef FRAGMENT_SHADER\n"
1852 "void main\n"
1853 "(\n"
1854 "float2 TexCoord1 : TEXCOORD0,\n"
1855 "float2 TexCoord2 : TEXCOORD1,\n"
1856 "uniform sampler2D Texture_First,\n"
1857 "#ifdef USEBLOOM\n"
1858 "uniform sampler2D Texture_Second,\n"
1859 "#endif\n"
1860 "#ifdef USEGAMMARAMPS\n"
1861 "uniform sampler2D Texture_GammaRamps,\n"
1862 "#endif\n"
1863 "#ifdef USESATURATION\n"
1864 "uniform float Saturation,\n"
1865 "#endif\n"
1866 "#ifdef USEVIEWTINT\n"
1867 "uniform float4 ViewTintColor,\n"
1868 "#endif\n"
1869 "uniform float4 UserVec1,\n"
1870 "uniform float4 UserVec2,\n"
1871 "uniform float4 UserVec3,\n"
1872 "uniform float4 UserVec4,\n"
1873 "uniform float ClientTime,\n"
1874 "uniform float2 PixelSize,\n"
1875 "out float4 gl_FragColor : COLOR\n"
1876 ")\n"
1877 "{\n"
1878 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1879 "#ifdef USEBLOOM\n"
1880 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1881 "#endif\n"
1882 "#ifdef USEVIEWTINT\n"
1883 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef USEPOSTPROCESSING\n"
1887 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1888 "// 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"
1889 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1890 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1891 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1892 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1893 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1894 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1895 "#endif\n"
1896 "\n"
1897 "#ifdef USESATURATION\n"
1898 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1899 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1900 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1901 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1902 "#endif\n"
1903 "\n"
1904 "#ifdef USEGAMMARAMPS\n"
1905 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1906 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1907 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1908 "#endif\n"
1909 "}\n"
1910 "#endif\n"
1911 "#else // !MODE_POSTPROCESS\n"
1912 "\n"
1913 "\n"
1914 "\n"
1915 "\n"
1916 "#ifdef MODE_GENERIC\n"
1917 "#ifdef VERTEX_SHADER\n"
1918 "void main\n"
1919 "(\n"
1920 "float4 gl_Vertex : POSITION,\n"
1921 "uniform float4x4 ModelViewProjectionMatrix,\n"
1922 "float4 gl_Color : COLOR0,\n"
1923 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1924 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR,\n"
1927 "out float2 TexCoord1 : TEXCOORD0,\n"
1928 "out float2 TexCoord2 : TEXCOORD1\n"
1929 ")\n"
1930 "{\n"
1931 "       gl_FrontColor = gl_Color;\n"
1932 "#ifdef USEDIFFUSE\n"
1933 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1934 "#endif\n"
1935 "#ifdef USESPECULAR\n"
1936 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1937 "#endif\n"
1938 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1939 "}\n"
1940 "#endif\n"
1941 "\n"
1942 "#ifdef FRAGMENT_SHADER\n"
1943 "\n"
1944 "void main\n"
1945 "(\n"
1946 "float4 gl_FrontColor : COLOR,\n"
1947 "float2 TexCoord1 : TEXCOORD0,\n"
1948 "float2 TexCoord2 : TEXCOORD1,\n"
1949 "#ifdef USEDIFFUSE\n"
1950 "uniform sampler2D Texture_First,\n"
1951 "#endif\n"
1952 "#ifdef USESPECULAR\n"
1953 "uniform sampler2D Texture_Second,\n"
1954 "#endif\n"
1955 "out float4 gl_FragColor : COLOR\n"
1956 ")\n"
1957 "{\n"
1958 "       gl_FragColor = gl_FrontColor;\n"
1959 "#ifdef USEDIFFUSE\n"
1960 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef USESPECULAR\n"
1964 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1965 "# ifdef USECOLORMAPPING\n"
1966 "       gl_FragColor *= tex2;\n"
1967 "# endif\n"
1968 "# ifdef USEGLOW\n"
1969 "       gl_FragColor += tex2;\n"
1970 "# endif\n"
1971 "# ifdef USEVERTEXTEXTUREBLEND\n"
1972 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1973 "# endif\n"
1974 "#endif\n"
1975 "}\n"
1976 "#endif\n"
1977 "#else // !MODE_GENERIC\n"
1978 "\n"
1979 "\n"
1980 "\n"
1981 "\n"
1982 "#ifdef MODE_BLOOMBLUR\n"
1983 "#ifdef VERTEX_SHADER\n"
1984 "void main\n"
1985 "(\n"
1986 "float4 gl_Vertex : POSITION,\n"
1987 "uniform float4x4 ModelViewProjectionMatrix,\n"
1988 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1989 "out float4 gl_Position : POSITION,\n"
1990 "out float2 TexCoord : TEXCOORD0\n"
1991 ")\n"
1992 "{\n"
1993 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1994 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1995 "}\n"
1996 "#endif\n"
1997 "\n"
1998 "#ifdef FRAGMENT_SHADER\n"
1999 "\n"
2000 "void main\n"
2001 "(\n"
2002 "float2 TexCoord : TEXCOORD0,\n"
2003 "uniform sampler2D Texture_First,\n"
2004 "uniform float4 BloomBlur_Parameters,\n"
2005 "out float4 gl_FragColor : COLOR\n"
2006 ")\n"
2007 "{\n"
2008 "       int i;\n"
2009 "       float2 tc = TexCoord;\n"
2010 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2011 "       tc += BloomBlur_Parameters.xy;\n"
2012 "       for (i = 1;i < SAMPLES;i++)\n"
2013 "       {\n"
2014 "               color += tex2D(Texture_First, tc).rgb;\n"
2015 "               tc += BloomBlur_Parameters.xy;\n"
2016 "       }\n"
2017 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2018 "}\n"
2019 "#endif\n"
2020 "#else // !MODE_BLOOMBLUR\n"
2021 "#ifdef MODE_REFRACTION\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_MultiTexCoord0 : TEXCOORD0,\n"
2028 "uniform float4x4 TexMatrix,\n"
2029 "uniform float3 EyePosition,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float2 TexCoord : TEXCOORD0,\n"
2032 "out float3 EyeVector : TEXCOORD1,\n"
2033 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2034 ")\n"
2035 "{\n"
2036 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2037 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2038 "       ModelViewProjectionPosition = gl_Position;\n"
2039 "}\n"
2040 "#endif\n"
2041 "\n"
2042 "#ifdef FRAGMENT_SHADER\n"
2043 "void main\n"
2044 "(\n"
2045 "float2 TexCoord : TEXCOORD0,\n"
2046 "float3 EyeVector : TEXCOORD1,\n"
2047 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2048 "uniform sampler2D Texture_Normal,\n"
2049 "uniform sampler2D Texture_Refraction,\n"
2050 "uniform sampler2D Texture_Reflection,\n"
2051 "uniform float4 DistortScaleRefractReflect,\n"
2052 "uniform float4 ScreenScaleRefractReflect,\n"
2053 "uniform float4 ScreenCenterRefractReflect,\n"
2054 "uniform float4 RefractColor,\n"
2055 "out float4 gl_FragColor : COLOR\n"
2056 ")\n"
2057 "{\n"
2058 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2059 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2060 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2061 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2062 "       // FIXME temporary hack to detect the case that the reflection\n"
2063 "       // gets blackened at edges due to leaving the area that contains actual\n"
2064 "       // content.\n"
2065 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2066 "       // 'appening.\n"
2067 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2068 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2069 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2070 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2071 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2072 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2073 "}\n"
2074 "#endif\n"
2075 "#else // !MODE_REFRACTION\n"
2076 "\n"
2077 "\n"
2078 "\n"
2079 "\n"
2080 "#ifdef MODE_WATER\n"
2081 "#ifdef VERTEX_SHADER\n"
2082 "\n"
2083 "void main\n"
2084 "(\n"
2085 "float4 gl_Vertex : POSITION,\n"
2086 "uniform float4x4 ModelViewProjectionMatrix,\n"
2087 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2088 "uniform float4x4 TexMatrix,\n"
2089 "uniform float3 EyePosition,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0,\n"
2092 "out float3 EyeVector : TEXCOORD1,\n"
2093 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2094 ")\n"
2095 "{\n"
2096 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2097 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2098 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2099 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2100 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2101 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "       ModelViewProjectionPosition = gl_Position;\n"
2103 "}\n"
2104 "#endif\n"
2105 "\n"
2106 "#ifdef FRAGMENT_SHADER\n"
2107 "void main\n"
2108 "(\n"
2109 "float2 TexCoord : TEXCOORD0,\n"
2110 "float3 EyeVector : TEXCOORD1,\n"
2111 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2112 "uniform sampler2D Texture_Normal,\n"
2113 "uniform sampler2D Texture_Refraction,\n"
2114 "uniform sampler2D Texture_Reflection,\n"
2115 "uniform float4 DistortScaleRefractReflect,\n"
2116 "uniform float4 ScreenScaleRefractReflect,\n"
2117 "uniform float4 ScreenCenterRefractReflect,\n"
2118 "uniform float4 RefractColor,\n"
2119 "uniform float4 ReflectColor,\n"
2120 "uniform float ReflectFactor,\n"
2121 "uniform float ReflectOffset,\n"
2122 "out float4 gl_FragColor : COLOR\n"
2123 ")\n"
2124 "{\n"
2125 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2126 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2127 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2128 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2129 "       // FIXME temporary hack to detect the case that the reflection\n"
2130 "       // gets blackened at edges due to leaving the area that contains actual\n"
2131 "       // content.\n"
2132 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2133 "       // 'appening.\n"
2134 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2135 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2136 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2137 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2138 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2139 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2140 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2141 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2142 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2143 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2144 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2145 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2146 "}\n"
2147 "#endif\n"
2148 "#else // !MODE_WATER\n"
2149 "\n"
2150 "\n"
2151 "\n"
2152 "\n"
2153 "// 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"
2154 "\n"
2155 "// fragment shader specific:\n"
2156 "#ifdef FRAGMENT_SHADER\n"
2157 "\n"
2158 "#ifdef USEFOG\n"
2159 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2160 "{\n"
2161 "       float fogfrac;\n"
2162 "#ifdef USEFOGOUTSIDE\n"
2163 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2164 "#else\n"
2165 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2166 "#endif\n"
2167 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2168 "}\n"
2169 "#endif\n"
2170 "\n"
2171 "#ifdef USEOFFSETMAPPING\n"
2172 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2173 "{\n"
2174 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2175 "       // 14 sample relief mapping: linear search and then binary search\n"
2176 "       // this basically steps forward a small amount repeatedly until it finds\n"
2177 "       // itself inside solid, then jitters forward and back using decreasing\n"
2178 "       // amounts to find the impact\n"
2179 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2180 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2181 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2182 "       float3 RT = float3(TexCoord, 1);\n"
2183 "       OffsetVector *= 0.1;\n"
2184 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2185 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2186 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2187 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2188 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2189 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2190 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2191 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2192 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2193 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2194 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2195 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2196 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2197 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2198 "       return RT.xy;\n"
2199 "#else\n"
2200 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2201 "       // this basically moves forward the full distance, and then backs up based\n"
2202 "       // on height of samples\n"
2203 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2204 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2205 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2206 "       TexCoord += OffsetVector;\n"
2207 "       OffsetVector *= 0.333;\n"
2208 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2209 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2210 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2211 "       return TexCoord;\n"
2212 "#endif\n"
2213 "}\n"
2214 "#endif // USEOFFSETMAPPING\n"
2215 "\n"
2216 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2217 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2218 "# ifdef USESHADOWMAPORTHO\n"
2219 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, float3(ShadowMap_Parameters.zw, 1.0)))\n"
2220 "# else\n"
2221 "#  ifdef USESHADOWMAPVSDCT\n"
2222 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2223 "{\n"
2224 "   float3 adir = abs(dir);\n"
2225 "   float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2226 "   float ma = max(max(adir.x, adir.y), adir.z);\n"
2227 "   float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2228 "   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
2229 "   stc.z += ShadowMap_Parameters.z;\n"
2230 "   return stc;\n"
2231 "}\n"
2232 "#  else\n"
2233 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2234 "{\n"
2235 "       float3 adir = abs(dir);\n"
2236 "       float2 tc;\n"
2237 "       float2 offset;\n"
2238 "       float ma;\n"
2239 "       if (adir.x > adir.y)\n"
2240 "       {\n"
2241 "               if (adir.x > adir.z) // X\n"
2242 "               {\n"
2243 "                       ma = adir.x;\n"
2244 "                       tc = dir.zy;\n"
2245 "                       offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
2246 "               }\n"
2247 "               else // Z\n"
2248 "               {\n"
2249 "                       ma = adir.z;\n"
2250 "                       tc = dir.xy;\n"
2251 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2252 "               }\n"
2253 "       }\n"
2254 "       else\n"
2255 "       {\n"
2256 "               if (adir.y > adir.z) // Y\n"
2257 "               {\n"
2258 "                       ma = adir.y;\n"
2259 "                       tc = dir.xz;\n"
2260 "                       offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
2261 "               }\n"
2262 "               else // Z\n"
2263 "               {\n"
2264 "                       ma = adir.z;\n"
2265 "                       tc = dir.xy;\n"
2266 "                       offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
2267 "               }\n"
2268 "       }\n"
2269 "\n"
2270 "       float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
2271 "       stc.xy += offset * ShadowMap_Parameters.y;\n"
2272 "       stc.z += ShadowMap_Parameters.z;\n"
2273 "       return stc;\n"
2274 "}\n"
2275 "#  endif\n"
2276 "# endif\n"
2277 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2278 "\n"
2279 "#ifdef USESHADOWMAPCUBE\n"
2280 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2281 "{\n"
2282 "    float3 adir = abs(dir);\n"
2283 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2284 "}\n"
2285 "#endif\n"
2286 "\n"
2287 "# ifdef USESHADOWMAPRECT\n"
2288 "#ifdef USESHADOWMAPVSDCT\n"
2289 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2290 "#else\n"
2291 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2292 "#endif\n"
2293 "{\n"
2294 "#ifdef USESHADOWMAPVSDCT\n"
2295 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2296 "#else\n"
2297 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2298 "#endif\n"
2299 "       float f;\n"
2300 "#  ifdef USESHADOWSAMPLER\n"
2301 "\n"
2302 "#    ifdef USESHADOWMAPPCF\n"
2303 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2304 "    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"
2305 "#    else\n"
2306 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2307 "#    endif\n"
2308 "\n"
2309 "#  else\n"
2310 "\n"
2311 "#    ifdef USESHADOWMAPPCF\n"
2312 "#      if USESHADOWMAPPCF > 1\n"
2313 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2314 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2315 "    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"
2316 "    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"
2317 "    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"
2318 "    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"
2319 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2320 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2321 "#      else\n"
2322 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2323 "    float2 offset = frac(shadowmaptc.xy);\n"
2324 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2325 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2326 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2327 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2328 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2329 "#      endif\n"
2330 "#    else\n"
2331 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2332 "#    endif\n"
2333 "\n"
2334 "#  endif\n"
2335 "#  ifdef USESHADOWMAPORTHO\n"
2336 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2337 "#  else\n"
2338 "       return f;\n"
2339 "#  endif\n"
2340 "}\n"
2341 "# endif\n"
2342 "\n"
2343 "# ifdef USESHADOWMAP2D\n"
2344 "#ifdef USESHADOWMAPVSDCT\n"
2345 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2346 "#else\n"
2347 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2348 "#endif\n"
2349 "{\n"
2350 "#ifdef USESHADOWMAPVSDCT\n"
2351 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2352 "#else\n"
2353 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2354 "#endif\n"
2355 "    float f;\n"
2356 "\n"
2357 "#  ifdef USESHADOWSAMPLER\n"
2358 "#    ifdef USESHADOWMAPPCF\n"
2359 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2360 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2361 "    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"
2362 "#    else\n"
2363 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2364 "#    endif\n"
2365 "#  else\n"
2366 "#    ifdef USESHADOWMAPPCF\n"
2367 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2368 "#      ifdef GL_ARB_texture_gather\n"
2369 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2370 "#      else\n"
2371 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2372 "#      endif\n"
2373 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2374 "    center *= ShadowMap_TextureScale;\n"
2375 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2376 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2377 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2378 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2379 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2380 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2381 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2382 "#     else\n"
2383 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2384 "#      if USESHADOWMAPPCF > 1\n"
2385 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2386 "    center *= ShadowMap_TextureScale;\n"
2387 "    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"
2388 "    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"
2389 "    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"
2390 "    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"
2391 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2392 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2393 "#      else\n"
2394 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2395 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2396 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2397 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2398 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2399 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2400 "#      endif\n"
2401 "#     endif\n"
2402 "#    else\n"
2403 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2404 "#    endif\n"
2405 "#  endif\n"
2406 "#  ifdef USESHADOWMAPORTHO\n"
2407 "       return lerp(ShadowMap_Parameters.x, ShadowMap_Parameters.y, f);\n"
2408 "#  else\n"
2409 "       return f;\n"
2410 "#  endif\n"
2411 "}\n"
2412 "# endif\n"
2413 "\n"
2414 "# ifdef USESHADOWMAPCUBE\n"
2415 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2416 "{\n"
2417 "    // apply depth texture cubemap as light filter\n"
2418 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2419 "    float f;\n"
2420 "#  ifdef USESHADOWSAMPLER\n"
2421 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2422 "#  else\n"
2423 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2424 "#  endif\n"
2425 "    return f;\n"
2426 "}\n"
2427 "# endif\n"
2428 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2429 "#endif // FRAGMENT_SHADER\n"
2430 "\n"
2431 "\n"
2432 "\n"
2433 "\n"
2434 "#ifdef MODE_DEFERREDGEOMETRY\n"
2435 "#ifdef VERTEX_SHADER\n"
2436 "void main\n"
2437 "(\n"
2438 "float4 gl_Vertex : POSITION,\n"
2439 "uniform float4x4 ModelViewProjectionMatrix,\n"
2440 "#ifdef USEVERTEXTEXTUREBLEND\n"
2441 "float4 gl_Color : COLOR0,\n"
2442 "#endif\n"
2443 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2444 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2445 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2446 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2447 "uniform float4x4 TexMatrix,\n"
2448 "#ifdef USEVERTEXTEXTUREBLEND\n"
2449 "uniform float4x4 BackgroundTexMatrix,\n"
2450 "#endif\n"
2451 "uniform float4x4 ModelViewMatrix,\n"
2452 "#ifdef USEOFFSETMAPPING\n"
2453 "uniform float3 EyePosition,\n"
2454 "#endif\n"
2455 "out float4 gl_Position : POSITION,\n"
2456 "out float4 gl_FrontColor : COLOR,\n"
2457 "out float4 TexCoordBoth : TEXCOORD0,\n"
2458 "#ifdef USEOFFSETMAPPING\n"
2459 "out float3 EyeVector : TEXCOORD2,\n"
2460 "#endif\n"
2461 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2462 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2463 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2464 ")\n"
2465 "{\n"
2466 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2467 "#ifdef USEVERTEXTEXTUREBLEND\n"
2468 "       gl_FrontColor = gl_Color;\n"
2469 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2470 "#endif\n"
2471 "\n"
2472 "       // transform unnormalized eye direction into tangent space\n"
2473 "#ifdef USEOFFSETMAPPING\n"
2474 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2475 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2476 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2477 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2478 "#endif\n"
2479 "\n"
2480 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2481 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2482 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2483 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2484 "}\n"
2485 "#endif // VERTEX_SHADER\n"
2486 "\n"
2487 "#ifdef FRAGMENT_SHADER\n"
2488 "void main\n"
2489 "(\n"
2490 "float4 TexCoordBoth : TEXCOORD0,\n"
2491 "float3 EyeVector : TEXCOORD2,\n"
2492 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2493 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2494 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2495 "uniform sampler2D Texture_Normal,\n"
2496 "#ifdef USEALPHAKILL\n"
2497 "uniform sampler2D Texture_Color,\n"
2498 "#endif\n"
2499 "uniform sampler2D Texture_Gloss,\n"
2500 "#ifdef USEVERTEXTEXTUREBLEND\n"
2501 "uniform sampler2D Texture_SecondaryNormal,\n"
2502 "uniform sampler2D Texture_SecondaryGloss,\n"
2503 "#endif\n"
2504 "#ifdef USEOFFSETMAPPING\n"
2505 "uniform float OffsetMapping_Scale,\n"
2506 "#endif\n"
2507 "uniform half SpecularPower,\n"
2508 "out float4 gl_FragColor : COLOR\n"
2509 ")\n"
2510 "{\n"
2511 "       float2 TexCoord = TexCoordBoth.xy;\n"
2512 "#ifdef USEOFFSETMAPPING\n"
2513 "       // apply offsetmapping\n"
2514 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2515 "#define TexCoord TexCoordOffset\n"
2516 "#endif\n"
2517 "\n"
2518 "#ifdef USEALPHAKILL\n"
2519 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2520 "               discard;\n"
2521 "#endif\n"
2522 "\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2525 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2526 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2527 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2528 "#endif\n"
2529 "\n"
2530 "#ifdef USEVERTEXTEXTUREBLEND\n"
2531 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2532 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2533 "#else\n"
2534 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2535 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2536 "#endif\n"
2537 "\n"
2538 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2539 "}\n"
2540 "#endif // FRAGMENT_SHADER\n"
2541 "#else // !MODE_DEFERREDGEOMETRY\n"
2542 "\n"
2543 "\n"
2544 "\n"
2545 "\n"
2546 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2547 "#ifdef VERTEX_SHADER\n"
2548 "void main\n"
2549 "(\n"
2550 "float4 gl_Vertex : POSITION,\n"
2551 "uniform float4x4 ModelViewProjectionMatrix,\n"
2552 "uniform float4x4 ModelViewMatrix,\n"
2553 "out float4 gl_Position : POSITION,\n"
2554 "out float4 ModelViewPosition : TEXCOORD0\n"
2555 ")\n"
2556 "{\n"
2557 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float2 Pixel : WPOS,\n"
2566 "float4 ModelViewPosition : TEXCOORD0,\n"
2567 "uniform float4x4 ViewToLight,\n"
2568 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2569 "uniform float3 LightPosition,\n"
2570 "uniform half2 PixelToScreenTexCoord,\n"
2571 "uniform half3 DeferredColor_Ambient,\n"
2572 "uniform half3 DeferredColor_Diffuse,\n"
2573 "#ifdef USESPECULAR\n"
2574 "uniform half3 DeferredColor_Specular,\n"
2575 "uniform half SpecularPower,\n"
2576 "#endif\n"
2577 "uniform sampler2D Texture_Attenuation,\n"
2578 "uniform sampler2D Texture_ScreenDepth,\n"
2579 "uniform sampler2D Texture_ScreenNormalMap,\n"
2580 "\n"
2581 "#ifdef USESHADOWMAPRECT\n"
2582 "# ifdef USESHADOWSAMPLER\n"
2583 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2584 "# else\n"
2585 "uniform samplerRECT Texture_ShadowMapRect,\n"
2586 "# endif\n"
2587 "#endif\n"
2588 "\n"
2589 "#ifdef USESHADOWMAP2D\n"
2590 "# ifdef USESHADOWSAMPLER\n"
2591 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2592 "# else\n"
2593 "uniform sampler2D Texture_ShadowMap2D,\n"
2594 "# endif\n"
2595 "#endif\n"
2596 "\n"
2597 "#ifdef USESHADOWMAPVSDCT\n"
2598 "uniform samplerCUBE Texture_CubeProjection,\n"
2599 "#endif\n"
2600 "\n"
2601 "#ifdef USESHADOWMAPCUBE\n"
2602 "# ifdef USESHADOWSAMPLER\n"
2603 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2604 "# else\n"
2605 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2606 "# endif\n"
2607 "#endif\n"
2608 "\n"
2609 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2610 "uniform float2 ShadowMap_TextureScale,\n"
2611 "uniform float4 ShadowMap_Parameters,\n"
2612 "#endif\n"
2613 "\n"
2614 "out float4 gl_FragData0 : COLOR0,\n"
2615 "out float4 gl_FragData1 : COLOR1\n"
2616 ")\n"
2617 "{\n"
2618 "       // calculate viewspace pixel position\n"
2619 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2620 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2621 "       float3 position;\n"
2622 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2623 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2624 "       // decode viewspace pixel normal\n"
2625 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2626 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2627 "       // surfacenormal = pixel normal in viewspace\n"
2628 "       // LightVector = pixel to light in viewspace\n"
2629 "       // CubeVector = position in lightspace\n"
2630 "       // eyevector = pixel to view in viewspace\n"
2631 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2632 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2633 "#ifdef USEDIFFUSE\n"
2634 "       // calculate diffuse shading\n"
2635 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2636 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2637 "#endif\n"
2638 "#ifdef USESPECULAR\n"
2639 "       // calculate directional shading\n"
2640 "       float3 eyevector = position * -1.0;\n"
2641 "#  ifdef USEEXACTSPECULARMATH\n"
2642 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2643 "#  else\n"
2644 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2645 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2646 "#  endif\n"
2647 "#endif\n"
2648 "\n"
2649 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2650 "       fade *= ShadowMapCompare(CubeVector,\n"
2651 "# if defined(USESHADOWMAP2D)\n"
2652 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2653 "# endif\n"
2654 "# if defined(USESHADOWMAPRECT)\n"
2655 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2656 "# endif\n"
2657 "# if defined(USESHADOWMAPCUBE)\n"
2658 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2659 "# endif\n"
2660 "\n"
2661 "#ifdef USESHADOWMAPVSDCT\n"
2662 ", Texture_CubeProjection\n"
2663 "#endif\n"
2664 "       );\n"
2665 "#endif\n"
2666 "\n"
2667 "#ifdef USEDIFFUSE\n"
2668 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2669 "#else\n"
2670 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2671 "#endif\n"
2672 "#ifdef USESPECULAR\n"
2673 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2674 "#else\n"
2675 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2676 "#endif\n"
2677 "\n"
2678 "# ifdef USECUBEFILTER\n"
2679 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2680 "       gl_FragData0.rgb *= cubecolor;\n"
2681 "       gl_FragData1.rgb *= cubecolor;\n"
2682 "# endif\n"
2683 "}\n"
2684 "#endif // FRAGMENT_SHADER\n"
2685 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2686 "\n"
2687 "\n"
2688 "\n"
2689 "\n"
2690 "#ifdef VERTEX_SHADER\n"
2691 "void main\n"
2692 "(\n"
2693 "float4 gl_Vertex : POSITION,\n"
2694 "uniform float4x4 ModelViewProjectionMatrix,\n"
2695 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2696 "float4 gl_Color : COLOR0,\n"
2697 "#endif\n"
2698 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2699 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2700 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2701 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2702 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2703 "\n"
2704 "uniform float3 EyePosition,\n"
2705 "uniform float4x4 TexMatrix,\n"
2706 "#ifdef USEVERTEXTEXTUREBLEND\n"
2707 "uniform float4x4 BackgroundTexMatrix,\n"
2708 "#endif\n"
2709 "#ifdef MODE_LIGHTSOURCE\n"
2710 "uniform float4x4 ModelToLight,\n"
2711 "#endif\n"
2712 "#ifdef MODE_LIGHTSOURCE\n"
2713 "uniform float3 LightPosition,\n"
2714 "#endif\n"
2715 "#ifdef MODE_LIGHTDIRECTION\n"
2716 "uniform float3 LightDir,\n"
2717 "#endif\n"
2718 "uniform float4 FogPlane,\n"
2719 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2720 "uniform float3 LightPosition,\n"
2721 "#endif\n"
2722 "#ifdef USESHADOWMAPORTHO\n"
2723 "uniform float4x4 ShadowMapMatrix,\n"
2724 "#endif\n"
2725 "\n"
2726 "out float4 gl_FrontColor : COLOR,\n"
2727 "out float4 TexCoordBoth : TEXCOORD0,\n"
2728 "#ifdef USELIGHTMAP\n"
2729 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2730 "#endif\n"
2731 "#ifdef USEEYEVECTOR\n"
2732 "out float3 EyeVector : TEXCOORD2,\n"
2733 "#endif\n"
2734 "#ifdef USEREFLECTION\n"
2735 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2736 "#endif\n"
2737 "#ifdef USEFOG\n"
2738 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2739 "#endif\n"
2740 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2741 "out float3 LightVector : TEXCOORD5,\n"
2742 "#endif\n"
2743 "#ifdef MODE_LIGHTSOURCE\n"
2744 "out float3 CubeVector : TEXCOORD3,\n"
2745 "#endif\n"
2746 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2747 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2748 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2749 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2750 "#endif\n"
2751 "#ifdef USESHADOWMAPORTHO\n"
2752 "out float3 ShadowMapTC : TEXCOORD8,\n"
2753 "#endif\n"
2754 "out float4 gl_Position : POSITION\n"
2755 ")\n"
2756 "{\n"
2757 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2758 "       gl_FrontColor = gl_Color;\n"
2759 "#endif\n"
2760 "       // copy the surface texcoord\n"
2761 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2762 "#ifdef USEVERTEXTEXTUREBLEND\n"
2763 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2764 "#endif\n"
2765 "#ifdef USELIGHTMAP\n"
2766 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2767 "#endif\n"
2768 "\n"
2769 "#ifdef MODE_LIGHTSOURCE\n"
2770 "       // transform vertex position into light attenuation/cubemap space\n"
2771 "       // (-1 to +1 across the light box)\n"
2772 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2773 "\n"
2774 "# ifdef USEDIFFUSE\n"
2775 "       // transform unnormalized light direction into tangent space\n"
2776 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2777 "       //  normalize it per pixel)\n"
2778 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2779 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2780 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2781 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2782 "# endif\n"
2783 "#endif\n"
2784 "\n"
2785 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2786 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2787 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2788 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2789 "#endif\n"
2790 "\n"
2791 "       // transform unnormalized eye direction into tangent space\n"
2792 "#ifdef USEEYEVECTOR\n"
2793 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2794 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2795 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2796 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2797 "#endif\n"
2798 "\n"
2799 "#ifdef USEFOG\n"
2800 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2801 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2802 "#endif\n"
2803 "\n"
2804 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2805 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2806 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2807 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2808 "#endif\n"
2809 "\n"
2810 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2811 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2812 "\n"
2813 "#ifdef USESHADOWMAPORTHO\n"
2814 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2815 "#endif\n"
2816 "\n"
2817 "#ifdef USEREFLECTION\n"
2818 "       ModelViewProjectionPosition = gl_Position;\n"
2819 "#endif\n"
2820 "}\n"
2821 "#endif // VERTEX_SHADER\n"
2822 "\n"
2823 "\n"
2824 "\n"
2825 "\n"
2826 "#ifdef FRAGMENT_SHADER\n"
2827 "void main\n"
2828 "(\n"
2829 "#ifdef USEDEFERREDLIGHTMAP\n"
2830 "float2 Pixel : WPOS,\n"
2831 "#endif\n"
2832 "float4 gl_FrontColor : COLOR,\n"
2833 "float4 TexCoordBoth : TEXCOORD0,\n"
2834 "#ifdef USELIGHTMAP\n"
2835 "float2 TexCoordLightmap : TEXCOORD1,\n"
2836 "#endif\n"
2837 "#ifdef USEEYEVECTOR\n"
2838 "float3 EyeVector : TEXCOORD2,\n"
2839 "#endif\n"
2840 "#ifdef USEREFLECTION\n"
2841 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2842 "#endif\n"
2843 "#ifdef USEFOG\n"
2844 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2845 "#endif\n"
2846 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2847 "float3 LightVector : TEXCOORD5,\n"
2848 "#endif\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "float3 CubeVector : TEXCOORD3,\n"
2851 "#endif\n"
2852 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2853 "float4 ModelViewPosition : TEXCOORD0,\n"
2854 "#endif\n"
2855 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2856 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2857 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2858 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2859 "#endif\n"
2860 "#ifdef USESHADOWMAPORTHO\n"
2861 "float3 ShadowMapTC : TEXCOORD8\n"
2862 "#endif\n"
2863 "\n"
2864 "uniform sampler2D Texture_Normal,\n"
2865 "uniform sampler2D Texture_Color,\n"
2866 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2867 "uniform sampler2D Texture_Gloss,\n"
2868 "#endif\n"
2869 "#ifdef USEGLOW\n"
2870 "uniform sampler2D Texture_Glow,\n"
2871 "#endif\n"
2872 "#ifdef USEVERTEXTEXTUREBLEND\n"
2873 "uniform sampler2D Texture_SecondaryNormal,\n"
2874 "uniform sampler2D Texture_SecondaryColor,\n"
2875 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2876 "uniform sampler2D Texture_SecondaryGloss,\n"
2877 "#endif\n"
2878 "#ifdef USEGLOW\n"
2879 "uniform sampler2D Texture_SecondaryGlow,\n"
2880 "#endif\n"
2881 "#endif\n"
2882 "#ifdef USECOLORMAPPING\n"
2883 "uniform sampler2D Texture_Pants,\n"
2884 "uniform sampler2D Texture_Shirt,\n"
2885 "#endif\n"
2886 "#ifdef USEFOG\n"
2887 "uniform sampler2D Texture_FogMask,\n"
2888 "#endif\n"
2889 "#ifdef USELIGHTMAP\n"
2890 "uniform sampler2D Texture_Lightmap,\n"
2891 "#endif\n"
2892 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2893 "uniform sampler2D Texture_Deluxemap,\n"
2894 "#endif\n"
2895 "#ifdef USEREFLECTION\n"
2896 "uniform sampler2D Texture_Reflection,\n"
2897 "#endif\n"
2898 "\n"
2899 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2900 "uniform sampler2D Texture_ScreenDepth,\n"
2901 "uniform sampler2D Texture_ScreenNormalMap,\n"
2902 "#endif\n"
2903 "#ifdef USEDEFERREDLIGHTMAP\n"
2904 "uniform sampler2D Texture_ScreenDiffuse,\n"
2905 "uniform sampler2D Texture_ScreenSpecular,\n"
2906 "#endif\n"
2907 "\n"
2908 "#ifdef USECOLORMAPPING\n"
2909 "uniform half3 Color_Pants,\n"
2910 "uniform half3 Color_Shirt,\n"
2911 "#endif\n"
2912 "#ifdef USEFOG\n"
2913 "uniform float3 FogColor,\n"
2914 "uniform float FogRangeRecip,\n"
2915 "uniform float FogPlaneViewDist,\n"
2916 "uniform float FogHeightFade,\n"
2917 "#endif\n"
2918 "\n"
2919 "#ifdef USEOFFSETMAPPING\n"
2920 "uniform float OffsetMapping_Scale,\n"
2921 "#endif\n"
2922 "\n"
2923 "#ifdef USEDEFERREDLIGHTMAP\n"
2924 "uniform half2 PixelToScreenTexCoord,\n"
2925 "uniform half3 DeferredMod_Diffuse,\n"
2926 "uniform half3 DeferredMod_Specular,\n"
2927 "#endif\n"
2928 "uniform half3 Color_Ambient,\n"
2929 "uniform half3 Color_Diffuse,\n"
2930 "uniform half3 Color_Specular,\n"
2931 "uniform half SpecularPower,\n"
2932 "#ifdef USEGLOW\n"
2933 "uniform half3 Color_Glow,\n"
2934 "#endif\n"
2935 "uniform half Alpha,\n"
2936 "#ifdef USEREFLECTION\n"
2937 "uniform float4 DistortScaleRefractReflect,\n"
2938 "uniform float4 ScreenScaleRefractReflect,\n"
2939 "uniform float4 ScreenCenterRefractReflect,\n"
2940 "uniform half4 ReflectColor,\n"
2941 "#endif\n"
2942 "#ifdef USEREFLECTCUBE\n"
2943 "uniform float4x4 ModelToReflectCube,\n"
2944 "uniform sampler2D Texture_ReflectMask,\n"
2945 "uniform samplerCUBE Texture_ReflectCube,\n"
2946 "#endif\n"
2947 "#ifdef MODE_LIGHTDIRECTION\n"
2948 "uniform half3 LightColor,\n"
2949 "#endif\n"
2950 "#ifdef MODE_LIGHTSOURCE\n"
2951 "uniform half3 LightColor,\n"
2952 "#endif\n"
2953 "\n"
2954 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2955 "uniform sampler2D Texture_Attenuation,\n"
2956 "uniform samplerCUBE Texture_Cube,\n"
2957 "#endif\n"
2958 "\n"
2959 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2960 "\n"
2961 "#ifdef USESHADOWMAPRECT\n"
2962 "# ifdef USESHADOWSAMPLER\n"
2963 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2964 "# else\n"
2965 "uniform samplerRECT Texture_ShadowMapRect,\n"
2966 "# endif\n"
2967 "#endif\n"
2968 "\n"
2969 "#ifdef USESHADOWMAP2D\n"
2970 "# ifdef USESHADOWSAMPLER\n"
2971 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2972 "# else\n"
2973 "uniform sampler2D Texture_ShadowMap2D,\n"
2974 "# endif\n"
2975 "#endif\n"
2976 "\n"
2977 "#ifdef USESHADOWMAPVSDCT\n"
2978 "uniform samplerCUBE Texture_CubeProjection,\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef USESHADOWMAPCUBE\n"
2982 "# ifdef USESHADOWSAMPLER\n"
2983 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2984 "# else\n"
2985 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2986 "# endif\n"
2987 "#endif\n"
2988 "\n"
2989 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2990 "uniform float2 ShadowMap_TextureScale,\n"
2991 "uniform float4 ShadowMap_Parameters,\n"
2992 "#endif\n"
2993 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2994 "\n"
2995 "out float4 gl_FragColor : COLOR\n"
2996 ")\n"
2997 "{\n"
2998 "       float2 TexCoord = TexCoordBoth.xy;\n"
2999 "#ifdef USEVERTEXTEXTUREBLEND\n"
3000 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3001 "#endif\n"
3002 "#ifdef USEOFFSETMAPPING\n"
3003 "       // apply offsetmapping\n"
3004 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3005 "#define TexCoord TexCoordOffset\n"
3006 "#endif\n"
3007 "\n"
3008 "       // combine the diffuse textures (base, pants, shirt)\n"
3009 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3010 "#ifdef USEALPHAKILL\n"
3011 "       if (color.a < 0.5)\n"
3012 "               discard;\n"
3013 "#endif\n"
3014 "       color.a *= Alpha;\n"
3015 "#ifdef USECOLORMAPPING\n"
3016 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3017 "#endif\n"
3018 "#ifdef USEVERTEXTEXTUREBLEND\n"
3019 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3020 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3021 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3022 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3023 "       color.a = 1.0;\n"
3024 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3025 "#endif\n"
3026 "\n"
3027 "       // get the surface normal\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3030 "#else\n"
3031 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3032 "#endif\n"
3033 "\n"
3034 "       // get the material colors\n"
3035 "       half3 diffusetex = color.rgb;\n"
3036 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3037 "# ifdef USEVERTEXTEXTUREBLEND\n"
3038 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3039 "# else\n"
3040 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3041 "# endif\n"
3042 "#endif\n"
3043 "\n"
3044 "#ifdef USEREFLECTCUBE\n"
3045 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3046 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3047 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3048 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3049 "#endif\n"
3050 "\n"
3051 "\n"
3052 "\n"
3053 "\n"
3054 "#ifdef MODE_LIGHTSOURCE\n"
3055 "       // light source\n"
3056 "#ifdef USEDIFFUSE\n"
3057 "       half3 lightnormal = half3(normalize(LightVector));\n"
3058 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3059 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3060 "#ifdef USESPECULAR\n"
3061 "#ifdef USEEXACTSPECULARMATH\n"
3062 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3063 "#else\n"
3064 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3065 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3066 "#endif\n"
3067 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3068 "#endif\n"
3069 "#else\n"
3070 "       color.rgb = diffusetex * Color_Ambient;\n"
3071 "#endif\n"
3072 "       color.rgb *= LightColor;\n"
3073 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3074 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3075 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3076 "# if defined(USESHADOWMAP2D)\n"
3077 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3078 "# endif\n"
3079 "# if defined(USESHADOWMAPRECT)\n"
3080 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3081 "# endif\n"
3082 "# if defined(USESHADOWMAPCUBE)\n"
3083 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3084 "# endif\n"
3085 "\n"
3086 "#ifdef USESHADOWMAPVSDCT\n"
3087 ", Texture_CubeProjection\n"
3088 "#endif\n"
3089 "       );\n"
3090 "\n"
3091 "#endif\n"
3092 "# ifdef USECUBEFILTER\n"
3093 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3094 "# endif\n"
3095 "#endif // MODE_LIGHTSOURCE\n"
3096 "\n"
3097 "\n"
3098 "\n"
3099 "\n"
3100 "#ifdef MODE_LIGHTDIRECTION\n"
3101 "#define SHADING\n"
3102 "#ifdef USEDIFFUSE\n"
3103 "       half3 lightnormal = half3(normalize(LightVector));\n"
3104 "#endif\n"
3105 "#define lightcolor LightColor\n"
3106 "#endif // MODE_LIGHTDIRECTION\n"
3107 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3108 "#define SHADING\n"
3109 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3110 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3111 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3112 "       // convert modelspace light vector to tangentspace\n"
3113 "       half3 lightnormal;\n"
3114 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3115 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3116 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3117 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3118 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3119 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3120 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3121 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3122 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3123 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3124 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3125 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3126 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3127 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3128 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3129 "#define SHADING\n"
3130 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3131 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3132 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3133 "#endif\n"
3134 "\n"
3135 "\n"
3136 "\n"
3137 "\n"
3138 "#ifdef MODE_LIGHTMAP\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3140 "#endif // MODE_LIGHTMAP\n"
3141 "#ifdef MODE_VERTEXCOLOR\n"
3142 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3143 "#endif // MODE_VERTEXCOLOR\n"
3144 "#ifdef MODE_FLATCOLOR\n"
3145 "       color.rgb = diffusetex * Color_Ambient;\n"
3146 "#endif // MODE_FLATCOLOR\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "\n"
3151 "#ifdef SHADING\n"
3152 "# ifdef USEDIFFUSE\n"
3153 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3154 "#  ifdef USESPECULAR\n"
3155 "#   ifdef USEEXACTSPECULARMATH\n"
3156 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3157 "#   else\n"
3158 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3159 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3160 "#   endif\n"
3161 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3162 "#  else\n"
3163 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3164 "#  endif\n"
3165 "# else\n"
3166 "       color.rgb = diffusetex * Color_Ambient;\n"
3167 "# endif\n"
3168 "#endif\n"
3169 "\n"
3170 "#ifdef USESHADOWMAPORTHO\n"
3171 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3174 "# endif\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3177 "# endif\n"
3178 "       );\n"
3179 "#endif\n"
3180 "\n"
3181 "#ifdef USEDEFERREDLIGHTMAP\n"
3182 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3183 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3184 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3185 "#endif\n"
3186 "\n"
3187 "#ifdef USEGLOW\n"
3188 "#ifdef USEVERTEXTEXTUREBLEND\n"
3189 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3190 "#else\n"
3191 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3192 "#endif\n"
3193 "#endif\n"
3194 "\n"
3195 "#ifdef USEFOG\n"
3196 "#ifdef MODE_LIGHTSOURCE\n"
3197 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3198 "#else\n"
3199 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3200 "#endif\n"
3201 "#endif\n"
3202 "\n"
3203 "       // 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"
3204 "#ifdef USEREFLECTION\n"
3205 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3206 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3207 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3208 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3209 "       // FIXME temporary hack to detect the case that the reflection\n"
3210 "       // gets blackened at edges due to leaving the area that contains actual\n"
3211 "       // content.\n"
3212 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3213 "       // 'appening.\n"
3214 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3215 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3216 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3217 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3218 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3219 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3220 "#endif\n"
3221 "\n"
3222 "       gl_FragColor = float4(color);\n"
3223 "}\n"
3224 "#endif // FRAGMENT_SHADER\n"
3225 "\n"
3226 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3227 "#endif // !MODE_DEFERREDGEOMETRY\n"
3228 "#endif // !MODE_WATER\n"
3229 "#endif // !MODE_REFRACTION\n"
3230 "#endif // !MODE_BLOOMBLUR\n"
3231 "#endif // !MODE_GENERIC\n"
3232 "#endif // !MODE_POSTPROCESS\n"
3233 "#endif // !MODE_SHOWDEPTH\n"
3234 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3235 ;
3236
3237 char *glslshaderstring = NULL;
3238 char *cgshaderstring = NULL;
3239
3240 //=======================================================================================================================================================
3241
3242 typedef struct shaderpermutationinfo_s
3243 {
3244         const char *pretext;
3245         const char *name;
3246 }
3247 shaderpermutationinfo_t;
3248
3249 typedef struct shadermodeinfo_s
3250 {
3251         const char *vertexfilename;
3252         const char *geometryfilename;
3253         const char *fragmentfilename;
3254         const char *pretext;
3255         const char *name;
3256 }
3257 shadermodeinfo_t;
3258
3259 typedef enum shaderpermutation_e
3260 {
3261         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3262         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3263         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3264         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3265         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3266         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3267         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3268         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3269         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3270         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3271         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3272         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3273         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3274         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3275         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3276         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3277         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3278         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3279         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3280         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3281         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3282         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3283         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3284         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3285         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3286         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3287         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3288         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3289         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3290         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3291 }
3292 shaderpermutation_t;
3293
3294 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3295 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3296 {
3297         {"#define USEDIFFUSE\n", " diffuse"},
3298         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3299         {"#define USEVIEWTINT\n", " viewtint"},
3300         {"#define USECOLORMAPPING\n", " colormapping"},
3301         {"#define USESATURATION\n", " saturation"},
3302         {"#define USEFOGINSIDE\n", " foginside"},
3303         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3304         {"#define USEGAMMARAMPS\n", " gammaramps"},
3305         {"#define USECUBEFILTER\n", " cubefilter"},
3306         {"#define USEGLOW\n", " glow"},
3307         {"#define USEBLOOM\n", " bloom"},
3308         {"#define USESPECULAR\n", " specular"},
3309         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3310         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3311         {"#define USEREFLECTION\n", " reflection"},
3312         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3313         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3314         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3315         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3316         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3317         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3318         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3319         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3320         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3321         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3322         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3323         {"#define USEALPHAKILL\n", " alphakill"},
3324         {"#define USEREFLECTCUBE\n", " reflectcube"},
3325 };
3326
3327 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3328 typedef enum shadermode_e
3329 {
3330         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3331         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3332         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3333         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3334         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3335         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3336         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3337         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3338         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3339         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3340         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3341         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3342         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3343         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3344         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3345         SHADERMODE_COUNT
3346 }
3347 shadermode_t;
3348
3349 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3350 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3351 {
3352         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3353         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3354         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3355         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3356         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3357         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3358         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3359         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3360         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3361         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3362         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3363         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3364         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3365         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3366         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3367 };
3368
3369 #ifdef SUPPORTCG
3370 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3371 {
3372         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3373         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3374         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3375         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3376         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3377         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3378         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3379         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3380         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3381         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3382         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3383         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3384         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3385         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3386         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3387 };
3388 #endif
3389
3390 struct r_glsl_permutation_s;
3391 typedef struct r_glsl_permutation_s
3392 {
3393         /// hash lookup data
3394         struct r_glsl_permutation_s *hashnext;
3395         unsigned int mode;
3396         unsigned int permutation;
3397
3398         /// indicates if we have tried compiling this permutation already
3399         qboolean compiled;
3400         /// 0 if compilation failed
3401         int program;
3402         /// locations of detected uniforms in program object, or -1 if not found
3403         int loc_Texture_First;
3404         int loc_Texture_Second;
3405         int loc_Texture_GammaRamps;
3406         int loc_Texture_Normal;
3407         int loc_Texture_Color;
3408         int loc_Texture_Gloss;
3409         int loc_Texture_Glow;
3410         int loc_Texture_SecondaryNormal;
3411         int loc_Texture_SecondaryColor;
3412         int loc_Texture_SecondaryGloss;
3413         int loc_Texture_SecondaryGlow;
3414         int loc_Texture_Pants;
3415         int loc_Texture_Shirt;
3416         int loc_Texture_FogMask;
3417         int loc_Texture_Lightmap;
3418         int loc_Texture_Deluxemap;
3419         int loc_Texture_Attenuation;
3420         int loc_Texture_Cube;
3421         int loc_Texture_Refraction;
3422         int loc_Texture_Reflection;
3423         int loc_Texture_ShadowMapRect;
3424         int loc_Texture_ShadowMapCube;
3425         int loc_Texture_ShadowMap2D;
3426         int loc_Texture_CubeProjection;
3427         int loc_Texture_ScreenDepth;
3428         int loc_Texture_ScreenNormalMap;
3429         int loc_Texture_ScreenDiffuse;
3430         int loc_Texture_ScreenSpecular;
3431         int loc_Texture_ReflectMask;
3432         int loc_Texture_ReflectCube;
3433         int loc_Alpha;
3434         int loc_BloomBlur_Parameters;
3435         int loc_ClientTime;
3436         int loc_Color_Ambient;
3437         int loc_Color_Diffuse;
3438         int loc_Color_Specular;
3439         int loc_Color_Glow;
3440         int loc_Color_Pants;
3441         int loc_Color_Shirt;
3442         int loc_DeferredColor_Ambient;
3443         int loc_DeferredColor_Diffuse;
3444         int loc_DeferredColor_Specular;
3445         int loc_DeferredMod_Diffuse;
3446         int loc_DeferredMod_Specular;
3447         int loc_DistortScaleRefractReflect;
3448         int loc_EyePosition;
3449         int loc_FogColor;
3450         int loc_FogHeightFade;
3451         int loc_FogPlane;
3452         int loc_FogPlaneViewDist;
3453         int loc_FogRangeRecip;
3454         int loc_LightColor;
3455         int loc_LightDir;
3456         int loc_LightPosition;
3457         int loc_OffsetMapping_Scale;
3458         int loc_PixelSize;
3459         int loc_ReflectColor;
3460         int loc_ReflectFactor;
3461         int loc_ReflectOffset;
3462         int loc_RefractColor;
3463         int loc_Saturation;
3464         int loc_ScreenCenterRefractReflect;
3465         int loc_ScreenScaleRefractReflect;
3466         int loc_ScreenToDepth;
3467         int loc_ShadowMap_Parameters;
3468         int loc_ShadowMap_TextureScale;
3469         int loc_SpecularPower;
3470         int loc_UserVec1;
3471         int loc_UserVec2;
3472         int loc_UserVec3;
3473         int loc_UserVec4;
3474         int loc_ViewTintColor;
3475         int loc_ViewToLight;
3476         int loc_ModelToLight;
3477         int loc_TexMatrix;
3478         int loc_BackgroundTexMatrix;
3479         int loc_ModelViewProjectionMatrix;
3480         int loc_ModelViewMatrix;
3481         int loc_PixelToScreenTexCoord;
3482         int loc_ModelToReflectCube;
3483         int loc_ShadowMapMatrix;        
3484 }
3485 r_glsl_permutation_t;
3486
3487 #define SHADERPERMUTATION_HASHSIZE 256
3488
3489 /// information about each possible shader permutation
3490 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3491 /// currently selected permutation
3492 r_glsl_permutation_t *r_glsl_permutation;
3493 /// storage for permutations linked in the hash table
3494 memexpandablearray_t r_glsl_permutationarray;
3495
3496 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3497 {
3498         //unsigned int hashdepth = 0;
3499         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3500         r_glsl_permutation_t *p;
3501         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3502         {
3503                 if (p->mode == mode && p->permutation == permutation)
3504                 {
3505                         //if (hashdepth > 10)
3506                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3507                         return p;
3508                 }
3509                 //hashdepth++;
3510         }
3511         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3512         p->mode = mode;
3513         p->permutation = permutation;
3514         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3515         r_glsl_permutationhash[mode][hashindex] = p;
3516         //if (hashdepth > 10)
3517         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3518         return p;
3519 }
3520
3521 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3522 {
3523         char *shaderstring;
3524         if (!filename || !filename[0])
3525                 return NULL;
3526         if (!strcmp(filename, "glsl/default.glsl"))
3527         {
3528                 if (!glslshaderstring)
3529                 {
3530                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3531                         if (glslshaderstring)
3532                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3533                         else
3534                                 glslshaderstring = (char *)builtinshaderstring;
3535                 }
3536                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3537                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3538                 return shaderstring;
3539         }
3540         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3541         if (shaderstring)
3542         {
3543                 if (printfromdisknotice)
3544                         Con_DPrintf("from disk %s... ", filename);
3545                 return shaderstring;
3546         }
3547         return shaderstring;
3548 }
3549
3550 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3551 {
3552         int i;
3553         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3554         int vertstrings_count = 0;
3555         int geomstrings_count = 0;
3556         int fragstrings_count = 0;
3557         char *vertexstring, *geometrystring, *fragmentstring;
3558         const char *vertstrings_list[32+3];
3559         const char *geomstrings_list[32+3];
3560         const char *fragstrings_list[32+3];
3561         char permutationname[256];
3562
3563         if (p->compiled)
3564                 return;
3565         p->compiled = true;
3566         p->program = 0;
3567
3568         permutationname[0] = 0;
3569         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3570         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3571         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3572
3573         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3574
3575         // the first pretext is which type of shader to compile as
3576         // (later these will all be bound together as a program object)
3577         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3578         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3579         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3580
3581         // the second pretext is the mode (for example a light source)
3582         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3583         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3584         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3585         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3586
3587         // now add all the permutation pretexts
3588         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3589         {
3590                 if (permutation & (1<<i))
3591                 {
3592                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3593                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3594                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3595                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3596                 }
3597                 else
3598                 {
3599                         // keep line numbers correct
3600                         vertstrings_list[vertstrings_count++] = "\n";
3601                         geomstrings_list[geomstrings_count++] = "\n";
3602                         fragstrings_list[fragstrings_count++] = "\n";
3603                 }
3604         }
3605
3606         // now append the shader text itself
3607         vertstrings_list[vertstrings_count++] = vertexstring;
3608         geomstrings_list[geomstrings_count++] = geometrystring;
3609         fragstrings_list[fragstrings_count++] = fragmentstring;
3610
3611         // if any sources were NULL, clear the respective list
3612         if (!vertexstring)
3613                 vertstrings_count = 0;
3614         if (!geometrystring)
3615                 geomstrings_count = 0;
3616         if (!fragmentstring)
3617                 fragstrings_count = 0;
3618
3619         // compile the shader program
3620         if (vertstrings_count + geomstrings_count + fragstrings_count)
3621                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3622         if (p->program)
3623         {
3624                 CHECKGLERROR
3625                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3626                 // look up all the uniform variable names we care about, so we don't
3627                 // have to look them up every time we set them
3628
3629                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3630                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3631                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3632                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3633                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3634                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3635                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3636                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3637                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3638                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3639                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3640                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3641                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3642                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3643                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3644                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3645                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3646                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3647                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3648                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3649                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3650                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3651                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3652                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3653                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3654                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3655                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3656                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3657                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3658                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3659                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3660                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3661                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3662                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3663                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3664                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3665                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3666                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3667                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3668                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3669                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3670                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3671                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3672                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3673                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3674                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3675                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3676                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3677                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3678                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3679                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3680                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3681                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3682                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3683                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3684                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3685                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3686                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3687                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3688                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3689                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3690                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3691                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3692                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3693                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3694                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3695                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3696                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3697                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3698                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3699                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3700                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3701                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3702                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3703                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3704                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3705                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3706                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3707                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3708                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3709                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3710                 // initialize the samplers to refer to the texture units we use
3711                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3712                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3713                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3714                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3715                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3716                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3717                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3718                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3719                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3720                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3721                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3722                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3723                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3724                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3725                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3726                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3727                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3728                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3729                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3730                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3731                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3732                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3733                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3734                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3735                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3736                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3737                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3738                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3739                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3740                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3741                 CHECKGLERROR
3742                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3743         }
3744         else
3745                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3746
3747         // free the strings
3748         if (vertexstring)
3749                 Mem_Free(vertexstring);
3750         if (geometrystring)
3751                 Mem_Free(geometrystring);
3752         if (fragmentstring)
3753                 Mem_Free(fragmentstring);
3754 }
3755
3756 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3757 {
3758         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3759         if (r_glsl_permutation != perm)
3760         {
3761                 r_glsl_permutation = perm;
3762                 if (!r_glsl_permutation->program)
3763                 {
3764                         if (!r_glsl_permutation->compiled)
3765                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3766                         if (!r_glsl_permutation->program)
3767                         {
3768                                 // remove features until we find a valid permutation
3769                                 int i;
3770                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3771                                 {
3772                                         // reduce i more quickly whenever it would not remove any bits
3773                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3774                                         if (!(permutation & j))
3775                                                 continue;
3776                                         permutation -= j;
3777                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3778                                         if (!r_glsl_permutation->compiled)
3779                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3780                                         if (r_glsl_permutation->program)
3781                                                 break;
3782                                 }
3783                                 if (i >= SHADERPERMUTATION_COUNT)
3784                                 {
3785                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3786                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3787                                         qglUseProgramObjectARB(0);CHECKGLERROR
3788                                         return; // no bit left to clear, entire mode is broken
3789                                 }
3790                         }
3791                 }
3792                 CHECKGLERROR
3793                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3794         }
3795         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3796         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3797         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3798 }
3799
3800 #ifdef SUPPORTCG
3801 #include <Cg/cgGL.h>
3802 struct r_cg_permutation_s;
3803 typedef struct r_cg_permutation_s
3804 {
3805         /// hash lookup data
3806         struct r_cg_permutation_s *hashnext;
3807         unsigned int mode;
3808         unsigned int permutation;
3809
3810         /// indicates if we have tried compiling this permutation already
3811         qboolean compiled;
3812         /// 0 if compilation failed
3813         CGprogram vprogram;
3814         CGprogram fprogram;
3815         /// locations of detected parameters in programs, or NULL if not found
3816         CGparameter vp_EyePosition;
3817         CGparameter vp_FogPlane;
3818         CGparameter vp_LightDir;
3819         CGparameter vp_LightPosition;
3820         CGparameter vp_ModelToLight;
3821         CGparameter vp_TexMatrix;
3822         CGparameter vp_BackgroundTexMatrix;
3823         CGparameter vp_ModelViewProjectionMatrix;
3824         CGparameter vp_ModelViewMatrix;
3825         CGparameter vp_ShadowMapMatrix;
3826
3827         CGparameter fp_Texture_First;
3828         CGparameter fp_Texture_Second;
3829         CGparameter fp_Texture_GammaRamps;
3830         CGparameter fp_Texture_Normal;
3831         CGparameter fp_Texture_Color;
3832         CGparameter fp_Texture_Gloss;
3833         CGparameter fp_Texture_Glow;
3834         CGparameter fp_Texture_SecondaryNormal;
3835         CGparameter fp_Texture_SecondaryColor;
3836         CGparameter fp_Texture_SecondaryGloss;
3837         CGparameter fp_Texture_SecondaryGlow;
3838         CGparameter fp_Texture_Pants;
3839         CGparameter fp_Texture_Shirt;
3840         CGparameter fp_Texture_FogMask;
3841         CGparameter fp_Texture_Lightmap;
3842         CGparameter fp_Texture_Deluxemap;
3843         CGparameter fp_Texture_Attenuation;
3844         CGparameter fp_Texture_Cube;
3845         CGparameter fp_Texture_Refraction;
3846         CGparameter fp_Texture_Reflection;
3847         CGparameter fp_Texture_ShadowMapRect;
3848         CGparameter fp_Texture_ShadowMapCube;
3849         CGparameter fp_Texture_ShadowMap2D;
3850         CGparameter fp_Texture_CubeProjection;
3851         CGparameter fp_Texture_ScreenDepth;
3852         CGparameter fp_Texture_ScreenNormalMap;
3853         CGparameter fp_Texture_ScreenDiffuse;
3854         CGparameter fp_Texture_ScreenSpecular;
3855         CGparameter fp_Texture_ReflectMask;
3856         CGparameter fp_Texture_ReflectCube;
3857         CGparameter fp_Alpha;
3858         CGparameter fp_BloomBlur_Parameters;
3859         CGparameter fp_ClientTime;
3860         CGparameter fp_Color_Ambient;
3861         CGparameter fp_Color_Diffuse;
3862         CGparameter fp_Color_Specular;
3863         CGparameter fp_Color_Glow;
3864         CGparameter fp_Color_Pants;
3865         CGparameter fp_Color_Shirt;
3866         CGparameter fp_DeferredColor_Ambient;
3867         CGparameter fp_DeferredColor_Diffuse;
3868         CGparameter fp_DeferredColor_Specular;
3869         CGparameter fp_DeferredMod_Diffuse;
3870         CGparameter fp_DeferredMod_Specular;
3871         CGparameter fp_DistortScaleRefractReflect;
3872         CGparameter fp_EyePosition;
3873         CGparameter fp_FogColor;
3874         CGparameter fp_FogHeightFade;
3875         CGparameter fp_FogPlane;
3876         CGparameter fp_FogPlaneViewDist;
3877         CGparameter fp_FogRangeRecip;
3878         CGparameter fp_LightColor;
3879         CGparameter fp_LightDir;
3880         CGparameter fp_LightPosition;
3881         CGparameter fp_OffsetMapping_Scale;
3882         CGparameter fp_PixelSize;
3883         CGparameter fp_ReflectColor;
3884         CGparameter fp_ReflectFactor;
3885         CGparameter fp_ReflectOffset;
3886         CGparameter fp_RefractColor;
3887         CGparameter fp_Saturation;
3888         CGparameter fp_ScreenCenterRefractReflect;
3889         CGparameter fp_ScreenScaleRefractReflect;
3890         CGparameter fp_ScreenToDepth;
3891         CGparameter fp_ShadowMap_Parameters;
3892         CGparameter fp_ShadowMap_TextureScale;
3893         CGparameter fp_SpecularPower;
3894         CGparameter fp_UserVec1;
3895         CGparameter fp_UserVec2;
3896         CGparameter fp_UserVec3;
3897         CGparameter fp_UserVec4;
3898         CGparameter fp_ViewTintColor;
3899         CGparameter fp_ViewToLight;
3900         CGparameter fp_PixelToScreenTexCoord;
3901         CGparameter fp_ModelToReflectCube;
3902 }
3903 r_cg_permutation_t;
3904
3905 /// information about each possible shader permutation
3906 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3907 /// currently selected permutation
3908 r_cg_permutation_t *r_cg_permutation;
3909 /// storage for permutations linked in the hash table
3910 memexpandablearray_t r_cg_permutationarray;
3911
3912 #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));}}
3913
3914 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3915 {
3916         //unsigned int hashdepth = 0;
3917         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3918         r_cg_permutation_t *p;
3919         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3920         {
3921                 if (p->mode == mode && p->permutation == permutation)
3922                 {
3923                         //if (hashdepth > 10)
3924                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3925                         return p;
3926                 }
3927                 //hashdepth++;
3928         }
3929         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3930         p->mode = mode;
3931         p->permutation = permutation;
3932         p->hashnext = r_cg_permutationhash[mode][hashindex];
3933         r_cg_permutationhash[mode][hashindex] = p;
3934         //if (hashdepth > 10)
3935         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3936         return p;
3937 }
3938
3939 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3940 {
3941         char *shaderstring;
3942         if (!filename || !filename[0])
3943                 return NULL;
3944         if (!strcmp(filename, "cg/default.cg"))
3945         {
3946                 if (!cgshaderstring)
3947                 {
3948                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3949                         if (cgshaderstring)
3950                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3951                         else
3952                                 cgshaderstring = (char *)builtincgshaderstring;
3953                 }
3954                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3955                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3956                 return shaderstring;
3957         }
3958         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3959         if (shaderstring)
3960         {
3961                 if (printfromdisknotice)
3962                         Con_DPrintf("from disk %s... ", filename);
3963                 return shaderstring;
3964         }
3965         return shaderstring;
3966 }
3967
3968 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3969 {
3970         // TODO: load or create .fp and .vp shader files
3971 }
3972
3973 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3974 {
3975         int i;
3976         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3977         int vertstrings_count = 0, vertstring_length = 0;
3978         int geomstrings_count = 0, geomstring_length = 0;
3979         int fragstrings_count = 0, fragstring_length = 0;
3980         char *t;
3981         char *vertexstring, *geometrystring, *fragmentstring;
3982         char *vertstring, *geomstring, *fragstring;
3983         const char *vertstrings_list[32+3];
3984         const char *geomstrings_list[32+3];
3985         const char *fragstrings_list[32+3];
3986         char permutationname[256];
3987         char cachename[256];
3988         CGprofile vertexProfile;
3989         CGprofile fragmentProfile;
3990
3991         if (p->compiled)
3992                 return;
3993         p->compiled = true;
3994         p->vprogram = NULL;
3995         p->fprogram = NULL;
3996
3997         permutationname[0] = 0;
3998         cachename[0] = 0;
3999         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4000         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4001         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4002
4003         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4004         strlcat(cachename, "cg/", sizeof(cachename));
4005
4006         // the first pretext is which type of shader to compile as
4007         // (later these will all be bound together as a program object)
4008         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4009         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4010         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4011
4012         // the second pretext is the mode (for example a light source)
4013         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4014         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4015         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4016         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4017         strlcat(cachename, modeinfo->name, sizeof(cachename));
4018
4019         // now add all the permutation pretexts
4020         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4021         {
4022                 if (permutation & (1<<i))
4023                 {
4024                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4025                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4026                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4027                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4028                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4029                 }
4030                 else
4031                 {
4032                         // keep line numbers correct
4033                         vertstrings_list[vertstrings_count++] = "\n";
4034                         geomstrings_list[geomstrings_count++] = "\n";
4035                         fragstrings_list[fragstrings_count++] = "\n";
4036                 }
4037         }
4038
4039         // replace spaces in the cachename with _ characters
4040         for (i = 0;cachename[i];i++)
4041                 if (cachename[i] == ' ')
4042                         cachename[i] = '_';
4043
4044         // now append the shader text itself
4045         vertstrings_list[vertstrings_count++] = vertexstring;
4046         geomstrings_list[geomstrings_count++] = geometrystring;
4047         fragstrings_list[fragstrings_count++] = fragmentstring;
4048
4049         // if any sources were NULL, clear the respective list
4050         if (!vertexstring)
4051                 vertstrings_count = 0;
4052         if (!geometrystring)
4053                 geomstrings_count = 0;
4054         if (!fragmentstring)
4055                 fragstrings_count = 0;
4056
4057         vertstring_length = 0;
4058         for (i = 0;i < vertstrings_count;i++)
4059                 vertstring_length += strlen(vertstrings_list[i]);
4060         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4061         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4062                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4063
4064         geomstring_length = 0;
4065         for (i = 0;i < geomstrings_count;i++)
4066                 geomstring_length += strlen(geomstrings_list[i]);
4067         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4068         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4069                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4070
4071         fragstring_length = 0;
4072         for (i = 0;i < fragstrings_count;i++)
4073                 fragstring_length += strlen(fragstrings_list[i]);
4074         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4075         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4076                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4077
4078         CHECKGLERROR
4079         CHECKCGERROR
4080         //vertexProfile = CG_PROFILE_ARBVP1;
4081         //fragmentProfile = CG_PROFILE_ARBFP1;
4082         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4083         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4084         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4085         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4086         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4087         CHECKGLERROR
4088
4089         // try to load the cached shader, or generate one
4090         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4091
4092         // if caching failed, do a dynamic compile for now
4093         CHECKCGERROR
4094         if (vertstring[0] && !p->vprogram)
4095                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4096         CHECKCGERROR
4097         if (fragstring[0] && !p->fprogram)
4098                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4099         CHECKCGERROR
4100
4101         // look up all the uniform variable names we care about, so we don't
4102         // have to look them up every time we set them
4103         if (p->vprogram)
4104         {
4105                 CHECKCGERROR
4106                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4107                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4108                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4109                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4110                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4111                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4112                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4113                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4114                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4115                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4116                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4117                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4118                 CHECKCGERROR
4119         }
4120         if (p->fprogram)
4121         {
4122                 CHECKCGERROR
4123                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4124                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4125                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4126                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4127                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4128                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4129                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4130                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4131                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4132                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4133                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4134                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4135                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4136                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4137                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4138                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4139                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4140                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4141                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4142                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4143                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4144                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4145                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4146                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4147                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4148                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4149                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4150                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4151                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4152                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4153                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4154                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4155                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4156                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4157                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4158                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4159                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4160                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4161                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4162                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4163                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4164                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4165                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4166                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4167                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4168                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4169                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4170                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4171                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4172                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4173                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4174                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4175                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4176                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4177                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4178                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4179                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4180                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4181                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4182                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4183                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4184                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4185                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4186                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4187                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4188                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4189                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4190                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4191                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4192                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4193                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4194                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4195                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4196                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4197                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4198                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4199                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4200                 CHECKCGERROR
4201         }
4202
4203         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4204                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4205         else
4206                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4207
4208         // free the strings
4209         if (vertstring)
4210                 Mem_Free(vertstring);
4211         if (geomstring)
4212                 Mem_Free(geomstring);
4213         if (fragstring)
4214                 Mem_Free(fragstring);
4215         if (vertexstring)
4216                 Mem_Free(vertexstring);
4217         if (geometrystring)
4218                 Mem_Free(geometrystring);
4219         if (fragmentstring)
4220                 Mem_Free(fragmentstring);
4221 }
4222
4223 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4224 {
4225         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4226         CHECKGLERROR
4227         CHECKCGERROR
4228         if (r_cg_permutation != perm)
4229         {
4230                 r_cg_permutation = perm;
4231                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4232                 {
4233                         if (!r_cg_permutation->compiled)
4234                                 R_CG_CompilePermutation(perm, mode, permutation);
4235                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4236                         {
4237                                 // remove features until we find a valid permutation
4238                                 int i;
4239                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4240                                 {
4241                                         // reduce i more quickly whenever it would not remove any bits
4242                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4243                                         if (!(permutation & j))
4244                                                 continue;
4245                                         permutation -= j;
4246                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4247                                         if (!r_cg_permutation->compiled)
4248                                                 R_CG_CompilePermutation(perm, mode, permutation);
4249                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4250                                                 break;
4251                                 }
4252                                 if (i >= SHADERPERMUTATION_COUNT)
4253                                 {
4254                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4255                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4256                                         return; // no bit left to clear, entire mode is broken
4257                                 }
4258                         }
4259                 }
4260                 CHECKGLERROR
4261                 CHECKCGERROR
4262                 if (r_cg_permutation->vprogram)
4263                 {
4264                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4265                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4266                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4267                 }
4268                 else
4269                 {
4270                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4271                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4272                 }
4273                 if (r_cg_permutation->fprogram)
4274                 {
4275                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4276                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4277                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4278                 }
4279                 else
4280                 {
4281                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4282                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4283                 }
4284         }
4285         CHECKCGERROR
4286         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4287         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4288         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4289 }
4290
4291 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4292 {
4293         cgGLSetTextureParameter(param, R_GetTexture(tex));
4294         cgGLEnableTextureParameter(param);
4295 }
4296 #endif
4297
4298 void R_GLSL_Restart_f(void)
4299 {
4300         unsigned int i, limit;
4301         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4302                 Mem_Free(glslshaderstring);
4303         glslshaderstring = NULL;
4304         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4305                 Mem_Free(cgshaderstring);
4306         cgshaderstring = NULL;
4307         switch(vid.renderpath)
4308         {
4309         case RENDERPATH_GL20:
4310                 {
4311                         r_glsl_permutation_t *p;
4312                         r_glsl_permutation = NULL;
4313                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4314                         for (i = 0;i < limit;i++)
4315                         {
4316                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4317                                 {
4318                                         GL_Backend_FreeProgram(p->program);
4319                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4320                                 }
4321                         }
4322                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4323                 }
4324                 break;
4325         case RENDERPATH_CGGL:
4326 #ifdef SUPPORTCG
4327                 {
4328                         r_cg_permutation_t *p;
4329                         r_cg_permutation = NULL;
4330                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4331                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4332                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4333                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4334                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4335                         for (i = 0;i < limit;i++)
4336                         {
4337                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4338                                 {
4339                                         if (p->vprogram)
4340                                                 cgDestroyProgram(p->vprogram);
4341                                         if (p->fprogram)
4342                                                 cgDestroyProgram(p->fprogram);
4343                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4344                                 }
4345                         }
4346                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4347                 }
4348                 break;
4349 #endif
4350         case RENDERPATH_GL13:
4351         case RENDERPATH_GL11:
4352                 break;
4353         }
4354 }
4355
4356 void R_GLSL_DumpShader_f(void)
4357 {
4358         int i;
4359         qfile_t *file;
4360
4361         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4362         if (file)
4363         {
4364                 FS_Print(file, "/* The engine may define the following macros:\n");
4365                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4366                 for (i = 0;i < SHADERMODE_COUNT;i++)
4367                         FS_Print(file, glslshadermodeinfo[i].pretext);
4368                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4369                         FS_Print(file, shaderpermutationinfo[i].pretext);
4370                 FS_Print(file, "*/\n");
4371                 FS_Print(file, builtinshaderstring);
4372                 FS_Close(file);
4373                 Con_Printf("glsl/default.glsl written\n");
4374         }
4375         else
4376                 Con_Printf("failed to write to glsl/default.glsl\n");
4377
4378 #ifdef SUPPORTCG
4379         file = FS_OpenRealFile("cg/default.cg", "w", false);
4380         if (file)
4381         {
4382                 FS_Print(file, "/* The engine may define the following macros:\n");
4383                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4384                 for (i = 0;i < SHADERMODE_COUNT;i++)
4385                         FS_Print(file, cgshadermodeinfo[i].pretext);
4386                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4387                         FS_Print(file, shaderpermutationinfo[i].pretext);
4388                 FS_Print(file, "*/\n");
4389                 FS_Print(file, builtincgshaderstring);
4390                 FS_Close(file);
4391                 Con_Printf("cg/default.cg written\n");
4392         }
4393         else
4394                 Con_Printf("failed to write to cg/default.cg\n");
4395 #endif
4396 }
4397
4398 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4399 {
4400         if (!second)
4401                 texturemode = GL_MODULATE;
4402         switch (vid.renderpath)
4403         {
4404         case RENDERPATH_GL20:
4405                 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))));
4406                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4407                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4408                 break;
4409         case RENDERPATH_CGGL:
4410 #ifdef SUPPORTCG
4411                 CHECKCGERROR
4412                 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))));
4413                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4414                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4415 #endif
4416                 break;
4417         case RENDERPATH_GL13:
4418                 R_Mesh_TexBind(0, first );
4419                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4420                 R_Mesh_TexBind(1, second);
4421                 if (second)
4422                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4423                 break;
4424         case RENDERPATH_GL11:
4425                 R_Mesh_TexBind(0, first );
4426                 break;
4427         }
4428 }
4429
4430 void R_SetupShader_DepthOrShadow(void)
4431 {
4432         switch (vid.renderpath)
4433         {
4434         case RENDERPATH_GL20:
4435                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4436                 break;
4437         case RENDERPATH_CGGL:
4438 #ifdef SUPPORTCG
4439                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4440 #endif
4441                 break;
4442         case RENDERPATH_GL13:
4443                 R_Mesh_TexBind(0, 0);
4444                 R_Mesh_TexBind(1, 0);
4445                 break;
4446         case RENDERPATH_GL11:
4447                 R_Mesh_TexBind(0, 0);
4448                 break;
4449         }
4450 }
4451
4452 void R_SetupShader_ShowDepth(void)
4453 {
4454         switch (vid.renderpath)
4455         {
4456         case RENDERPATH_GL20:
4457                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4458                 break;
4459         case RENDERPATH_CGGL:
4460 #ifdef SUPPORTCG
4461                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4462 #endif
4463                 break;
4464         case RENDERPATH_GL13:
4465                 break;
4466         case RENDERPATH_GL11:
4467                 break;
4468         }
4469 }
4470
4471 extern qboolean r_shadow_usingdeferredprepass;
4472 extern cvar_t r_shadow_deferred_8bitrange;
4473 extern rtexture_t *r_shadow_attenuationgradienttexture;
4474 extern rtexture_t *r_shadow_attenuation2dtexture;
4475 extern rtexture_t *r_shadow_attenuation3dtexture;
4476 extern qboolean r_shadow_usingshadowmaprect;
4477 extern qboolean r_shadow_usingshadowmapcube;
4478 extern qboolean r_shadow_usingshadowmap2d;
4479 extern qboolean r_shadow_usingshadowmaportho;
4480 extern float r_shadow_shadowmap_texturescale[2];
4481 extern float r_shadow_shadowmap_parameters[4];
4482 extern qboolean r_shadow_shadowmapvsdct;
4483 extern qboolean r_shadow_shadowmapsampler;
4484 extern int r_shadow_shadowmappcf;
4485 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4486 extern rtexture_t *r_shadow_shadowmap2dtexture;
4487 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4488 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4489 extern matrix4x4_t r_shadow_shadowmapmatrix;
4490 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4491 extern int r_shadow_prepass_width;
4492 extern int r_shadow_prepass_height;
4493 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4494 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4495 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4496 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4497 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4498 {
4499         // select a permutation of the lighting shader appropriate to this
4500         // combination of texture, entity, light source, and fogging, only use the
4501         // minimum features necessary to avoid wasting rendering time in the
4502         // fragment shader on features that are not being used
4503         unsigned int permutation = 0;
4504         unsigned int mode = 0;
4505         float m16f[16];
4506         if (rsurfacepass == RSURFPASS_BACKGROUND)
4507         {
4508                 // distorted background
4509                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4510                         mode = SHADERMODE_WATER;
4511                 else
4512                         mode = SHADERMODE_REFRACTION;
4513                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4514                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4515                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4516                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4517                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4518                 R_Mesh_ColorPointer(NULL, 0, 0);
4519                 GL_AlphaTest(false);
4520                 GL_BlendFunc(GL_ONE, GL_ZERO);
4521         }
4522         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4523         {
4524                 if (r_glsl_offsetmapping.integer)
4525                 {
4526                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4527                         if (r_glsl_offsetmapping_reliefmapping.integer)
4528                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4529                 }
4530                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4531                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4532                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4533                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4534                 // normalmap (deferred prepass), may use alpha test on diffuse
4535                 mode = SHADERMODE_DEFERREDGEOMETRY;
4536                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4537                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4538                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4539                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4540                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4541                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4542                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4543                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4544                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4545                 else
4546                         R_Mesh_ColorPointer(NULL, 0, 0);
4547                 GL_AlphaTest(false);
4548                 GL_BlendFunc(GL_ONE, GL_ZERO);
4549         }
4550         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4551         {
4552                 if (r_glsl_offsetmapping.integer)
4553                 {
4554                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4555                         if (r_glsl_offsetmapping_reliefmapping.integer)
4556                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4557                 }
4558                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4559                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4560                 // light source
4561                 mode = SHADERMODE_LIGHTSOURCE;
4562                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4563                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4564                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4565                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4566                 if (diffusescale > 0)
4567                         permutation |= SHADERPERMUTATION_DIFFUSE;
4568                 if (specularscale > 0)
4569                 {
4570                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4571                         if (r_shadow_glossexact.integer)
4572                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4573                 }
4574                 if (r_refdef.fogenabled)
4575                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4576                 if (rsurface.texture->colormapping)
4577                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4578                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4579                 {
4580                         if (r_shadow_usingshadowmaprect)
4581                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4582                         if (r_shadow_usingshadowmap2d)
4583                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4584                         if (r_shadow_usingshadowmapcube)
4585                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4586                         else if(r_shadow_shadowmapvsdct)
4587                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4588
4589                         if (r_shadow_shadowmapsampler)
4590                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4591                         if (r_shadow_shadowmappcf > 1)
4592                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4593                         else if (r_shadow_shadowmappcf)
4594                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4595                 }
4596                 if (rsurface.texture->reflectmasktexture)
4597                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4598                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4599                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4600                 {
4601                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4602                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4603                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4604                 }
4605                 else
4606                 {
4607                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4608                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4609                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4610                 }
4611                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4612                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4613                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4614                 else
4615                         R_Mesh_ColorPointer(NULL, 0, 0);
4616                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4617                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4618         }
4619         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4620         {
4621                 if (r_glsl_offsetmapping.integer)
4622                 {
4623                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4624                         if (r_glsl_offsetmapping_reliefmapping.integer)
4625                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4626                 }
4627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629                 // unshaded geometry (fullbright or ambient model lighting)
4630                 mode = SHADERMODE_FLATCOLOR;
4631                 ambientscale = diffusescale = specularscale = 0;
4632                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4633                         permutation |= SHADERPERMUTATION_GLOW;
4634                 if (r_refdef.fogenabled)
4635                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4636                 if (rsurface.texture->colormapping)
4637                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4638                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4639                 {
4640                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4641                         if (r_shadow_usingshadowmaprect)
4642                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4643                         if (r_shadow_usingshadowmap2d)
4644                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4645
4646                         if (r_shadow_shadowmapsampler)
4647                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4648                         if (r_shadow_shadowmappcf > 1)
4649                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4650                         else if (r_shadow_shadowmappcf)
4651                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4652                 }
4653                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4654                         permutation |= SHADERPERMUTATION_REFLECTION;
4655                 if (rsurface.texture->reflectmasktexture)
4656                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4657                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4658                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4659                 {
4660                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4661                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4662                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4663                 }
4664                 else
4665                 {
4666                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4667                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4668                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4669                 }
4670                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4671                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4672                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4673                 else
4674                         R_Mesh_ColorPointer(NULL, 0, 0);
4675                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4676                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4677         }
4678         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4679         {
4680                 if (r_glsl_offsetmapping.integer)
4681                 {
4682                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4683                         if (r_glsl_offsetmapping_reliefmapping.integer)
4684                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4685                 }
4686                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4687                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4688                 // directional model lighting
4689                 mode = SHADERMODE_LIGHTDIRECTION;
4690                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4691                         permutation |= SHADERPERMUTATION_GLOW;
4692                 permutation |= SHADERPERMUTATION_DIFFUSE;
4693                 if (specularscale > 0)
4694                 {
4695                         permutation |= SHADERPERMUTATION_SPECULAR;
4696                         if (r_shadow_glossexact.integer)
4697                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4698                 }
4699                 if (r_refdef.fogenabled)
4700                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4701                 if (rsurface.texture->colormapping)
4702                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4703                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4704                 {
4705                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4706                         if (r_shadow_usingshadowmaprect)
4707                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4708                         if (r_shadow_usingshadowmap2d)
4709                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4710
4711                         if (r_shadow_shadowmapsampler)
4712                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4713                         if (r_shadow_shadowmappcf > 1)
4714                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4715                         else if (r_shadow_shadowmappcf)
4716                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4717                 }
4718                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4719                         permutation |= SHADERPERMUTATION_REFLECTION;
4720                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4721                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4722                 if (rsurface.texture->reflectmasktexture)
4723                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4724                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4725                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4726                 {
4727                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4728                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4729                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4730                 }
4731                 else
4732                 {
4733                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4734                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4735                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4736                 }
4737                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4738                 R_Mesh_ColorPointer(NULL, 0, 0);
4739                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4740                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4741         }
4742         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4743         {
4744                 if (r_glsl_offsetmapping.integer)
4745                 {
4746                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4747                         if (r_glsl_offsetmapping_reliefmapping.integer)
4748                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4749                 }
4750                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4751                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4752                 // ambient model lighting
4753                 mode = SHADERMODE_LIGHTDIRECTION;
4754                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4755                         permutation |= SHADERPERMUTATION_GLOW;
4756                 if (r_refdef.fogenabled)
4757                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4758                 if (rsurface.texture->colormapping)
4759                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4760                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4761                 {
4762                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4763                         if (r_shadow_usingshadowmaprect)
4764                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4765                         if (r_shadow_usingshadowmap2d)
4766                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4767
4768                         if (r_shadow_shadowmapsampler)
4769                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4770                         if (r_shadow_shadowmappcf > 1)
4771                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4772                         else if (r_shadow_shadowmappcf)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4774                 }
4775                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4776                         permutation |= SHADERPERMUTATION_REFLECTION;
4777                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4778                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4779                 if (rsurface.texture->reflectmasktexture)
4780                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4781                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4782                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4783                 {
4784                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4785                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4786                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4787                 }
4788                 else
4789                 {
4790                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4791                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4792                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4793                 }
4794                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4795                 R_Mesh_ColorPointer(NULL, 0, 0);
4796                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4797                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4798         }
4799         else
4800         {
4801                 if (r_glsl_offsetmapping.integer)
4802                 {
4803                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                         if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                 }
4807                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809                 // lightmapped wall
4810                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4811                         permutation |= SHADERPERMUTATION_GLOW;
4812                 if (r_refdef.fogenabled)
4813                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4814                 if (rsurface.texture->colormapping)
4815                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4816                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4817                 {
4818                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4819                         if (r_shadow_usingshadowmaprect)
4820                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4821                         if (r_shadow_usingshadowmap2d)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4823
4824                         if (r_shadow_shadowmapsampler)
4825                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4826                         if (r_shadow_shadowmappcf > 1)
4827                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4828                         else if (r_shadow_shadowmappcf)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4830                 }
4831                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4832                         permutation |= SHADERPERMUTATION_REFLECTION;
4833                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4834                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4835                 if (rsurface.texture->reflectmasktexture)
4836                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4838                 {
4839                         // deluxemapping (light direction texture)
4840                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4841                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4842                         else
4843                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4844                         permutation |= SHADERPERMUTATION_DIFFUSE;
4845                         if (specularscale > 0)
4846                         {
4847                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4848                                 if (r_shadow_glossexact.integer)
4849                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4850                         }
4851                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4852                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4853                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4854                         else
4855                                 R_Mesh_ColorPointer(NULL, 0, 0);
4856                 }
4857                 else if (r_glsl_deluxemapping.integer >= 2)
4858                 {
4859                         // fake deluxemapping (uniform light direction in tangentspace)
4860                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4861                         permutation |= SHADERPERMUTATION_DIFFUSE;
4862                         if (specularscale > 0)
4863                         {
4864                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4865                                 if (r_shadow_glossexact.integer)
4866                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4867                         }
4868                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4869                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4870                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4871                         else
4872                                 R_Mesh_ColorPointer(NULL, 0, 0);
4873                 }
4874                 else if (rsurface.uselightmaptexture)
4875                 {
4876                         // ordinary lightmapping (q1bsp, q3bsp)
4877                         mode = SHADERMODE_LIGHTMAP;
4878                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4879                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4880                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4881                         else
4882                                 R_Mesh_ColorPointer(NULL, 0, 0);
4883                 }
4884                 else
4885                 {
4886                         // ordinary vertex coloring (q3bsp)
4887                         mode = SHADERMODE_VERTEXCOLOR;
4888                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4889                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4890                 }
4891                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4892                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4893                 {
4894                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4895                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4896                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4897                 }
4898                 else
4899                 {
4900                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4901                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4902                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4903                 }
4904                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4905                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4906         }
4907         switch(vid.renderpath)
4908         {
4909         case RENDERPATH_GL20:
4910                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4911                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4912                 if (mode == SHADERMODE_LIGHTSOURCE)
4913                 {
4914                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4915                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4916                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4917                         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);
4918                         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);
4919                         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);
4920         
4921                         // additive passes are only darkened by fog, not tinted
4922                         if (r_glsl_permutation->loc_FogColor >= 0)
4923                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4924                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4925                 }
4926                 else
4927                 {
4928                         if (mode == SHADERMODE_FLATCOLOR)
4929                         {
4930                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4931                         }
4932                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4933                         {
4934                                 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]);
4935                                 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]);
4936                                 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);
4937                                 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);
4938                                 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);
4939                                 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]);
4940                                 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]);
4941                         }
4942                         else
4943                         {
4944                                 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]);
4945                                 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]);
4946                                 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);
4947                                 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);
4948                                 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);
4949                         }
4950                         // additive passes are only darkened by fog, not tinted
4951                         if (r_glsl_permutation->loc_FogColor >= 0)
4952                         {
4953                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4954                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4955                                 else
4956                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4957                         }
4958                         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);
4959                         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]);
4960                         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]);
4961                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4962                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4963                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4964                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4965                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4966                 }
4967                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4968                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4969                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4970                 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]);
4971                 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]);
4972
4973                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4974                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4975                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4976                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4977                 {
4978                         if (rsurface.texture->pantstexture)
4979                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4980                         else
4981                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4982                 }
4983                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4984                 {
4985                         if (rsurface.texture->shirttexture)
4986                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4987                         else
4988                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4989                 }
4990                 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]);
4991                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4992                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4993                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4994                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4995                 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]);
4996                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4997
4998         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4999         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5000         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5001                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5002                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5003                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5004                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5005                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5006                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5007                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5008                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5009                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5010                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5011                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5012                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5013                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5014                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5015                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5016                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5017                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5018                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5019                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5020                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5021                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5022                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5023                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5024                 {
5025                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5026                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5027                         if (rsurface.rtlight)
5028                         {
5029                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5030                                 if (r_shadow_usingshadowmapcube)
5031                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5032                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5033                         }
5034                 }
5035                 CHECKGLERROR
5036                 break;
5037         case RENDERPATH_CGGL:
5038 #ifdef SUPPORTCG
5039                 R_SetupShader_SetPermutationCG(mode, permutation);
5040                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5041                 if (mode == SHADERMODE_LIGHTSOURCE)
5042                 {
5043                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5044                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5045                 }
5046                 else
5047                 {
5048                         if (mode == SHADERMODE_LIGHTDIRECTION)
5049                         {
5050                                 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
5051                         }
5052                 }
5053                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5054                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5055                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5056                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5057                 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
5058                 CHECKGLERROR
5059
5060                 if (mode == SHADERMODE_LIGHTSOURCE)
5061                 {
5062                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5063                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5064                         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
5065                         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
5066                         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
5067
5068                         // additive passes are only darkened by fog, not tinted
5069                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5070                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5071                 }
5072                 else
5073                 {
5074                         if (mode == SHADERMODE_FLATCOLOR)
5075                         {
5076                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5077                         }
5078                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5079                         {
5080                                 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
5081                                 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
5082                                 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
5083                                 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
5084                                 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
5085                                 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
5086                                 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
5087                         }
5088                         else
5089                         {
5090                                 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
5091                                 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
5092                                 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
5093                                 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
5094                                 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
5095                         }
5096                         // additive passes are only darkened by fog, not tinted
5097                         if (r_cg_permutation->fp_FogColor)
5098                         {
5099                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5100                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5101                                 else
5102                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5103                                 CHECKCGERROR
5104                         }
5105                         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
5106                         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
5107                         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
5108                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5109                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5110                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5111                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5112                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5113                 }
5114                 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
5115                 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
5116                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5117                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5118                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5119                 if (r_cg_permutation->fp_Color_Pants)
5120                 {
5121                         if (rsurface.texture->pantstexture)
5122                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5123                         else
5124                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5125                         CHECKCGERROR
5126                 }
5127                 if (r_cg_permutation->fp_Color_Shirt)
5128                 {
5129                         if (rsurface.texture->shirttexture)
5130                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5131                         else
5132                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5133                         CHECKCGERROR
5134                 }
5135                 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
5136                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5137                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5138                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5139                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5140                 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
5141                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5142
5143         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5144         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5145         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5146                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5147                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5148                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5149                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5150                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5151                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5152                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5153                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5154                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5155                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5156                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5157                 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
5158                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5159                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5160                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5161                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5162                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5163                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5164                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5165                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5166                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5167                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5168                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5169                 {
5170                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5171                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5172                         if (rsurface.rtlight)
5173                         {
5174                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5175                                 if (r_shadow_usingshadowmapcube)
5176                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5177                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5178                         }
5179                 }
5180
5181                 CHECKGLERROR
5182 #endif
5183                 break;
5184         case RENDERPATH_GL13:
5185         case RENDERPATH_GL11:
5186                 break;
5187         }
5188 }
5189
5190 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5191 {
5192         // select a permutation of the lighting shader appropriate to this
5193         // combination of texture, entity, light source, and fogging, only use the
5194         // minimum features necessary to avoid wasting rendering time in the
5195         // fragment shader on features that are not being used
5196         unsigned int permutation = 0;
5197         unsigned int mode = 0;
5198         const float *lightcolorbase = rtlight->currentcolor;
5199         float ambientscale = rtlight->ambientscale;
5200         float diffusescale = rtlight->diffusescale;
5201         float specularscale = rtlight->specularscale;
5202         // this is the location of the light in view space
5203         vec3_t viewlightorigin;
5204         // this transforms from view space (camera) to light space (cubemap)
5205         matrix4x4_t viewtolight;
5206         matrix4x4_t lighttoview;
5207         float viewtolight16f[16];
5208         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5209         // light source
5210         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5211         if (rtlight->currentcubemap != r_texture_whitecube)
5212                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5213         if (diffusescale > 0)
5214                 permutation |= SHADERPERMUTATION_DIFFUSE;
5215         if (specularscale > 0)
5216         {
5217                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5218                 if (r_shadow_glossexact.integer)
5219                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5220         }
5221         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5222         {
5223                 if (r_shadow_usingshadowmaprect)
5224                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5225                 if (r_shadow_usingshadowmap2d)
5226                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5227                 if (r_shadow_usingshadowmapcube)
5228                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5229                 else if(r_shadow_shadowmapvsdct)
5230                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5231
5232                 if (r_shadow_shadowmapsampler)
5233                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5234                 if (r_shadow_shadowmappcf > 1)
5235                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5236                 else if (r_shadow_shadowmappcf)
5237                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5238         }
5239         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5240         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5241         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5242         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5243         switch(vid.renderpath)
5244         {
5245         case RENDERPATH_GL20:
5246                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5247                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5248                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5249                 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);
5250                 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);
5251                 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);
5252                 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]);
5253                 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]);
5254                 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));
5255                 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]);
5256                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5257
5258                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5259                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5260                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5261                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5262                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5263                 if (r_shadow_usingshadowmapcube)
5264                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5265                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5266                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5267                 break;
5268         case RENDERPATH_CGGL:
5269 #ifdef SUPPORTCG
5270                 R_SetupShader_SetPermutationCG(mode, permutation);
5271                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5272                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5273                 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
5274                 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
5275                 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
5276                 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
5277                 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
5278                 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
5279                 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
5280                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5281
5282                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5287                 if (r_shadow_usingshadowmapcube)
5288                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5290                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5291 #endif
5292                 break;
5293         case RENDERPATH_GL13:
5294         case RENDERPATH_GL11:
5295                 break;
5296         }
5297 }
5298
5299 #define SKINFRAME_HASH 1024
5300
5301 typedef struct
5302 {
5303         int loadsequence; // incremented each level change
5304         memexpandablearray_t array;
5305         skinframe_t *hash[SKINFRAME_HASH];
5306 }
5307 r_skinframe_t;
5308 r_skinframe_t r_skinframe;
5309
5310 void R_SkinFrame_PrepareForPurge(void)
5311 {
5312         r_skinframe.loadsequence++;
5313         // wrap it without hitting zero
5314         if (r_skinframe.loadsequence >= 200)
5315                 r_skinframe.loadsequence = 1;
5316 }
5317
5318 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5319 {
5320         if (!skinframe)
5321                 return;
5322         // mark the skinframe as used for the purging code
5323         skinframe->loadsequence = r_skinframe.loadsequence;
5324 }
5325
5326 void R_SkinFrame_Purge(void)
5327 {
5328         int i;
5329         skinframe_t *s;
5330         for (i = 0;i < SKINFRAME_HASH;i++)
5331         {
5332                 for (s = r_skinframe.hash[i];s;s = s->next)
5333                 {
5334                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5335                         {
5336                                 if (s->merged == s->base)
5337                                         s->merged = NULL;
5338                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5339                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5340                                 R_PurgeTexture(s->merged);s->merged = NULL;
5341                                 R_PurgeTexture(s->base  );s->base   = NULL;
5342                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5343                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5344                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5345                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5346                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5347                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5348                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5349                                 s->loadsequence = 0;
5350                         }
5351                 }
5352         }
5353 }
5354
5355 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5356         skinframe_t *item;
5357         char basename[MAX_QPATH];
5358
5359         Image_StripImageExtension(name, basename, sizeof(basename));
5360
5361         if( last == NULL ) {
5362                 int hashindex;
5363                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5364                 item = r_skinframe.hash[hashindex];
5365         } else {
5366                 item = last->next;
5367         }
5368
5369         // linearly search through the hash bucket
5370         for( ; item ; item = item->next ) {
5371                 if( !strcmp( item->basename, basename ) ) {
5372                         return item;
5373                 }
5374         }
5375         return NULL;
5376 }
5377
5378 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5379 {
5380         skinframe_t *item;
5381         int hashindex;
5382         char basename[MAX_QPATH];
5383
5384         Image_StripImageExtension(name, basename, sizeof(basename));
5385
5386         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5387         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5388                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5389                         break;
5390
5391         if (!item) {
5392                 rtexture_t *dyntexture;
5393                 // check whether its a dynamic texture
5394                 dyntexture = CL_GetDynTexture( basename );
5395                 if (!add && !dyntexture)
5396                         return NULL;
5397                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5398                 memset(item, 0, sizeof(*item));
5399                 strlcpy(item->basename, basename, sizeof(item->basename));
5400                 item->base = dyntexture; // either NULL or dyntexture handle
5401                 item->textureflags = textureflags;
5402                 item->comparewidth = comparewidth;
5403                 item->compareheight = compareheight;
5404                 item->comparecrc = comparecrc;
5405                 item->next = r_skinframe.hash[hashindex];
5406                 r_skinframe.hash[hashindex] = item;
5407         }
5408         else if( item->base == NULL )
5409         {
5410                 rtexture_t *dyntexture;
5411                 // check whether its a dynamic texture
5412                 // 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]
5413                 dyntexture = CL_GetDynTexture( basename );
5414                 item->base = dyntexture; // either NULL or dyntexture handle
5415         }
5416
5417         R_SkinFrame_MarkUsed(item);
5418         return item;
5419 }
5420
5421 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5422         { \
5423                 unsigned long long avgcolor[5], wsum; \
5424                 int pix, comp, w; \
5425                 avgcolor[0] = 0; \
5426                 avgcolor[1] = 0; \
5427                 avgcolor[2] = 0; \
5428                 avgcolor[3] = 0; \
5429                 avgcolor[4] = 0; \
5430                 wsum = 0; \
5431                 for(pix = 0; pix < cnt; ++pix) \
5432                 { \
5433                         w = 0; \
5434                         for(comp = 0; comp < 3; ++comp) \
5435                                 w += getpixel; \
5436                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5437                         { \
5438                                 ++wsum; \
5439                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5440                                 w = getpixel; \
5441                                 for(comp = 0; comp < 3; ++comp) \
5442                                         avgcolor[comp] += getpixel * w; \
5443                                 avgcolor[3] += w; \
5444                         } \
5445                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5446                         avgcolor[4] += getpixel; \
5447                 } \
5448                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5449                         avgcolor[3] = 1; \
5450                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5451                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5452                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5453                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5454         }
5455
5456 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5457 {
5458         int j;
5459         unsigned char *pixels;
5460         unsigned char *bumppixels;
5461         unsigned char *basepixels = NULL;
5462         int basepixels_width = 0;
5463         int basepixels_height = 0;
5464         skinframe_t *skinframe;
5465         rtexture_t *ddsbase = NULL;
5466         qboolean ddshasalpha = false;
5467         float ddsavgcolor[4];
5468         char basename[MAX_QPATH];
5469
5470         if (cls.state == ca_dedicated)
5471                 return NULL;
5472
5473         // return an existing skinframe if already loaded
5474         // if loading of the first image fails, don't make a new skinframe as it
5475         // would cause all future lookups of this to be missing
5476         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5477         if (skinframe && skinframe->base)
5478                 return skinframe;
5479
5480         Image_StripImageExtension(name, basename, sizeof(basename));
5481
5482         // check for DDS texture file first
5483         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5484         {
5485                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5486                 if (basepixels == NULL)
5487                         return NULL;
5488         }
5489
5490         if (developer_loading.integer)
5491                 Con_Printf("loading skin \"%s\"\n", name);
5492
5493         // we've got some pixels to store, so really allocate this new texture now
5494         if (!skinframe)
5495                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5496         skinframe->stain = NULL;
5497         skinframe->merged = NULL;
5498         skinframe->base = NULL;
5499         skinframe->pants = NULL;
5500         skinframe->shirt = NULL;
5501         skinframe->nmap = NULL;
5502         skinframe->gloss = NULL;
5503         skinframe->glow = NULL;
5504         skinframe->fog = NULL;
5505         skinframe->reflect = NULL;
5506         skinframe->hasalpha = false;
5507
5508         if (ddsbase)
5509         {
5510                 skinframe->base = ddsbase;
5511                 skinframe->hasalpha = ddshasalpha;
5512                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5513                 if (r_loadfog && skinframe->hasalpha)
5514                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5515                 //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]);
5516         }
5517         else
5518         {
5519                 basepixels_width = image_width;
5520                 basepixels_height = image_height;
5521                 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);
5522                 if (textureflags & TEXF_ALPHA)
5523                 {
5524                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5525                         {
5526                                 if (basepixels[j] < 255)
5527                                 {
5528                                         skinframe->hasalpha = true;
5529                                         break;
5530                                 }
5531                         }
5532                         if (r_loadfog && skinframe->hasalpha)
5533                         {
5534                                 // has transparent pixels
5535                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5536                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5537                                 {
5538                                         pixels[j+0] = 255;
5539                                         pixels[j+1] = 255;
5540                                         pixels[j+2] = 255;
5541                                         pixels[j+3] = basepixels[j+3];
5542                                 }
5543                                 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);
5544                                 Mem_Free(pixels);
5545                         }
5546                 }
5547                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5548                 //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]);
5549                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5550                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5551                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5552                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5553         }
5554
5555         if (r_loaddds)
5556         {
5557                 if (r_loadnormalmap)
5558                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5559                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5560                 if (r_loadgloss)
5561                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5562                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5563                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5564                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5565         }
5566
5567         // _norm is the name used by tenebrae and has been adopted as standard
5568         if (r_loadnormalmap && skinframe->nmap == NULL)
5569         {
5570                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5571                 {
5572                         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);
5573                         Mem_Free(pixels);
5574                         pixels = NULL;
5575                 }
5576                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5577                 {
5578                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5579                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5580                         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);
5581                         Mem_Free(pixels);
5582                         Mem_Free(bumppixels);
5583                 }
5584                 else if (r_shadow_bumpscale_basetexture.value > 0)
5585                 {
5586                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5587                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5588                         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);
5589                         Mem_Free(pixels);
5590                 }
5591                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5592                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5593         }
5594
5595         // _luma is supported only for tenebrae compatibility
5596         // _glow is the preferred name
5597         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))))
5598         {
5599                 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);
5600                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5601                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5602                 Mem_Free(pixels);pixels = NULL;
5603         }
5604
5605         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5606         {
5607                 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);
5608                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5609                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5610                 Mem_Free(pixels);
5611                 pixels = NULL;
5612         }
5613
5614         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5615         {
5616                 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);
5617                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5618                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5619                 Mem_Free(pixels);
5620                 pixels = NULL;
5621         }
5622
5623         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5624         {
5625                 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);
5626                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5627                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5628                 Mem_Free(pixels);
5629                 pixels = NULL;
5630         }
5631
5632         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5633         {
5634                 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);
5635                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5636                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5637                 Mem_Free(pixels);
5638                 pixels = NULL;
5639         }
5640
5641         if (basepixels)
5642                 Mem_Free(basepixels);
5643
5644         return skinframe;
5645 }
5646
5647 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5648 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5649 {
5650         int i;
5651         unsigned char *temp1, *temp2;
5652         skinframe_t *skinframe;
5653
5654         if (cls.state == ca_dedicated)
5655                 return NULL;
5656
5657         // if already loaded just return it, otherwise make a new skinframe
5658         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5659         if (skinframe && skinframe->base)
5660                 return skinframe;
5661
5662         skinframe->stain = NULL;
5663         skinframe->merged = NULL;
5664         skinframe->base = NULL;
5665         skinframe->pants = NULL;
5666         skinframe->shirt = NULL;
5667         skinframe->nmap = NULL;
5668         skinframe->gloss = NULL;
5669         skinframe->glow = NULL;
5670         skinframe->fog = NULL;
5671         skinframe->reflect = NULL;
5672         skinframe->hasalpha = false;
5673
5674         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5675         if (!skindata)
5676                 return NULL;
5677
5678         if (developer_loading.integer)
5679                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5680
5681         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5682         {
5683                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5684                 temp2 = temp1 + width * height * 4;
5685                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5686                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5687                 Mem_Free(temp1);
5688         }
5689         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5690         if (textureflags & TEXF_ALPHA)
5691         {
5692                 for (i = 3;i < width * height * 4;i += 4)
5693                 {
5694                         if (skindata[i] < 255)
5695                         {
5696                                 skinframe->hasalpha = true;
5697                                 break;
5698                         }
5699                 }
5700                 if (r_loadfog && skinframe->hasalpha)
5701                 {
5702                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5703                         memcpy(fogpixels, skindata, width * height * 4);
5704                         for (i = 0;i < width * height * 4;i += 4)
5705                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5706                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5707                         Mem_Free(fogpixels);
5708                 }
5709         }
5710
5711         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5712         //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]);
5713
5714         return skinframe;
5715 }
5716
5717 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5718 {
5719         int i;
5720         int featuresmask;
5721         skinframe_t *skinframe;
5722
5723         if (cls.state == ca_dedicated)
5724                 return NULL;
5725
5726         // if already loaded just return it, otherwise make a new skinframe
5727         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5728         if (skinframe && skinframe->base)
5729                 return skinframe;
5730
5731         skinframe->stain = NULL;
5732         skinframe->merged = NULL;
5733         skinframe->base = NULL;
5734         skinframe->pants = NULL;
5735         skinframe->shirt = NULL;
5736         skinframe->nmap = NULL;
5737         skinframe->gloss = NULL;
5738         skinframe->glow = NULL;
5739         skinframe->fog = NULL;
5740         skinframe->reflect = NULL;
5741         skinframe->hasalpha = false;
5742
5743         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5744         if (!skindata)
5745                 return NULL;
5746
5747         if (developer_loading.integer)
5748                 Con_Printf("loading quake skin \"%s\"\n", name);
5749
5750         // 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)
5751         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5752         memcpy(skinframe->qpixels, skindata, width*height);
5753         skinframe->qwidth = width;
5754         skinframe->qheight = height;
5755
5756         featuresmask = 0;
5757         for (i = 0;i < width * height;i++)
5758                 featuresmask |= palette_featureflags[skindata[i]];
5759
5760         skinframe->hasalpha = false;
5761         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5762         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5763         skinframe->qgeneratemerged = true;
5764         skinframe->qgeneratebase = skinframe->qhascolormapping;
5765         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5766
5767         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5768         //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]);
5769
5770         return skinframe;
5771 }
5772
5773 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5774 {
5775         int width;
5776         int height;
5777         unsigned char *skindata;
5778
5779         if (!skinframe->qpixels)
5780                 return;
5781
5782         if (!skinframe->qhascolormapping)
5783                 colormapped = false;
5784
5785         if (colormapped)
5786         {
5787                 if (!skinframe->qgeneratebase)
5788                         return;
5789         }
5790         else
5791         {
5792                 if (!skinframe->qgeneratemerged)
5793                         return;
5794         }
5795
5796         width = skinframe->qwidth;
5797         height = skinframe->qheight;
5798         skindata = skinframe->qpixels;
5799
5800         if (skinframe->qgeneratenmap)
5801         {
5802                 unsigned char *temp1, *temp2;
5803                 skinframe->qgeneratenmap = false;
5804                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5805                 temp2 = temp1 + width * height * 4;
5806                 // use either a custom palette or the quake palette
5807                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5808                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5809                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5810                 Mem_Free(temp1);
5811         }
5812
5813         if (skinframe->qgenerateglow)
5814         {
5815                 skinframe->qgenerateglow = false;
5816                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5817         }
5818
5819         if (colormapped)
5820         {
5821                 skinframe->qgeneratebase = false;
5822                 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);
5823                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5824                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5825         }
5826         else
5827         {
5828                 skinframe->qgeneratemerged = false;
5829                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5830         }
5831
5832         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5833         {
5834                 Mem_Free(skinframe->qpixels);
5835                 skinframe->qpixels = NULL;
5836         }
5837 }
5838
5839 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)
5840 {
5841         int i;
5842         skinframe_t *skinframe;
5843
5844         if (cls.state == ca_dedicated)
5845                 return NULL;
5846
5847         // if already loaded just return it, otherwise make a new skinframe
5848         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5849         if (skinframe && skinframe->base)
5850                 return skinframe;
5851
5852         skinframe->stain = NULL;
5853         skinframe->merged = NULL;
5854         skinframe->base = NULL;
5855         skinframe->pants = NULL;
5856         skinframe->shirt = NULL;
5857         skinframe->nmap = NULL;
5858         skinframe->gloss = NULL;
5859         skinframe->glow = NULL;
5860         skinframe->fog = NULL;
5861         skinframe->reflect = NULL;
5862         skinframe->hasalpha = false;
5863
5864         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5865         if (!skindata)
5866                 return NULL;
5867
5868         if (developer_loading.integer)
5869                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5870
5871         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5872         if (textureflags & TEXF_ALPHA)
5873         {
5874                 for (i = 0;i < width * height;i++)
5875                 {
5876                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5877                         {
5878                                 skinframe->hasalpha = true;
5879                                 break;
5880                         }
5881                 }
5882                 if (r_loadfog && skinframe->hasalpha)
5883                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5884         }
5885
5886         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5887         //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]);
5888
5889         return skinframe;
5890 }
5891
5892 skinframe_t *R_SkinFrame_LoadMissing(void)
5893 {
5894         skinframe_t *skinframe;
5895
5896         if (cls.state == ca_dedicated)
5897                 return NULL;
5898
5899         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5900         skinframe->stain = NULL;
5901         skinframe->merged = NULL;
5902         skinframe->base = NULL;
5903         skinframe->pants = NULL;
5904         skinframe->shirt = NULL;
5905         skinframe->nmap = NULL;
5906         skinframe->gloss = NULL;
5907         skinframe->glow = NULL;
5908         skinframe->fog = NULL;
5909         skinframe->reflect = NULL;
5910         skinframe->hasalpha = false;
5911
5912         skinframe->avgcolor[0] = rand() / RAND_MAX;
5913         skinframe->avgcolor[1] = rand() / RAND_MAX;
5914         skinframe->avgcolor[2] = rand() / RAND_MAX;
5915         skinframe->avgcolor[3] = 1;
5916
5917         return skinframe;
5918 }
5919
5920 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5921 typedef struct suffixinfo_s
5922 {
5923         char *suffix;
5924         qboolean flipx, flipy, flipdiagonal;
5925 }
5926 suffixinfo_t;
5927 static suffixinfo_t suffix[3][6] =
5928 {
5929         {
5930                 {"px",   false, false, false},
5931                 {"nx",   false, false, false},
5932                 {"py",   false, false, false},
5933                 {"ny",   false, false, false},
5934                 {"pz",   false, false, false},
5935                 {"nz",   false, false, false}
5936         },
5937         {
5938                 {"posx", false, false, false},
5939                 {"negx", false, false, false},
5940                 {"posy", false, false, false},
5941                 {"negy", false, false, false},
5942                 {"posz", false, false, false},
5943                 {"negz", false, false, false}
5944         },
5945         {
5946                 {"rt",    true, false,  true},
5947                 {"lf",   false,  true,  true},
5948                 {"ft",    true,  true, false},
5949                 {"bk",   false, false, false},
5950                 {"up",    true, false,  true},
5951                 {"dn",    true, false,  true}
5952         }
5953 };
5954
5955 static int componentorder[4] = {0, 1, 2, 3};
5956
5957 rtexture_t *R_LoadCubemap(const char *basename)
5958 {
5959         int i, j, cubemapsize;
5960         unsigned char *cubemappixels, *image_buffer;
5961         rtexture_t *cubemaptexture;
5962         char name[256];
5963         // must start 0 so the first loadimagepixels has no requested width/height
5964         cubemapsize = 0;
5965         cubemappixels = NULL;
5966         cubemaptexture = NULL;
5967         // keep trying different suffix groups (posx, px, rt) until one loads
5968         for (j = 0;j < 3 && !cubemappixels;j++)
5969         {
5970                 // load the 6 images in the suffix group
5971                 for (i = 0;i < 6;i++)
5972                 {
5973                         // generate an image name based on the base and and suffix
5974                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5975                         // load it
5976                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5977                         {
5978                                 // an image loaded, make sure width and height are equal
5979                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5980                                 {
5981                                         // if this is the first image to load successfully, allocate the cubemap memory
5982                                         if (!cubemappixels && image_width >= 1)
5983                                         {
5984                                                 cubemapsize = image_width;
5985                                                 // note this clears to black, so unavailable sides are black
5986                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5987                                         }
5988                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5989                                         if (cubemappixels)
5990                                                 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);
5991                                 }
5992                                 else
5993                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5994                                 // free the image
5995                                 Mem_Free(image_buffer);
5996                         }
5997                 }
5998         }
5999         // if a cubemap loaded, upload it
6000         if (cubemappixels)
6001         {
6002                 if (developer_loading.integer)
6003                         Con_Printf("loading cubemap \"%s\"\n", basename);
6004
6005                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6006                 Mem_Free(cubemappixels);
6007         }
6008         else
6009         {
6010                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6011                 if (developer_loading.integer)
6012                 {
6013                         Con_Printf("(tried tried images ");
6014                         for (j = 0;j < 3;j++)
6015                                 for (i = 0;i < 6;i++)
6016                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6017                         Con_Print(" and was unable to find any of them).\n");
6018                 }
6019         }
6020         return cubemaptexture;
6021 }
6022
6023 rtexture_t *R_GetCubemap(const char *basename)
6024 {
6025         int i;
6026         for (i = 0;i < r_texture_numcubemaps;i++)
6027                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6028                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6029         if (i >= MAX_CUBEMAPS)
6030                 return r_texture_whitecube;
6031         r_texture_numcubemaps++;
6032         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6033         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6034         return r_texture_cubemaps[i].texture;
6035 }
6036
6037 void R_FreeCubemaps(void)
6038 {
6039         int i;
6040         for (i = 0;i < r_texture_numcubemaps;i++)
6041         {
6042                 if (developer_loading.integer)
6043                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6044                 if (r_texture_cubemaps[i].texture)
6045                         R_FreeTexture(r_texture_cubemaps[i].texture);
6046         }
6047         r_texture_numcubemaps = 0;
6048 }
6049
6050 void R_Main_FreeViewCache(void)
6051 {
6052         if (r_refdef.viewcache.entityvisible)
6053                 Mem_Free(r_refdef.viewcache.entityvisible);
6054         if (r_refdef.viewcache.world_pvsbits)
6055                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6056         if (r_refdef.viewcache.world_leafvisible)
6057                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6058         if (r_refdef.viewcache.world_surfacevisible)
6059                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6060         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6061 }
6062
6063 void R_Main_ResizeViewCache(void)
6064 {
6065         int numentities = r_refdef.scene.numentities;
6066         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6067         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6068         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6069         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6070         if (r_refdef.viewcache.maxentities < numentities)
6071         {
6072                 r_refdef.viewcache.maxentities = numentities;
6073                 if (r_refdef.viewcache.entityvisible)
6074                         Mem_Free(r_refdef.viewcache.entityvisible);
6075                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6076         }
6077         if (r_refdef.viewcache.world_numclusters != numclusters)
6078         {
6079                 r_refdef.viewcache.world_numclusters = numclusters;
6080                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6081                 if (r_refdef.viewcache.world_pvsbits)
6082                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6083                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6084         }
6085         if (r_refdef.viewcache.world_numleafs != numleafs)
6086         {
6087                 r_refdef.viewcache.world_numleafs = numleafs;
6088                 if (r_refdef.viewcache.world_leafvisible)
6089                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6090                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6091         }
6092         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6093         {
6094                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6095                 if (r_refdef.viewcache.world_surfacevisible)
6096                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6097                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6098         }
6099 }
6100
6101 extern rtexture_t *loadingscreentexture;
6102 void gl_main_start(void)
6103 {
6104         loadingscreentexture = NULL;
6105         r_texture_blanknormalmap = NULL;
6106         r_texture_white = NULL;
6107         r_texture_grey128 = NULL;
6108         r_texture_black = NULL;
6109         r_texture_whitecube = NULL;
6110         r_texture_normalizationcube = NULL;
6111         r_texture_fogattenuation = NULL;
6112         r_texture_gammaramps = NULL;
6113         r_texture_numcubemaps = 0;
6114
6115         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6116         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6117
6118         switch(vid.renderpath)
6119         {
6120         case RENDERPATH_GL20:
6121         case RENDERPATH_CGGL:
6122                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6123                 Cvar_SetValueQuick(&gl_combine, 1);
6124                 Cvar_SetValueQuick(&r_glsl, 1);
6125                 r_loadnormalmap = true;
6126                 r_loadgloss = true;
6127                 r_loadfog = false;
6128                 break;
6129         case RENDERPATH_GL13:
6130                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6131                 Cvar_SetValueQuick(&gl_combine, 1);
6132                 Cvar_SetValueQuick(&r_glsl, 0);
6133                 r_loadnormalmap = false;
6134                 r_loadgloss = false;
6135                 r_loadfog = true;
6136                 break;
6137         case RENDERPATH_GL11:
6138                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6139                 Cvar_SetValueQuick(&gl_combine, 0);
6140                 Cvar_SetValueQuick(&r_glsl, 0);
6141                 r_loadnormalmap = false;
6142                 r_loadgloss = false;
6143                 r_loadfog = true;
6144                 break;
6145         }
6146
6147         R_AnimCache_Free();
6148         R_FrameData_Reset();
6149
6150         r_numqueries = 0;
6151         r_maxqueries = 0;
6152         memset(r_queries, 0, sizeof(r_queries));
6153
6154         r_qwskincache = NULL;
6155         r_qwskincache_size = 0;
6156
6157         // set up r_skinframe loading system for textures
6158         memset(&r_skinframe, 0, sizeof(r_skinframe));
6159         r_skinframe.loadsequence = 1;
6160         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6161
6162         r_main_texturepool = R_AllocTexturePool();
6163         R_BuildBlankTextures();
6164         R_BuildNoTexture();
6165         if (vid.support.arb_texture_cube_map)
6166         {
6167                 R_BuildWhiteCube();
6168                 R_BuildNormalizationCube();
6169         }
6170         r_texture_fogattenuation = NULL;
6171         r_texture_gammaramps = NULL;
6172         //r_texture_fogintensity = NULL;
6173         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6174         memset(&r_waterstate, 0, sizeof(r_waterstate));
6175         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6176         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6177         glslshaderstring = NULL;
6178 #ifdef SUPPORTCG
6179         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6180         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6181         cgshaderstring = NULL;
6182 #endif
6183         memset(&r_svbsp, 0, sizeof (r_svbsp));
6184
6185         r_refdef.fogmasktable_density = 0;
6186 }
6187
6188 void gl_main_shutdown(void)
6189 {
6190         R_AnimCache_Free();
6191         R_FrameData_Reset();
6192
6193         R_Main_FreeViewCache();
6194
6195         if (r_maxqueries)
6196                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6197
6198         r_numqueries = 0;
6199         r_maxqueries = 0;
6200         memset(r_queries, 0, sizeof(r_queries));
6201
6202         r_qwskincache = NULL;
6203         r_qwskincache_size = 0;
6204
6205         // clear out the r_skinframe state
6206         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6207         memset(&r_skinframe, 0, sizeof(r_skinframe));
6208
6209         if (r_svbsp.nodes)
6210                 Mem_Free(r_svbsp.nodes);
6211         memset(&r_svbsp, 0, sizeof (r_svbsp));
6212         R_FreeTexturePool(&r_main_texturepool);
6213         loadingscreentexture = NULL;
6214         r_texture_blanknormalmap = NULL;
6215         r_texture_white = NULL;
6216         r_texture_grey128 = NULL;
6217         r_texture_black = NULL;
6218         r_texture_whitecube = NULL;
6219         r_texture_normalizationcube = NULL;
6220         r_texture_fogattenuation = NULL;
6221         r_texture_gammaramps = NULL;
6222         r_texture_numcubemaps = 0;
6223         //r_texture_fogintensity = NULL;
6224         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6225         memset(&r_waterstate, 0, sizeof(r_waterstate));
6226         R_GLSL_Restart_f();
6227 }
6228
6229 extern void CL_ParseEntityLump(char *entitystring);
6230 void gl_main_newmap(void)
6231 {
6232         // FIXME: move this code to client
6233         int l;
6234         char *entities, entname[MAX_QPATH];
6235         if (r_qwskincache)
6236                 Mem_Free(r_qwskincache);
6237         r_qwskincache = NULL;
6238         r_qwskincache_size = 0;
6239         if (cl.worldmodel)
6240         {
6241                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6242                 l = (int)strlen(entname) - 4;
6243                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6244                 {
6245                         memcpy(entname + l, ".ent", 5);
6246                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6247                         {
6248                                 CL_ParseEntityLump(entities);
6249                                 Mem_Free(entities);
6250                                 return;
6251                         }
6252                 }
6253                 if (cl.worldmodel->brush.entities)
6254                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6255         }
6256         R_Main_FreeViewCache();
6257
6258         R_FrameData_Reset();
6259 }
6260
6261 void GL_Main_Init(void)
6262 {
6263         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6264
6265         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6266         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6267         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6268         if (gamemode == GAME_NEHAHRA)
6269         {
6270                 Cvar_RegisterVariable (&gl_fogenable);
6271                 Cvar_RegisterVariable (&gl_fogdensity);
6272                 Cvar_RegisterVariable (&gl_fogred);
6273                 Cvar_RegisterVariable (&gl_foggreen);
6274                 Cvar_RegisterVariable (&gl_fogblue);
6275                 Cvar_RegisterVariable (&gl_fogstart);
6276                 Cvar_RegisterVariable (&gl_fogend);
6277                 Cvar_RegisterVariable (&gl_skyclip);
6278         }
6279         Cvar_RegisterVariable(&r_motionblur);
6280         Cvar_RegisterVariable(&r_motionblur_maxblur);
6281         Cvar_RegisterVariable(&r_motionblur_bmin);
6282         Cvar_RegisterVariable(&r_motionblur_vmin);
6283         Cvar_RegisterVariable(&r_motionblur_vmax);
6284         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6285         Cvar_RegisterVariable(&r_motionblur_randomize);
6286         Cvar_RegisterVariable(&r_damageblur);
6287         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6288         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6289         Cvar_RegisterVariable(&r_equalize_entities_by);
6290         Cvar_RegisterVariable(&r_equalize_entities_to);
6291         Cvar_RegisterVariable(&r_depthfirst);
6292         Cvar_RegisterVariable(&r_useinfinitefarclip);
6293         Cvar_RegisterVariable(&r_farclip_base);
6294         Cvar_RegisterVariable(&r_farclip_world);
6295         Cvar_RegisterVariable(&r_nearclip);
6296         Cvar_RegisterVariable(&r_showbboxes);
6297         Cvar_RegisterVariable(&r_showsurfaces);
6298         Cvar_RegisterVariable(&r_showtris);
6299         Cvar_RegisterVariable(&r_shownormals);
6300         Cvar_RegisterVariable(&r_showlighting);
6301         Cvar_RegisterVariable(&r_showshadowvolumes);
6302         Cvar_RegisterVariable(&r_showcollisionbrushes);
6303         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6304         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6305         Cvar_RegisterVariable(&r_showdisabledepthtest);
6306         Cvar_RegisterVariable(&r_drawportals);
6307         Cvar_RegisterVariable(&r_drawentities);
6308         Cvar_RegisterVariable(&r_cullentities_trace);
6309         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6310         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6311         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6312         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6313         Cvar_RegisterVariable(&r_drawviewmodel);
6314         Cvar_RegisterVariable(&r_speeds);
6315         Cvar_RegisterVariable(&r_fullbrights);
6316         Cvar_RegisterVariable(&r_wateralpha);
6317         Cvar_RegisterVariable(&r_dynamic);
6318         Cvar_RegisterVariable(&r_fullbright);
6319         Cvar_RegisterVariable(&r_shadows);
6320         Cvar_RegisterVariable(&r_shadows_darken);
6321         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6322         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6323         Cvar_RegisterVariable(&r_shadows_throwdistance);
6324         Cvar_RegisterVariable(&r_shadows_throwdirection);
6325         Cvar_RegisterVariable(&r_shadows_focus);
6326         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6327         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6328         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6329         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6330         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6331         Cvar_RegisterVariable(&r_fog_exp2);
6332         Cvar_RegisterVariable(&r_drawfog);
6333         Cvar_RegisterVariable(&r_transparentdepthmasking);
6334         Cvar_RegisterVariable(&r_texture_dds_load);
6335         Cvar_RegisterVariable(&r_texture_dds_save);
6336         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6337         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6338         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6339         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6340         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6341         Cvar_RegisterVariable(&r_textureunits);
6342         Cvar_RegisterVariable(&gl_combine);
6343         Cvar_RegisterVariable(&r_glsl);
6344         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6345         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6346         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6347         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6348         Cvar_RegisterVariable(&r_glsl_postprocess);
6349         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6350         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6351         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6352         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6353         Cvar_RegisterVariable(&r_water);
6354         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6355         Cvar_RegisterVariable(&r_water_clippingplanebias);
6356         Cvar_RegisterVariable(&r_water_refractdistort);
6357         Cvar_RegisterVariable(&r_water_reflectdistort);
6358         Cvar_RegisterVariable(&r_lerpsprites);
6359         Cvar_RegisterVariable(&r_lerpmodels);
6360         Cvar_RegisterVariable(&r_lerplightstyles);
6361         Cvar_RegisterVariable(&r_waterscroll);
6362         Cvar_RegisterVariable(&r_bloom);
6363         Cvar_RegisterVariable(&r_bloom_colorscale);
6364         Cvar_RegisterVariable(&r_bloom_brighten);
6365         Cvar_RegisterVariable(&r_bloom_blur);
6366         Cvar_RegisterVariable(&r_bloom_resolution);
6367         Cvar_RegisterVariable(&r_bloom_colorexponent);
6368         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6369         Cvar_RegisterVariable(&r_hdr);
6370         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6371         Cvar_RegisterVariable(&r_hdr_glowintensity);
6372         Cvar_RegisterVariable(&r_hdr_range);
6373         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6374         Cvar_RegisterVariable(&developer_texturelogging);
6375         Cvar_RegisterVariable(&gl_lightmaps);
6376         Cvar_RegisterVariable(&r_test);
6377         Cvar_RegisterVariable(&r_batchmode);
6378         Cvar_RegisterVariable(&r_glsl_saturation);
6379         Cvar_RegisterVariable(&r_framedatasize);
6380         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6381                 Cvar_SetValue("r_fullbrights", 0);
6382         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6383
6384         Cvar_RegisterVariable(&r_track_sprites);
6385         Cvar_RegisterVariable(&r_track_sprites_flags);
6386         Cvar_RegisterVariable(&r_track_sprites_scalew);
6387         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6388         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6389         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6390 }
6391
6392 extern void R_Textures_Init(void);
6393 extern void GL_Draw_Init(void);
6394 extern void GL_Main_Init(void);
6395 extern void R_Shadow_Init(void);
6396 extern void R_Sky_Init(void);
6397 extern void GL_Surf_Init(void);
6398 extern void R_Particles_Init(void);
6399 extern void R_Explosion_Init(void);
6400 extern void gl_backend_init(void);
6401 extern void Sbar_Init(void);
6402 extern void R_LightningBeams_Init(void);
6403 extern void Mod_RenderInit(void);
6404 extern void Font_Init(void);
6405
6406 void Render_Init(void)
6407 {
6408         gl_backend_init();
6409         R_Textures_Init();
6410         GL_Main_Init();
6411         Font_Init();
6412         GL_Draw_Init();
6413         R_Shadow_Init();
6414         R_Sky_Init();
6415         GL_Surf_Init();
6416         Sbar_Init();
6417         R_Particles_Init();
6418         R_Explosion_Init();
6419         R_LightningBeams_Init();
6420         Mod_RenderInit();
6421 }
6422
6423 /*
6424 ===============
6425 GL_Init
6426 ===============
6427 */
6428 extern char *ENGINE_EXTENSIONS;
6429 void GL_Init (void)
6430 {
6431         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6432         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6433         gl_version = (const char *)qglGetString(GL_VERSION);
6434         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6435
6436         if (!gl_extensions)
6437                 gl_extensions = "";
6438         if (!gl_platformextensions)
6439                 gl_platformextensions = "";
6440
6441         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6442         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6443         Con_Printf("GL_VERSION: %s\n", gl_version);
6444         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6445         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6446
6447         VID_CheckExtensions();
6448
6449         // LordHavoc: report supported extensions
6450         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6451
6452         // clear to black (loading plaque will be seen over this)
6453         CHECKGLERROR
6454         qglClearColor(0,0,0,1);CHECKGLERROR
6455         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6456 }
6457
6458 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6459 {
6460         int i;
6461         mplane_t *p;
6462         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6463         {
6464                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6465                 if (i == 4)
6466                         continue;
6467                 p = r_refdef.view.frustum + i;
6468                 switch(p->signbits)
6469                 {
6470                 default:
6471                 case 0:
6472                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6473                                 return true;
6474                         break;
6475                 case 1:
6476                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6477                                 return true;
6478                         break;
6479                 case 2:
6480                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6481                                 return true;
6482                         break;
6483                 case 3:
6484                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6485                                 return true;
6486                         break;
6487                 case 4:
6488                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6489                                 return true;
6490                         break;
6491                 case 5:
6492                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6493                                 return true;
6494                         break;
6495                 case 6:
6496                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6497                                 return true;
6498                         break;
6499                 case 7:
6500                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6501                                 return true;
6502                         break;
6503                 }
6504         }
6505         return false;
6506 }
6507
6508 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6509 {
6510         int i;
6511         const mplane_t *p;
6512         for (i = 0;i < numplanes;i++)
6513         {
6514                 p = planes + i;
6515                 switch(p->signbits)
6516                 {
6517                 default:
6518                 case 0:
6519                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6520                                 return true;
6521                         break;
6522                 case 1:
6523                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6524                                 return true;
6525                         break;
6526                 case 2:
6527                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6528                                 return true;
6529                         break;
6530                 case 3:
6531                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6532                                 return true;
6533                         break;
6534                 case 4:
6535                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6536                                 return true;
6537                         break;
6538                 case 5:
6539                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6540                                 return true;
6541                         break;
6542                 case 6:
6543                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6544                                 return true;
6545                         break;
6546                 case 7:
6547                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6548                                 return true;
6549                         break;
6550                 }
6551         }
6552         return false;
6553 }
6554
6555 //==================================================================================
6556
6557 // LordHavoc: this stores temporary data used within the same frame
6558
6559 qboolean r_framedata_failed;
6560 static size_t r_framedata_size;
6561 static size_t r_framedata_current;
6562 static void *r_framedata_base;
6563
6564 void R_FrameData_Reset(void)
6565 {
6566         if (r_framedata_base)
6567                 Mem_Free(r_framedata_base);
6568         r_framedata_base = NULL;
6569         r_framedata_size = 0;
6570         r_framedata_current = 0;
6571         r_framedata_failed = false;
6572 }
6573
6574 void R_FrameData_NewFrame(void)
6575 {
6576         size_t wantedsize;
6577         if (r_framedata_failed)
6578                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6579         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6580         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6581         if (r_framedata_size != wantedsize)
6582         {
6583                 r_framedata_size = wantedsize;
6584                 if (r_framedata_base)
6585                         Mem_Free(r_framedata_base);
6586                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6587         }
6588         r_framedata_current = 0;
6589         r_framedata_failed = false;
6590 }
6591
6592 void *R_FrameData_Alloc(size_t size)
6593 {
6594         void *data;
6595
6596         // align to 16 byte boundary
6597         size = (size + 15) & ~15;
6598         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6599         r_framedata_current += size;
6600
6601         // check overflow
6602         if (r_framedata_current > r_framedata_size)
6603                 r_framedata_failed = true;
6604
6605         // return NULL on everything after a failure
6606         if (r_framedata_failed)
6607                 return NULL;
6608
6609         return data;
6610 }
6611
6612 void *R_FrameData_Store(size_t size, void *data)
6613 {
6614         void *d = R_FrameData_Alloc(size);
6615         if (d)
6616                 memcpy(d, data, size);
6617         return d;
6618 }
6619
6620 //==================================================================================
6621
6622 // LordHavoc: animcache originally written by Echon, rewritten since then
6623
6624 /**
6625  * Animation cache prevents re-generating mesh data for an animated model
6626  * multiple times in one frame for lighting, shadowing, reflections, etc.
6627  */
6628
6629 void R_AnimCache_Free(void)
6630 {
6631 }
6632
6633 void R_AnimCache_ClearCache(void)
6634 {
6635         int i;
6636         entity_render_t *ent;
6637
6638         for (i = 0;i < r_refdef.scene.numentities;i++)
6639         {
6640                 ent = r_refdef.scene.entities[i];
6641                 ent->animcache_vertex3f = NULL;
6642                 ent->animcache_normal3f = NULL;
6643                 ent->animcache_svector3f = NULL;
6644                 ent->animcache_tvector3f = NULL;
6645         }
6646 }
6647
6648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6649 {
6650         dp_model_t *model = ent->model;
6651         int numvertices;
6652         // see if it's already cached this frame
6653         if (ent->animcache_vertex3f)
6654         {
6655                 // add normals/tangents if needed
6656                 if (wantnormals || wanttangents)
6657                 {
6658                         if (ent->animcache_normal3f)
6659                                 wantnormals = false;
6660                         if (ent->animcache_svector3f)
6661                                 wanttangents = false;
6662                         if (wantnormals || wanttangents)
6663                         {
6664                                 numvertices = model->surfmesh.num_vertices;
6665                                 if (wantnormals)
6666                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6667                                 if (wanttangents)
6668                                 {
6669                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6670                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6671                                 }
6672                                 if (!r_framedata_failed)
6673                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6674                         }
6675                 }
6676         }
6677         else
6678         {
6679                 // see if this ent is worth caching
6680                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6681                         return false;
6682                 // get some memory for this entity and generate mesh data
6683                 numvertices = model->surfmesh.num_vertices;
6684                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6685                 if (wantnormals)
6686                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6687                 if (wanttangents)
6688                 {
6689                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6690                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6691                 }
6692                 if (!r_framedata_failed)
6693                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6694         }
6695         return !r_framedata_failed;
6696 }
6697
6698 void R_AnimCache_CacheVisibleEntities(void)
6699 {
6700         int i;
6701         qboolean wantnormals = !r_showsurfaces.integer;
6702         qboolean wanttangents = !r_showsurfaces.integer;
6703
6704         switch(vid.renderpath)
6705         {
6706         case RENDERPATH_GL20:
6707         case RENDERPATH_CGGL:
6708                 break;
6709         case RENDERPATH_GL13:
6710         case RENDERPATH_GL11:
6711                 wanttangents = false;
6712                 break;
6713         }
6714
6715         // TODO: thread this
6716         // NOTE: R_PrepareRTLights() also caches entities
6717
6718         for (i = 0;i < r_refdef.scene.numentities;i++)
6719                 if (r_refdef.viewcache.entityvisible[i])
6720                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6721 }
6722
6723 //==================================================================================
6724
6725 static void R_View_UpdateEntityLighting (void)
6726 {
6727         int i;
6728         entity_render_t *ent;
6729         vec3_t tempdiffusenormal, avg;
6730         vec_t f, fa, fd, fdd;
6731
6732         for (i = 0;i < r_refdef.scene.numentities;i++)
6733         {
6734                 ent = r_refdef.scene.entities[i];
6735
6736                 // skip unseen models
6737                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
6738                         continue;
6739
6740                 // skip bsp models
6741                 if (ent->model && ent->model->brush.num_leafs)
6742                 {
6743                         // TODO: use modellight for r_ambient settings on world?
6744                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6745                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6746                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6747                         continue;
6748                 }
6749
6750                 // fetch the lighting from the worldmodel data
6751                 VectorClear(ent->modellight_ambient);
6752                 VectorClear(ent->modellight_diffuse);
6753                 VectorClear(tempdiffusenormal);
6754                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6755                 {
6756                         vec3_t org;
6757                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6758                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6759                         if(ent->flags & RENDER_EQUALIZE)
6760                         {
6761                                 // first fix up ambient lighting...
6762                                 if(r_equalize_entities_minambient.value > 0)
6763                                 {
6764                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6765                                         if(fd > 0)
6766                                         {
6767                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6768                                                 if(fa < r_equalize_entities_minambient.value * fd)
6769                                                 {
6770                                                         // solve:
6771                                                         //   fa'/fd' = minambient
6772                                                         //   fa'+0.25*fd' = fa+0.25*fd
6773                                                         //   ...
6774                                                         //   fa' = fd' * minambient
6775                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6776                                                         //   ...
6777                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6778                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6779                                                         //   ...
6780                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6781                                                         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
6782                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6783                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6784                                                 }
6785                                         }
6786                                 }
6787
6788                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6789                                 {
6790                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6791                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6792                                         if(f > 0)
6793                                         {
6794                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6795                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6796                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6797                                         }
6798                                 }
6799                         }
6800                 }
6801                 else // highly rare
6802                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6803
6804                 // move the light direction into modelspace coordinates for lighting code
6805                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6806                 if(VectorLength2(ent->modellight_lightdir) == 0)
6807                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6808                 VectorNormalize(ent->modellight_lightdir);
6809         }
6810 }
6811
6812 #define MAX_LINEOFSIGHTTRACES 64
6813
6814 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6815 {
6816         int i;
6817         vec3_t boxmins, boxmaxs;
6818         vec3_t start;
6819         vec3_t end;
6820         dp_model_t *model = r_refdef.scene.worldmodel;
6821
6822         if (!model || !model->brush.TraceLineOfSight)
6823                 return true;
6824
6825         // expand the box a little
6826         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6827         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6828         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6829         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6830         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6831         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6832
6833         // return true if eye is inside enlarged box
6834         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6835                 return true;
6836
6837         // try center
6838         VectorCopy(eye, start);
6839         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6840         if (model->brush.TraceLineOfSight(model, start, end))
6841                 return true;
6842
6843         // try various random positions
6844         for (i = 0;i < numsamples;i++)
6845         {
6846                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6847                 if (model->brush.TraceLineOfSight(model, start, end))
6848                         return true;
6849         }
6850
6851         return false;
6852 }
6853
6854
6855 static void R_View_UpdateEntityVisible (void)
6856 {
6857         int i;
6858         int renderimask;
6859         int samples;
6860         entity_render_t *ent;
6861
6862         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
6863         if (!r_drawviewmodel.integer)
6864                 renderimask |= RENDER_VIEWMODEL;
6865         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6866         {
6867                 // worldmodel can check visibility
6868                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6869                 for (i = 0;i < r_refdef.scene.numentities;i++)
6870                 {
6871                         ent = r_refdef.scene.entities[i];
6872                         if (!(ent->flags & renderimask))
6873                         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)))
6874                         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))
6875                                 r_refdef.viewcache.entityvisible[i] = true;
6876                 }
6877                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6878                 {
6879                         for (i = 0;i < r_refdef.scene.numentities;i++)
6880                         {
6881                                 ent = r_refdef.scene.entities[i];
6882                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6883                                 {
6884                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6885                                         if (samples < 0)
6886                                                 continue; // temp entities do pvs only
6887                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6888                                                 ent->last_trace_visibility = realtime;
6889                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6890                                                 r_refdef.viewcache.entityvisible[i] = 0;
6891                                 }
6892                         }
6893                 }
6894         }
6895         else
6896         {
6897                 // no worldmodel or it can't check visibility
6898                 for (i = 0;i < r_refdef.scene.numentities;i++)
6899                 {
6900                         ent = r_refdef.scene.entities[i];
6901                         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));
6902                 }
6903         }
6904 }
6905
6906 /// only used if skyrendermasked, and normally returns false
6907 int R_DrawBrushModelsSky (void)
6908 {
6909         int i, sky;
6910         entity_render_t *ent;
6911
6912         sky = false;
6913         for (i = 0;i < r_refdef.scene.numentities;i++)
6914         {
6915                 if (!r_refdef.viewcache.entityvisible[i])
6916                         continue;
6917                 ent = r_refdef.scene.entities[i];
6918                 if (!ent->model || !ent->model->DrawSky)
6919                         continue;
6920                 ent->model->DrawSky(ent);
6921                 sky = true;
6922         }
6923         return sky;
6924 }
6925
6926 static void R_DrawNoModel(entity_render_t *ent);
6927 static void R_DrawModels(void)
6928 {
6929         int i;
6930         entity_render_t *ent;
6931
6932         for (i = 0;i < r_refdef.scene.numentities;i++)
6933         {
6934                 if (!r_refdef.viewcache.entityvisible[i])
6935                         continue;
6936                 ent = r_refdef.scene.entities[i];
6937                 r_refdef.stats.entities++;
6938                 if (ent->model && ent->model->Draw != NULL)
6939                         ent->model->Draw(ent);
6940                 else
6941                         R_DrawNoModel(ent);
6942         }
6943 }
6944
6945 static void R_DrawModelsDepth(void)
6946 {
6947         int i;
6948         entity_render_t *ent;
6949
6950         for (i = 0;i < r_refdef.scene.numentities;i++)
6951         {
6952                 if (!r_refdef.viewcache.entityvisible[i])
6953                         continue;
6954                 ent = r_refdef.scene.entities[i];
6955                 if (ent->model && ent->model->DrawDepth != NULL)
6956                         ent->model->DrawDepth(ent);
6957         }
6958 }
6959
6960 static void R_DrawModelsDebug(void)
6961 {
6962         int i;
6963         entity_render_t *ent;
6964
6965         for (i = 0;i < r_refdef.scene.numentities;i++)
6966         {
6967                 if (!r_refdef.viewcache.entityvisible[i])
6968                         continue;
6969                 ent = r_refdef.scene.entities[i];
6970                 if (ent->model && ent->model->DrawDebug != NULL)
6971                         ent->model->DrawDebug(ent);
6972         }
6973 }
6974
6975 static void R_DrawModelsAddWaterPlanes(void)
6976 {
6977         int i;
6978         entity_render_t *ent;
6979
6980         for (i = 0;i < r_refdef.scene.numentities;i++)
6981         {
6982                 if (!r_refdef.viewcache.entityvisible[i])
6983                         continue;
6984                 ent = r_refdef.scene.entities[i];
6985                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6986                         ent->model->DrawAddWaterPlanes(ent);
6987         }
6988 }
6989
6990 static void R_View_SetFrustum(void)
6991 {
6992         int i;
6993         double slopex, slopey;
6994         vec3_t forward, left, up, origin;
6995
6996         // we can't trust r_refdef.view.forward and friends in reflected scenes
6997         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6998
6999 #if 0
7000         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7001         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7002         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7003         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7004         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7005         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7006         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7007         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7008         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7009         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7010         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7011         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7012 #endif
7013
7014 #if 0
7015         zNear = r_refdef.nearclip;
7016         nudge = 1.0 - 1.0 / (1<<23);
7017         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7018         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7019         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7020         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7021         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7022         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7023         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7024         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7025 #endif
7026
7027
7028
7029 #if 0
7030         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7031         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7032         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7033         r_refdef.view.frustum[0].dist = m[15] - m[12];
7034
7035         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7036         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7037         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7038         r_refdef.view.frustum[1].dist = m[15] + m[12];
7039
7040         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7041         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7042         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7043         r_refdef.view.frustum[2].dist = m[15] - m[13];
7044
7045         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7046         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7047         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7048         r_refdef.view.frustum[3].dist = m[15] + m[13];
7049
7050         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7051         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7052         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7053         r_refdef.view.frustum[4].dist = m[15] - m[14];
7054
7055         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7056         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7057         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7058         r_refdef.view.frustum[5].dist = m[15] + m[14];
7059 #endif
7060
7061         if (r_refdef.view.useperspective)
7062         {
7063                 slopex = 1.0 / r_refdef.view.frustum_x;
7064                 slopey = 1.0 / r_refdef.view.frustum_y;
7065                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7066                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7067                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7068                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7069                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7070
7071                 // Leaving those out was a mistake, those were in the old code, and they
7072                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7073                 // I couldn't reproduce it after adding those normalizations. --blub
7074                 VectorNormalize(r_refdef.view.frustum[0].normal);
7075                 VectorNormalize(r_refdef.view.frustum[1].normal);
7076                 VectorNormalize(r_refdef.view.frustum[2].normal);
7077                 VectorNormalize(r_refdef.view.frustum[3].normal);
7078
7079                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7080                 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]);
7081                 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]);
7082                 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]);
7083                 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]);
7084
7085                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7086                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7087                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7088                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7089                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7090         }
7091         else
7092         {
7093                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7094                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7095                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7096                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7097                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7098                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7099                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7100                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7101                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7102                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7103         }
7104         r_refdef.view.numfrustumplanes = 5;
7105
7106         if (r_refdef.view.useclipplane)
7107         {
7108                 r_refdef.view.numfrustumplanes = 6;
7109                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7110         }
7111
7112         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7113                 PlaneClassify(r_refdef.view.frustum + i);
7114
7115         // LordHavoc: note to all quake engine coders, Quake had a special case
7116         // for 90 degrees which assumed a square view (wrong), so I removed it,
7117         // Quake2 has it disabled as well.
7118
7119         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7120         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7121         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7122         //PlaneClassify(&frustum[0]);
7123
7124         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7125         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7126         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7127         //PlaneClassify(&frustum[1]);
7128
7129         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7130         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7131         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7132         //PlaneClassify(&frustum[2]);
7133
7134         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7135         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7136         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7137         //PlaneClassify(&frustum[3]);
7138
7139         // nearclip plane
7140         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7141         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7142         //PlaneClassify(&frustum[4]);
7143 }
7144
7145 void R_View_Update(void)
7146 {
7147         R_Main_ResizeViewCache();
7148         R_View_SetFrustum();
7149         R_View_WorldVisibility(r_refdef.view.useclipplane);
7150         R_View_UpdateEntityVisible();
7151         R_View_UpdateEntityLighting();
7152 }
7153
7154 void R_SetupView(qboolean allowwaterclippingplane)
7155 {
7156         const float *customclipplane = NULL;
7157         float plane[4];
7158         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7159         {
7160                 // LordHavoc: couldn't figure out how to make this approach the
7161                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7162                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7163                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7164                         dist = r_refdef.view.clipplane.dist;
7165                 plane[0] = r_refdef.view.clipplane.normal[0];
7166                 plane[1] = r_refdef.view.clipplane.normal[1];
7167                 plane[2] = r_refdef.view.clipplane.normal[2];
7168                 plane[3] = dist;
7169                 customclipplane = plane;
7170         }
7171
7172         if (!r_refdef.view.useperspective)
7173                 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);
7174         else if (vid.stencil && r_useinfinitefarclip.integer)
7175                 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);
7176         else
7177                 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);
7178         R_SetViewport(&r_refdef.view.viewport);
7179 }
7180
7181 void R_EntityMatrix(const matrix4x4_t *matrix)
7182 {
7183         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7184         {
7185                 gl_modelmatrixchanged = false;
7186                 gl_modelmatrix = *matrix;
7187                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7188                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7189                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7190                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7191                 CHECKGLERROR
7192                 switch(vid.renderpath)
7193                 {
7194                 case RENDERPATH_GL20:
7195                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7196                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7197                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7198                         break;
7199                 case RENDERPATH_CGGL:
7200 #ifdef SUPPORTCG
7201                         CHECKCGERROR
7202                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7203                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7204                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7205 #endif
7206                         break;
7207                 case RENDERPATH_GL13:
7208                 case RENDERPATH_GL11:
7209                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7210                         break;
7211                 }
7212         }
7213 }
7214
7215 void R_ResetViewRendering2D(void)
7216 {
7217         r_viewport_t viewport;
7218         DrawQ_Finish();
7219
7220         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7221         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);
7222         R_SetViewport(&viewport);
7223         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7224         GL_Color(1, 1, 1, 1);
7225         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7226         GL_BlendFunc(GL_ONE, GL_ZERO);
7227         GL_AlphaTest(false);
7228         GL_ScissorTest(false);
7229         GL_DepthMask(false);
7230         GL_DepthRange(0, 1);
7231         GL_DepthTest(false);
7232         R_EntityMatrix(&identitymatrix);
7233         R_Mesh_ResetTextureState();
7234         GL_PolygonOffset(0, 0);
7235         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7236         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7237         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7238         qglStencilMask(~0);CHECKGLERROR
7239         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7240         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7241         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7242 }
7243
7244 void R_ResetViewRendering3D(void)
7245 {
7246         DrawQ_Finish();
7247
7248         R_SetupView(true);
7249         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7250         GL_Color(1, 1, 1, 1);
7251         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7252         GL_BlendFunc(GL_ONE, GL_ZERO);
7253         GL_AlphaTest(false);
7254         GL_ScissorTest(true);
7255         GL_DepthMask(true);
7256         GL_DepthRange(0, 1);
7257         GL_DepthTest(true);
7258         R_EntityMatrix(&identitymatrix);
7259         R_Mesh_ResetTextureState();
7260         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7261         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7262         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7263         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7264         qglStencilMask(~0);CHECKGLERROR
7265         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7266         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7267         GL_CullFace(r_refdef.view.cullface_back);
7268 }
7269
7270 void R_RenderScene(void);
7271 void R_RenderWaterPlanes(void);
7272
7273 static void R_Water_StartFrame(void)
7274 {
7275         int i;
7276         int waterwidth, waterheight, texturewidth, textureheight;
7277         r_waterstate_waterplane_t *p;
7278
7279         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7280                 return;
7281
7282         switch(vid.renderpath)
7283         {
7284         case RENDERPATH_GL20:
7285         case RENDERPATH_CGGL:
7286                 break;
7287         case RENDERPATH_GL13:
7288         case RENDERPATH_GL11:
7289                 return;
7290         }
7291
7292         // set waterwidth and waterheight to the water resolution that will be
7293         // used (often less than the screen resolution for faster rendering)
7294         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7295         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7296
7297         // calculate desired texture sizes
7298         // can't use water if the card does not support the texture size
7299         if (!r_water.integer || r_showsurfaces.integer)
7300                 texturewidth = textureheight = waterwidth = waterheight = 0;
7301         else if (vid.support.arb_texture_non_power_of_two)
7302         {
7303                 texturewidth = waterwidth;
7304                 textureheight = waterheight;
7305         }
7306         else
7307         {
7308                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7309                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7310         }
7311
7312         // allocate textures as needed
7313         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7314         {
7315                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7316                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7317                 {
7318                         if (p->texture_refraction)
7319                                 R_FreeTexture(p->texture_refraction);
7320                         p->texture_refraction = NULL;
7321                         if (p->texture_reflection)
7322                                 R_FreeTexture(p->texture_reflection);
7323                         p->texture_reflection = NULL;
7324                 }
7325                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7326                 r_waterstate.texturewidth = texturewidth;
7327                 r_waterstate.textureheight = textureheight;
7328         }
7329
7330         if (r_waterstate.texturewidth)
7331         {
7332                 r_waterstate.enabled = true;
7333
7334                 // when doing a reduced render (HDR) we want to use a smaller area
7335                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7336                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7337
7338                 // set up variables that will be used in shader setup
7339                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7340                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7341                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7342                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7343         }
7344
7345         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7346         r_waterstate.numwaterplanes = 0;
7347 }
7348
7349 void R_Water_AddWaterPlane(msurface_t *surface)
7350 {
7351         int triangleindex, planeindex;
7352         const int *e;
7353         vec3_t vert[3];
7354         vec3_t normal;
7355         vec3_t center;
7356         mplane_t plane;
7357         r_waterstate_waterplane_t *p;
7358         texture_t *t = R_GetCurrentTexture(surface->texture);
7359         // just use the first triangle with a valid normal for any decisions
7360         VectorClear(normal);
7361         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7362         {
7363                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7364                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7365                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7366                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7367                 if (VectorLength2(normal) >= 0.001)
7368                         break;
7369         }
7370
7371         VectorCopy(normal, plane.normal);
7372         VectorNormalize(plane.normal);
7373         plane.dist = DotProduct(vert[0], plane.normal);
7374         PlaneClassify(&plane);
7375         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7376         {
7377                 // skip backfaces (except if nocullface is set)
7378                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7379                         return;
7380                 VectorNegate(plane.normal, plane.normal);
7381                 plane.dist *= -1;
7382                 PlaneClassify(&plane);
7383         }
7384
7385
7386         // find a matching plane if there is one
7387         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7388                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7389                         break;
7390         if (planeindex >= r_waterstate.maxwaterplanes)
7391                 return; // nothing we can do, out of planes
7392
7393         // if this triangle does not fit any known plane rendered this frame, add one
7394         if (planeindex >= r_waterstate.numwaterplanes)
7395         {
7396                 // store the new plane
7397                 r_waterstate.numwaterplanes++;
7398                 p->plane = plane;
7399                 // clear materialflags and pvs
7400                 p->materialflags = 0;
7401                 p->pvsvalid = false;
7402         }
7403         // merge this surface's materialflags into the waterplane
7404         p->materialflags |= t->currentmaterialflags;
7405         // merge this surface's PVS into the waterplane
7406         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7407         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7408          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7409         {
7410                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7411                 p->pvsvalid = true;
7412         }
7413 }
7414
7415 static void R_Water_ProcessPlanes(void)
7416 {
7417         r_refdef_view_t originalview;
7418         r_refdef_view_t myview;
7419         int planeindex;
7420         r_waterstate_waterplane_t *p;
7421
7422         originalview = r_refdef.view;
7423
7424         // make sure enough textures are allocated
7425         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7426         {
7427                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7428                 {
7429                         if (!p->texture_refraction)
7430                                 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);
7431                         if (!p->texture_refraction)
7432                                 goto error;
7433                 }
7434
7435                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7436                 {
7437                         if (!p->texture_reflection)
7438                                 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);
7439                         if (!p->texture_reflection)
7440                                 goto error;
7441                 }
7442         }
7443
7444         // render views
7445         r_refdef.view = originalview;
7446         r_refdef.view.showdebug = false;
7447         r_refdef.view.width = r_waterstate.waterwidth;
7448         r_refdef.view.height = r_waterstate.waterheight;
7449         r_refdef.view.useclipplane = true;
7450         myview = r_refdef.view;
7451         r_waterstate.renderingscene = true;
7452         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7453         {
7454                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7455                 {
7456                         r_refdef.view = myview;
7457                         // render reflected scene and copy into texture
7458                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7459                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7460                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7461                         r_refdef.view.clipplane = p->plane;
7462                         // reverse the cullface settings for this render
7463                         r_refdef.view.cullface_front = GL_FRONT;
7464                         r_refdef.view.cullface_back = GL_BACK;
7465                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7466                         {
7467                                 r_refdef.view.usecustompvs = true;
7468                                 if (p->pvsvalid)
7469                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7470                                 else
7471                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7472                         }
7473
7474                         R_ResetViewRendering3D();
7475                         R_ClearScreen(r_refdef.fogenabled);
7476                         R_View_Update();
7477                         R_RenderScene();
7478
7479                         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);
7480                 }
7481
7482                 // render the normal view scene and copy into texture
7483                 // (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)
7484                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7485                 {
7486                         r_refdef.view = myview;
7487                         r_refdef.view.clipplane = p->plane;
7488                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7489                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7490                         PlaneClassify(&r_refdef.view.clipplane);
7491
7492                         R_ResetViewRendering3D();
7493                         R_ClearScreen(r_refdef.fogenabled);
7494                         R_View_Update();
7495                         R_RenderScene();
7496
7497                         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);
7498                 }
7499
7500         }
7501         r_waterstate.renderingscene = false;
7502         r_refdef.view = originalview;
7503         R_ResetViewRendering3D();
7504         R_ClearScreen(r_refdef.fogenabled);
7505         R_View_Update();
7506         return;
7507 error:
7508         r_refdef.view = originalview;
7509         r_waterstate.renderingscene = false;
7510         Cvar_SetValueQuick(&r_water, 0);
7511         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7512         return;
7513 }
7514
7515 void R_Bloom_StartFrame(void)
7516 {
7517         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7518
7519         switch(vid.renderpath)
7520         {
7521         case RENDERPATH_GL20:
7522         case RENDERPATH_CGGL:
7523                 break;
7524         case RENDERPATH_GL13:
7525         case RENDERPATH_GL11:
7526                 return;
7527         }
7528
7529         // set bloomwidth and bloomheight to the bloom resolution that will be
7530         // used (often less than the screen resolution for faster rendering)
7531         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7532         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7533         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7534         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7535         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7536
7537         // calculate desired texture sizes
7538         if (vid.support.arb_texture_non_power_of_two)
7539         {
7540                 screentexturewidth = r_refdef.view.width;
7541                 screentextureheight = r_refdef.view.height;
7542                 bloomtexturewidth = r_bloomstate.bloomwidth;
7543                 bloomtextureheight = r_bloomstate.bloomheight;
7544         }
7545         else
7546         {
7547                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7548                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7549                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7550                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7551         }
7552
7553         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))
7554         {
7555                 Cvar_SetValueQuick(&r_hdr, 0);
7556                 Cvar_SetValueQuick(&r_bloom, 0);
7557                 Cvar_SetValueQuick(&r_motionblur, 0);
7558                 Cvar_SetValueQuick(&r_damageblur, 0);
7559         }
7560
7561         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)))
7562                 screentexturewidth = screentextureheight = 0;
7563         if (!r_hdr.integer && !r_bloom.integer)
7564                 bloomtexturewidth = bloomtextureheight = 0;
7565
7566         // allocate textures as needed
7567         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7568         {
7569                 if (r_bloomstate.texture_screen)
7570                         R_FreeTexture(r_bloomstate.texture_screen);
7571                 r_bloomstate.texture_screen = NULL;
7572                 r_bloomstate.screentexturewidth = screentexturewidth;
7573                 r_bloomstate.screentextureheight = screentextureheight;
7574                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7575                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7576         }
7577         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7578         {
7579                 if (r_bloomstate.texture_bloom)
7580                         R_FreeTexture(r_bloomstate.texture_bloom);
7581                 r_bloomstate.texture_bloom = NULL;
7582                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7583                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7584                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7585                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7586         }
7587
7588         // when doing a reduced render (HDR) we want to use a smaller area
7589         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7590         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7591         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7592         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7593         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7594
7595         // set up a texcoord array for the full resolution screen image
7596         // (we have to keep this around to copy back during final render)
7597         r_bloomstate.screentexcoord2f[0] = 0;
7598         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7599         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7600         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7601         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7602         r_bloomstate.screentexcoord2f[5] = 0;
7603         r_bloomstate.screentexcoord2f[6] = 0;
7604         r_bloomstate.screentexcoord2f[7] = 0;
7605
7606         // set up a texcoord array for the reduced resolution bloom image
7607         // (which will be additive blended over the screen image)
7608         r_bloomstate.bloomtexcoord2f[0] = 0;
7609         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7610         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7611         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7612         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7613         r_bloomstate.bloomtexcoord2f[5] = 0;
7614         r_bloomstate.bloomtexcoord2f[6] = 0;
7615         r_bloomstate.bloomtexcoord2f[7] = 0;
7616
7617         if (r_hdr.integer || r_bloom.integer)
7618         {
7619                 r_bloomstate.enabled = true;
7620                 r_bloomstate.hdr = r_hdr.integer != 0;
7621         }
7622
7623         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);
7624 }
7625
7626 void R_Bloom_CopyBloomTexture(float colorscale)
7627 {
7628         r_refdef.stats.bloom++;
7629
7630         // scale down screen texture to the bloom texture size
7631         CHECKGLERROR
7632         R_SetViewport(&r_bloomstate.viewport);
7633         GL_BlendFunc(GL_ONE, GL_ZERO);
7634         GL_Color(colorscale, colorscale, colorscale, 1);
7635         // TODO: optimize with multitexture or GLSL
7636         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7637         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7638         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7639         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7640
7641         // we now have a bloom image in the framebuffer
7642         // copy it into the bloom image texture for later processing
7643         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);
7644         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7645 }
7646
7647 void R_Bloom_CopyHDRTexture(void)
7648 {
7649         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);
7650         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7651 }
7652
7653 void R_Bloom_MakeTexture(void)
7654 {
7655         int x, range, dir;
7656         float xoffset, yoffset, r, brighten;
7657
7658         r_refdef.stats.bloom++;
7659
7660         R_ResetViewRendering2D();
7661         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7662         R_Mesh_ColorPointer(NULL, 0, 0);
7663
7664         // we have a bloom image in the framebuffer
7665         CHECKGLERROR
7666         R_SetViewport(&r_bloomstate.viewport);
7667
7668         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7669         {
7670                 x *= 2;
7671                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7672                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7673                 GL_Color(r, r, r, 1);
7674                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7675                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7676                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7677                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7678
7679                 // copy the vertically blurred bloom view to a texture
7680                 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);
7681                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7682         }
7683
7684         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7685         brighten = r_bloom_brighten.value;
7686         if (r_hdr.integer)
7687                 brighten *= r_hdr_range.value;
7688         brighten = sqrt(brighten);
7689         if(range >= 1)
7690                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7691         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7692         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7693
7694         for (dir = 0;dir < 2;dir++)
7695         {
7696                 // blend on at multiple vertical offsets to achieve a vertical blur
7697                 // TODO: do offset blends using GLSL
7698                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7699                 GL_BlendFunc(GL_ONE, GL_ZERO);
7700                 for (x = -range;x <= range;x++)
7701                 {
7702                         if (!dir){xoffset = 0;yoffset = x;}
7703                         else {xoffset = x;yoffset = 0;}
7704                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7705                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7706                         // compute a texcoord array with the specified x and y offset
7707                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7708                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7709                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7710                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7711                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7712                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7713                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7714                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7715                         // this r value looks like a 'dot' particle, fading sharply to
7716                         // black at the edges
7717                         // (probably not realistic but looks good enough)
7718                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7719                         //r = brighten/(range*2+1);
7720                         r = brighten / (range * 2 + 1);
7721                         if(range >= 1)
7722                                 r *= (1 - x*x/(float)(range*range));
7723                         GL_Color(r, r, r, 1);
7724                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7725                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7726                         GL_BlendFunc(GL_ONE, GL_ONE);
7727                 }
7728
7729                 // copy the vertically blurred bloom view to a texture
7730                 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);
7731                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7732         }
7733
7734         // apply subtract last
7735         // (just like it would be in a GLSL shader)
7736         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7737         {
7738                 GL_BlendFunc(GL_ONE, GL_ZERO);
7739                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7740                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7741                 GL_Color(1, 1, 1, 1);
7742                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7743                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7744
7745                 GL_BlendFunc(GL_ONE, GL_ONE);
7746                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7747                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7748                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7749                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7750                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7751                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7752                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7753
7754                 // copy the darkened bloom view to a texture
7755                 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);
7756                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7757         }
7758 }
7759
7760 void R_HDR_RenderBloomTexture(void)
7761 {
7762         int oldwidth, oldheight;
7763         float oldcolorscale;
7764
7765         oldcolorscale = r_refdef.view.colorscale;
7766         oldwidth = r_refdef.view.width;
7767         oldheight = r_refdef.view.height;
7768         r_refdef.view.width = r_bloomstate.bloomwidth;
7769         r_refdef.view.height = r_bloomstate.bloomheight;
7770
7771         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7772         // TODO: add exposure compensation features
7773         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7774
7775         r_refdef.view.showdebug = false;
7776         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7777
7778         R_ResetViewRendering3D();
7779
7780         R_ClearScreen(r_refdef.fogenabled);
7781         if (r_timereport_active)
7782                 R_TimeReport("HDRclear");
7783
7784         R_View_Update();
7785         if (r_timereport_active)
7786                 R_TimeReport("visibility");
7787
7788         // only do secondary renders with HDR if r_hdr is 2 or higher
7789         r_waterstate.numwaterplanes = 0;
7790         if (r_waterstate.enabled && r_hdr.integer >= 2)
7791                 R_RenderWaterPlanes();
7792
7793         r_refdef.view.showdebug = true;
7794         R_RenderScene();
7795         r_waterstate.numwaterplanes = 0;
7796
7797         R_ResetViewRendering2D();
7798
7799         R_Bloom_CopyHDRTexture();
7800         R_Bloom_MakeTexture();
7801
7802         // restore the view settings
7803         r_refdef.view.width = oldwidth;
7804         r_refdef.view.height = oldheight;
7805         r_refdef.view.colorscale = oldcolorscale;
7806
7807         R_ResetViewRendering3D();
7808
7809         R_ClearScreen(r_refdef.fogenabled);
7810         if (r_timereport_active)
7811                 R_TimeReport("viewclear");
7812 }
7813
7814 static void R_BlendView(void)
7815 {
7816         unsigned int permutation;
7817         float uservecs[4][4];
7818
7819         switch (vid.renderpath)
7820         {
7821         case RENDERPATH_GL20:
7822         case RENDERPATH_CGGL:
7823                 permutation =
7824                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7825                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7826                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7827                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7828                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7829
7830                 if (r_bloomstate.texture_screen)
7831                 {
7832                         // make sure the buffer is available
7833                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7834
7835                         R_ResetViewRendering2D();
7836                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7837                         R_Mesh_ColorPointer(NULL, 0, 0);
7838
7839                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7840                         {
7841                                 // declare variables
7842                                 float speed;
7843                                 static float avgspeed;
7844
7845                                 speed = VectorLength(cl.movement_velocity);
7846
7847                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7848                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7849
7850                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7851                                 speed = bound(0, speed, 1);
7852                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7853
7854                                 // calculate values into a standard alpha
7855                                 cl.motionbluralpha = 1 - exp(-
7856                                                 (
7857                                                  (r_motionblur.value * speed / 80)
7858                                                  +
7859                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7860                                                 )
7861                                                 /
7862                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7863                                            );
7864
7865                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7866                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7867                                 // apply the blur
7868                                 if (cl.motionbluralpha > 0)
7869                                 {
7870                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7871                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7872                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7873                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7874                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7875                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7876                                 }
7877                         }
7878
7879                         // copy view into the screen texture
7880                         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);
7881                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7882                 }
7883                 else if (!r_bloomstate.texture_bloom)
7884                 {
7885                         // we may still have to do view tint...
7886                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7887                         {
7888                                 // apply a color tint to the whole view
7889                                 R_ResetViewRendering2D();
7890                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7891                                 R_Mesh_ColorPointer(NULL, 0, 0);
7892                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7893                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7894                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7895                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7896                         }
7897                         break; // no screen processing, no bloom, skip it
7898                 }
7899
7900                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7901                 {
7902                         // render simple bloom effect
7903                         // copy the screen and shrink it and darken it for the bloom process
7904                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7905                         // make the bloom texture
7906                         R_Bloom_MakeTexture();
7907                 }
7908
7909 #if _MSC_VER >= 1400
7910 #define sscanf sscanf_s
7911 #endif
7912                 memset(uservecs, 0, sizeof(uservecs));
7913                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7914                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7915                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7916                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7917
7918                 R_ResetViewRendering2D();
7919                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7920                 R_Mesh_ColorPointer(NULL, 0, 0);
7921                 GL_Color(1, 1, 1, 1);
7922                 GL_BlendFunc(GL_ONE, GL_ZERO);
7923                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7924                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7925
7926                 switch(vid.renderpath)
7927                 {
7928                 case RENDERPATH_GL20:
7929                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7930                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7931                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7932                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7933                         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]);
7934                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7935                         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]);
7936                         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]);
7937                         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]);
7938                         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]);
7939                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7940                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7941                         break;
7942                 case RENDERPATH_CGGL:
7943 #ifdef SUPPORTCG
7944                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7945                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7946                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7947                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7948                         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
7949                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7950                         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
7951                         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
7952                         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
7953                         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
7954                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7955                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7956 #endif
7957                         break;
7958                 default:
7959                         break;
7960                 }
7961                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7962                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7963                 break;
7964         case RENDERPATH_GL13:
7965         case RENDERPATH_GL11:
7966                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7967                 {
7968                         // apply a color tint to the whole view
7969                         R_ResetViewRendering2D();
7970                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7971                         R_Mesh_ColorPointer(NULL, 0, 0);
7972                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7973                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7974                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7975                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7976                 }
7977                 break;
7978         }
7979 }
7980
7981 matrix4x4_t r_waterscrollmatrix;
7982
7983 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7984 {
7985         if (r_refdef.fog_density)
7986         {
7987                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7988                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7989                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7990
7991                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7992                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7993                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7994                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7995
7996                 {
7997                         vec3_t fogvec;
7998                         VectorCopy(r_refdef.fogcolor, fogvec);
7999                         //   color.rgb *= ContrastBoost * SceneBrightness;
8000                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8001                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8002                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8003                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8004                 }
8005         }
8006 }
8007
8008 void R_UpdateVariables(void)
8009 {
8010         R_Textures_Frame();
8011
8012         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8013
8014         r_refdef.farclip = r_farclip_base.value;
8015         if (r_refdef.scene.worldmodel)
8016                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8017         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8018
8019         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8020                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8021         r_refdef.polygonfactor = 0;
8022         r_refdef.polygonoffset = 0;
8023         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8024         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8025
8026         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8027         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8028         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8029         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8030         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8031         if (r_showsurfaces.integer)
8032         {
8033                 r_refdef.scene.rtworld = false;
8034                 r_refdef.scene.rtworldshadows = false;
8035                 r_refdef.scene.rtdlight = false;
8036                 r_refdef.scene.rtdlightshadows = false;
8037                 r_refdef.lightmapintensity = 0;
8038         }
8039
8040         if (gamemode == GAME_NEHAHRA)
8041         {
8042                 if (gl_fogenable.integer)
8043                 {
8044                         r_refdef.oldgl_fogenable = true;
8045                         r_refdef.fog_density = gl_fogdensity.value;
8046                         r_refdef.fog_red = gl_fogred.value;
8047                         r_refdef.fog_green = gl_foggreen.value;
8048                         r_refdef.fog_blue = gl_fogblue.value;
8049                         r_refdef.fog_alpha = 1;
8050                         r_refdef.fog_start = 0;
8051                         r_refdef.fog_end = gl_skyclip.value;
8052                         r_refdef.fog_height = 1<<30;
8053                         r_refdef.fog_fadedepth = 128;
8054                 }
8055                 else if (r_refdef.oldgl_fogenable)
8056                 {
8057                         r_refdef.oldgl_fogenable = false;
8058                         r_refdef.fog_density = 0;
8059                         r_refdef.fog_red = 0;
8060                         r_refdef.fog_green = 0;
8061                         r_refdef.fog_blue = 0;
8062                         r_refdef.fog_alpha = 0;
8063                         r_refdef.fog_start = 0;
8064                         r_refdef.fog_end = 0;
8065                         r_refdef.fog_height = 1<<30;
8066                         r_refdef.fog_fadedepth = 128;
8067                 }
8068         }
8069
8070         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8071         r_refdef.fog_start = max(0, r_refdef.fog_start);
8072         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8073
8074         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8075
8076         if (r_refdef.fog_density && r_drawfog.integer)
8077         {
8078                 r_refdef.fogenabled = true;
8079                 // this is the point where the fog reaches 0.9986 alpha, which we
8080                 // consider a good enough cutoff point for the texture
8081                 // (0.9986 * 256 == 255.6)
8082                 if (r_fog_exp2.integer)
8083                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8084                 else
8085                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8086                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8087                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8088                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8089                 // fog color was already set
8090                 // update the fog texture
8091                 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)
8092                         R_BuildFogTexture();
8093         }
8094         else
8095                 r_refdef.fogenabled = false;
8096
8097         switch(vid.renderpath)
8098         {
8099         case RENDERPATH_GL20:
8100         case RENDERPATH_CGGL:
8101                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8102                 {
8103                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8104                         {
8105                                 // build GLSL gamma texture
8106 #define RAMPWIDTH 256
8107                                 unsigned short ramp[RAMPWIDTH * 3];
8108                                 unsigned char rampbgr[RAMPWIDTH][4];
8109                                 int i;
8110
8111                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8112
8113                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8114                                 for(i = 0; i < RAMPWIDTH; ++i)
8115                                 {
8116                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8117                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8118                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8119                                         rampbgr[i][3] = 0;
8120                                 }
8121                                 if (r_texture_gammaramps)
8122                                 {
8123                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8124                                 }
8125                                 else
8126                                 {
8127                                         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);
8128                                 }
8129                         }
8130                 }
8131                 else
8132                 {
8133                         // remove GLSL gamma texture
8134                 }
8135                 break;
8136         case RENDERPATH_GL13:
8137         case RENDERPATH_GL11:
8138                 break;
8139         }
8140 }
8141
8142 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8143 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8144 /*
8145 ================
8146 R_SelectScene
8147 ================
8148 */
8149 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8150         if( scenetype != r_currentscenetype ) {
8151                 // store the old scenetype
8152                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8153                 r_currentscenetype = scenetype;
8154                 // move in the new scene
8155                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8156         }
8157 }
8158
8159 /*
8160 ================
8161 R_GetScenePointer
8162 ================
8163 */
8164 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8165 {
8166         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8167         if( scenetype == r_currentscenetype ) {
8168                 return &r_refdef.scene;
8169         } else {
8170                 return &r_scenes_store[ scenetype ];
8171         }
8172 }
8173
8174 /*
8175 ================
8176 R_RenderView
8177 ================
8178 */
8179 void R_RenderView(void)
8180 {
8181         if (r_timereport_active)
8182                 R_TimeReport("start");
8183         r_textureframe++; // used only by R_GetCurrentTexture
8184         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8185
8186         if (!r_drawentities.integer)
8187                 r_refdef.scene.numentities = 0;
8188
8189         R_AnimCache_ClearCache();
8190         R_FrameData_NewFrame();
8191
8192         if (r_refdef.view.isoverlay)
8193         {
8194                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8195                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8196                 R_TimeReport("depthclear");
8197
8198                 r_refdef.view.showdebug = false;
8199
8200                 r_waterstate.enabled = false;
8201                 r_waterstate.numwaterplanes = 0;
8202
8203                 R_RenderScene();
8204
8205                 CHECKGLERROR
8206                 return;
8207         }
8208
8209         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8210                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8211
8212         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8213
8214         // break apart the view matrix into vectors for various purposes
8215         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8216         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8217         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8218         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8219         // make an inverted copy of the view matrix for tracking sprites
8220         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8221
8222         R_Shadow_UpdateWorldLightSelection();
8223
8224         R_Bloom_StartFrame();
8225         R_Water_StartFrame();
8226
8227         CHECKGLERROR
8228         if (r_timereport_active)
8229                 R_TimeReport("viewsetup");
8230
8231         R_ResetViewRendering3D();
8232
8233         if (r_refdef.view.clear || r_refdef.fogenabled)
8234         {
8235                 R_ClearScreen(r_refdef.fogenabled);
8236                 if (r_timereport_active)
8237                         R_TimeReport("viewclear");
8238         }
8239         r_refdef.view.clear = true;
8240
8241         // this produces a bloom texture to be used in R_BlendView() later
8242         if (r_hdr.integer && r_bloomstate.bloomwidth)
8243         {
8244                 R_HDR_RenderBloomTexture();
8245                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8246                 r_textureframe++; // used only by R_GetCurrentTexture
8247         }
8248
8249         r_refdef.view.showdebug = true;
8250
8251         R_View_Update();
8252         if (r_timereport_active)
8253                 R_TimeReport("visibility");
8254
8255         r_waterstate.numwaterplanes = 0;
8256         if (r_waterstate.enabled)
8257                 R_RenderWaterPlanes();
8258
8259         R_RenderScene();
8260         r_waterstate.numwaterplanes = 0;
8261
8262         R_BlendView();
8263         if (r_timereport_active)
8264                 R_TimeReport("blendview");
8265
8266         GL_Scissor(0, 0, vid.width, vid.height);
8267         GL_ScissorTest(false);
8268         CHECKGLERROR
8269 }
8270
8271 void R_RenderWaterPlanes(void)
8272 {
8273         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8274         {
8275                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8276                 if (r_timereport_active)
8277                         R_TimeReport("waterworld");
8278         }
8279
8280         // don't let sound skip if going slow
8281         if (r_refdef.scene.extraupdate)
8282                 S_ExtraUpdate ();
8283
8284         R_DrawModelsAddWaterPlanes();
8285         if (r_timereport_active)
8286                 R_TimeReport("watermodels");
8287
8288         if (r_waterstate.numwaterplanes)
8289         {
8290                 R_Water_ProcessPlanes();
8291                 if (r_timereport_active)
8292                         R_TimeReport("waterscenes");
8293         }
8294 }
8295
8296 extern void R_DrawLightningBeams (void);
8297 extern void VM_CL_AddPolygonsToMeshQueue (void);
8298 extern void R_DrawPortals (void);
8299 extern cvar_t cl_locs_show;
8300 static void R_DrawLocs(void);
8301 static void R_DrawEntityBBoxes(void);
8302 static void R_DrawModelDecals(void);
8303 extern void R_DrawModelShadows(void);
8304 extern void R_DrawModelShadowMaps(void);
8305 extern cvar_t cl_decals_newsystem;
8306 extern qboolean r_shadow_usingdeferredprepass;
8307 void R_RenderScene(void)
8308 {
8309         qboolean shadowmapping = false;
8310
8311         r_refdef.stats.renders++;
8312
8313         R_UpdateFogColor();
8314
8315         // don't let sound skip if going slow
8316         if (r_refdef.scene.extraupdate)
8317                 S_ExtraUpdate ();
8318
8319         R_MeshQueue_BeginScene();
8320
8321         R_SkyStartFrame();
8322
8323         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);
8324
8325         if (cl.csqc_vidvars.drawworld)
8326         {
8327                 // don't let sound skip if going slow
8328                 if (r_refdef.scene.extraupdate)
8329                         S_ExtraUpdate ();
8330
8331                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8332                 {
8333                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8334                         if (r_timereport_active)
8335                                 R_TimeReport("worldsky");
8336                 }
8337
8338                 if (R_DrawBrushModelsSky() && r_timereport_active)
8339                         R_TimeReport("bmodelsky");
8340
8341                 if (skyrendermasked && skyrenderlater)
8342                 {
8343                         // we have to force off the water clipping plane while rendering sky
8344                         R_SetupView(false);
8345                         R_Sky();
8346                         R_SetupView(true);
8347                         if (r_timereport_active)
8348                                 R_TimeReport("sky");
8349                 }
8350         }
8351
8352         R_AnimCache_CacheVisibleEntities();
8353         if (r_timereport_active)
8354                 R_TimeReport("animation");
8355
8356         R_Shadow_PrepareLights();
8357         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8358                 R_Shadow_PrepareModelShadows();
8359         if (r_timereport_active)
8360                 R_TimeReport("preparelights");
8361
8362         if (R_Shadow_ShadowMappingEnabled())
8363                 shadowmapping = true;
8364
8365         if (r_shadow_usingdeferredprepass)
8366                 R_Shadow_DrawPrepass();
8367
8368         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8369         {
8370                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8371                 if (r_timereport_active)
8372                         R_TimeReport("worlddepth");
8373         }
8374         if (r_depthfirst.integer >= 2)
8375         {
8376                 R_DrawModelsDepth();
8377                 if (r_timereport_active)
8378                         R_TimeReport("modeldepth");
8379         }
8380
8381         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8382         {
8383                 R_DrawModelShadowMaps();
8384                 R_ResetViewRendering3D();
8385                 // don't let sound skip if going slow
8386                 if (r_refdef.scene.extraupdate)
8387                         S_ExtraUpdate ();
8388         }
8389
8390         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8391         {
8392                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8393                 if (r_timereport_active)
8394                         R_TimeReport("world");
8395         }
8396
8397         // don't let sound skip if going slow
8398         if (r_refdef.scene.extraupdate)
8399                 S_ExtraUpdate ();
8400
8401         R_DrawModels();
8402         if (r_timereport_active)
8403                 R_TimeReport("models");
8404
8405         // don't let sound skip if going slow
8406         if (r_refdef.scene.extraupdate)
8407                 S_ExtraUpdate ();
8408
8409         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8410         {
8411                 R_DrawModelShadows();
8412                 R_ResetViewRendering3D();
8413                 // don't let sound skip if going slow
8414                 if (r_refdef.scene.extraupdate)
8415                         S_ExtraUpdate ();
8416         }
8417
8418         if (!r_shadow_usingdeferredprepass)
8419         {
8420                 R_Shadow_DrawLights();
8421                 if (r_timereport_active)
8422                         R_TimeReport("rtlights");
8423         }
8424
8425         // don't let sound skip if going slow
8426         if (r_refdef.scene.extraupdate)
8427                 S_ExtraUpdate ();
8428
8429         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8430         {
8431                 R_DrawModelShadows();
8432                 R_ResetViewRendering3D();
8433                 // don't let sound skip if going slow
8434                 if (r_refdef.scene.extraupdate)
8435                         S_ExtraUpdate ();
8436         }
8437
8438         if (cl.csqc_vidvars.drawworld)
8439         {
8440                 if (cl_decals_newsystem.integer)
8441                 {
8442                         R_DrawModelDecals();
8443                         if (r_timereport_active)
8444                                 R_TimeReport("modeldecals");
8445                 }
8446                 else
8447                 {
8448                         R_DrawDecals();
8449                         if (r_timereport_active)
8450                                 R_TimeReport("decals");
8451                 }
8452
8453                 R_DrawParticles();
8454                 if (r_timereport_active)
8455                         R_TimeReport("particles");
8456
8457                 R_DrawExplosions();
8458                 if (r_timereport_active)
8459                         R_TimeReport("explosions");
8460
8461                 R_DrawLightningBeams();
8462                 if (r_timereport_active)
8463                         R_TimeReport("lightning");
8464         }
8465
8466         VM_CL_AddPolygonsToMeshQueue();
8467
8468         if (r_refdef.view.showdebug)
8469         {
8470                 if (cl_locs_show.integer)
8471                 {
8472                         R_DrawLocs();
8473                         if (r_timereport_active)
8474                                 R_TimeReport("showlocs");
8475                 }
8476
8477                 if (r_drawportals.integer)
8478                 {
8479                         R_DrawPortals();
8480                         if (r_timereport_active)
8481                                 R_TimeReport("portals");
8482                 }
8483
8484                 if (r_showbboxes.value > 0)
8485                 {
8486                         R_DrawEntityBBoxes();
8487                         if (r_timereport_active)
8488                                 R_TimeReport("bboxes");
8489                 }
8490         }
8491
8492         R_MeshQueue_RenderTransparent();
8493         if (r_timereport_active)
8494                 R_TimeReport("drawtrans");
8495
8496         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))
8497         {
8498                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8499                 if (r_timereport_active)
8500                         R_TimeReport("worlddebug");
8501                 R_DrawModelsDebug();
8502                 if (r_timereport_active)
8503                         R_TimeReport("modeldebug");
8504         }
8505
8506         if (cl.csqc_vidvars.drawworld)
8507         {
8508                 R_Shadow_DrawCoronas();
8509                 if (r_timereport_active)
8510                         R_TimeReport("coronas");
8511         }
8512
8513         // don't let sound skip if going slow
8514         if (r_refdef.scene.extraupdate)
8515                 S_ExtraUpdate ();
8516
8517         R_ResetViewRendering2D();
8518 }
8519
8520 static const unsigned short bboxelements[36] =
8521 {
8522         5, 1, 3, 5, 3, 7,
8523         6, 2, 0, 6, 0, 4,
8524         7, 3, 2, 7, 2, 6,
8525         4, 0, 1, 4, 1, 5,
8526         4, 5, 7, 4, 7, 6,
8527         1, 0, 2, 1, 2, 3,
8528 };
8529
8530 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8531 {
8532         int i;
8533         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8534
8535         RSurf_ActiveWorldEntity();
8536
8537         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8538         GL_DepthMask(false);
8539         GL_DepthRange(0, 1);
8540         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8541         R_Mesh_ResetTextureState();
8542
8543         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8544         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8545         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8546         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8547         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8548         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8549         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8550         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8551         R_FillColors(color4f, 8, cr, cg, cb, ca);
8552         if (r_refdef.fogenabled)
8553         {
8554                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8555                 {
8556                         f1 = RSurf_FogVertex(v);
8557                         f2 = 1 - f1;
8558                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8559                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8560                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8561                 }
8562         }
8563         R_Mesh_VertexPointer(vertex3f, 0, 0);
8564         R_Mesh_ColorPointer(color4f, 0, 0);
8565         R_Mesh_ResetTextureState();
8566         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8567         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8568 }
8569
8570 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8571 {
8572         int i;
8573         float color[4];
8574         prvm_edict_t *edict;
8575         prvm_prog_t *prog_save = prog;
8576
8577         // this function draws bounding boxes of server entities
8578         if (!sv.active)
8579                 return;
8580
8581         GL_CullFace(GL_NONE);
8582         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8583
8584         prog = 0;
8585         SV_VM_Begin();
8586         for (i = 0;i < numsurfaces;i++)
8587         {
8588                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8589                 switch ((int)edict->fields.server->solid)
8590                 {
8591                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8592                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8593                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8594                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8595                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8596                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8597                 }
8598                 color[3] *= r_showbboxes.value;
8599                 color[3] = bound(0, color[3], 1);
8600                 GL_DepthTest(!r_showdisabledepthtest.integer);
8601                 GL_CullFace(r_refdef.view.cullface_front);
8602                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8603         }
8604         SV_VM_End();
8605         prog = prog_save;
8606 }
8607
8608 static void R_DrawEntityBBoxes(void)
8609 {
8610         int i;
8611         prvm_edict_t *edict;
8612         vec3_t center;
8613         prvm_prog_t *prog_save = prog;
8614
8615         // this function draws bounding boxes of server entities
8616         if (!sv.active)
8617                 return;
8618
8619         prog = 0;
8620         SV_VM_Begin();
8621         for (i = 0;i < prog->num_edicts;i++)
8622         {
8623                 edict = PRVM_EDICT_NUM(i);
8624                 if (edict->priv.server->free)
8625                         continue;
8626                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8627                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8628                         continue;
8629                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8630                         continue;
8631                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8632                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8633         }
8634         SV_VM_End();
8635         prog = prog_save;
8636 }
8637
8638 static const int nomodelelement3i[24] =
8639 {
8640         5, 2, 0,
8641         5, 1, 2,
8642         5, 0, 3,
8643         5, 3, 1,
8644         0, 2, 4,
8645         2, 1, 4,
8646         3, 0, 4,
8647         1, 3, 4
8648 };
8649
8650 static const unsigned short nomodelelement3s[24] =
8651 {
8652         5, 2, 0,
8653         5, 1, 2,
8654         5, 0, 3,
8655         5, 3, 1,
8656         0, 2, 4,
8657         2, 1, 4,
8658         3, 0, 4,
8659         1, 3, 4
8660 };
8661
8662 static const float nomodelvertex3f[6*3] =
8663 {
8664         -16,   0,   0,
8665          16,   0,   0,
8666           0, -16,   0,
8667           0,  16,   0,
8668           0,   0, -16,
8669           0,   0,  16
8670 };
8671
8672 static const float nomodelcolor4f[6*4] =
8673 {
8674         0.0f, 0.0f, 0.5f, 1.0f,
8675         0.0f, 0.0f, 0.5f, 1.0f,
8676         0.0f, 0.5f, 0.0f, 1.0f,
8677         0.0f, 0.5f, 0.0f, 1.0f,
8678         0.5f, 0.0f, 0.0f, 1.0f,
8679         0.5f, 0.0f, 0.0f, 1.0f
8680 };
8681
8682 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8683 {
8684         int i;
8685         float f1, f2, *c;
8686         float color4f[6*4];
8687
8688         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);
8689
8690         // this is only called once per entity so numsurfaces is always 1, and
8691         // surfacelist is always {0}, so this code does not handle batches
8692
8693         if (rsurface.ent_flags & RENDER_ADDITIVE)
8694         {
8695                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8696                 GL_DepthMask(false);
8697         }
8698         else if (rsurface.colormod[3] < 1)
8699         {
8700                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8701                 GL_DepthMask(false);
8702         }
8703         else
8704         {
8705                 GL_BlendFunc(GL_ONE, GL_ZERO);
8706                 GL_DepthMask(true);
8707         }
8708         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8709         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8710         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8711         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8712         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8713         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8714         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8715         R_Mesh_ColorPointer(color4f, 0, 0);
8716         for (i = 0, c = color4f;i < 6;i++, c += 4)
8717         {
8718                 c[0] *= rsurface.colormod[0];
8719                 c[1] *= rsurface.colormod[1];
8720                 c[2] *= rsurface.colormod[2];
8721                 c[3] *= rsurface.colormod[3];
8722         }
8723         if (r_refdef.fogenabled)
8724         {
8725                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8726                 {
8727                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8728                         f2 = 1 - f1;
8729                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8730                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8731                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8732                 }
8733         }
8734         R_Mesh_ResetTextureState();
8735         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8736 }
8737
8738 void R_DrawNoModel(entity_render_t *ent)
8739 {
8740         vec3_t org;
8741         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8742         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8743                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8744         else
8745                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8746 }
8747
8748 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8749 {
8750         vec3_t right1, right2, diff, normal;
8751
8752         VectorSubtract (org2, org1, normal);
8753
8754         // calculate 'right' vector for start
8755         VectorSubtract (r_refdef.view.origin, org1, diff);
8756         CrossProduct (normal, diff, right1);
8757         VectorNormalize (right1);
8758
8759         // calculate 'right' vector for end
8760         VectorSubtract (r_refdef.view.origin, org2, diff);
8761         CrossProduct (normal, diff, right2);
8762         VectorNormalize (right2);
8763
8764         vert[ 0] = org1[0] + width * right1[0];
8765         vert[ 1] = org1[1] + width * right1[1];
8766         vert[ 2] = org1[2] + width * right1[2];
8767         vert[ 3] = org1[0] - width * right1[0];
8768         vert[ 4] = org1[1] - width * right1[1];
8769         vert[ 5] = org1[2] - width * right1[2];
8770         vert[ 6] = org2[0] - width * right2[0];
8771         vert[ 7] = org2[1] - width * right2[1];
8772         vert[ 8] = org2[2] - width * right2[2];
8773         vert[ 9] = org2[0] + width * right2[0];
8774         vert[10] = org2[1] + width * right2[1];
8775         vert[11] = org2[2] + width * right2[2];
8776 }
8777
8778 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)
8779 {
8780         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8781         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8782         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8783         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8784         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8785         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8786         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8787         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8788         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8789         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8790         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8791         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8792 }
8793
8794 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8795 {
8796         int i;
8797         float *vertex3f;
8798         float v[3];
8799         VectorSet(v, x, y, z);
8800         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8801                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8802                         break;
8803         if (i == mesh->numvertices)
8804         {
8805                 if (mesh->numvertices < mesh->maxvertices)
8806                 {
8807                         VectorCopy(v, vertex3f);
8808                         mesh->numvertices++;
8809                 }
8810                 return mesh->numvertices;
8811         }
8812         else
8813                 return i;
8814 }
8815
8816 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8817 {
8818         int i;
8819         int *e, element[3];
8820         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8821         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8822         e = mesh->element3i + mesh->numtriangles * 3;
8823         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8824         {
8825                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8826                 if (mesh->numtriangles < mesh->maxtriangles)
8827                 {
8828                         *e++ = element[0];
8829                         *e++ = element[1];
8830                         *e++ = element[2];
8831                         mesh->numtriangles++;
8832                 }
8833                 element[1] = element[2];
8834         }
8835 }
8836
8837 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8838 {
8839         int i;
8840         int *e, element[3];
8841         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8842         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8843         e = mesh->element3i + mesh->numtriangles * 3;
8844         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8845         {
8846                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8847                 if (mesh->numtriangles < mesh->maxtriangles)
8848                 {
8849                         *e++ = element[0];
8850                         *e++ = element[1];
8851                         *e++ = element[2];
8852                         mesh->numtriangles++;
8853                 }
8854                 element[1] = element[2];
8855         }
8856 }
8857
8858 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8859 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8860 {
8861         int planenum, planenum2;
8862         int w;
8863         int tempnumpoints;
8864         mplane_t *plane, *plane2;
8865         double maxdist;
8866         double temppoints[2][256*3];
8867         // figure out how large a bounding box we need to properly compute this brush
8868         maxdist = 0;
8869         for (w = 0;w < numplanes;w++)
8870                 maxdist = max(maxdist, fabs(planes[w].dist));
8871         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8872         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8873         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8874         {
8875                 w = 0;
8876                 tempnumpoints = 4;
8877                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8878                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8879                 {
8880                         if (planenum2 == planenum)
8881                                 continue;
8882                         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);
8883                         w = !w;
8884                 }
8885                 if (tempnumpoints < 3)
8886                         continue;
8887                 // generate elements forming a triangle fan for this polygon
8888                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8889         }
8890 }
8891
8892 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)
8893 {
8894         texturelayer_t *layer;
8895         layer = t->currentlayers + t->currentnumlayers++;
8896         layer->type = type;
8897         layer->depthmask = depthmask;
8898         layer->blendfunc1 = blendfunc1;
8899         layer->blendfunc2 = blendfunc2;
8900         layer->texture = texture;
8901         layer->texmatrix = *matrix;
8902         layer->color[0] = r;
8903         layer->color[1] = g;
8904         layer->color[2] = b;
8905         layer->color[3] = a;
8906 }
8907
8908 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8909 {
8910         double index, f;
8911         index = parms[2] + r_refdef.scene.time * parms[3];
8912         index -= floor(index);
8913         switch (func)
8914         {
8915         default:
8916         case Q3WAVEFUNC_NONE:
8917         case Q3WAVEFUNC_NOISE:
8918         case Q3WAVEFUNC_COUNT:
8919                 f = 0;
8920                 break;
8921         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8922         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8923         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8924         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8925         case Q3WAVEFUNC_TRIANGLE:
8926                 index *= 4;
8927                 f = index - floor(index);
8928                 if (index < 1)
8929                         f = f;
8930                 else if (index < 2)
8931                         f = 1 - f;
8932                 else if (index < 3)
8933                         f = -f;
8934                 else
8935                         f = -(1 - f);
8936                 break;
8937         }
8938         return (float)(parms[0] + parms[1] * f);
8939 }
8940
8941 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8942 {
8943         int w, h, idx;
8944         float f;
8945         float tcmat[12];
8946         matrix4x4_t matrix, temp;
8947         switch(tcmod->tcmod)
8948         {
8949                 case Q3TCMOD_COUNT:
8950                 case Q3TCMOD_NONE:
8951                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8952                                 matrix = r_waterscrollmatrix;
8953                         else
8954                                 matrix = identitymatrix;
8955                         break;
8956                 case Q3TCMOD_ENTITYTRANSLATE:
8957                         // this is used in Q3 to allow the gamecode to control texcoord
8958                         // scrolling on the entity, which is not supported in darkplaces yet.
8959                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8960                         break;
8961                 case Q3TCMOD_ROTATE:
8962                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8963                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8964                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8965                         break;
8966                 case Q3TCMOD_SCALE:
8967                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8968                         break;
8969                 case Q3TCMOD_SCROLL:
8970                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8971                         break;
8972                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8973                         w = (int) tcmod->parms[0];
8974                         h = (int) tcmod->parms[1];
8975                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8976                         f = f - floor(f);
8977                         idx = (int) floor(f * w * h);
8978                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8979                         break;
8980                 case Q3TCMOD_STRETCH:
8981                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8982                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8983                         break;
8984                 case Q3TCMOD_TRANSFORM:
8985                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8986                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8987                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8988                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8989                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8990                         break;
8991                 case Q3TCMOD_TURBULENT:
8992                         // this is handled in the RSurf_PrepareVertices function
8993                         matrix = identitymatrix;
8994                         break;
8995         }
8996         temp = *texmatrix;
8997         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8998 }
8999
9000 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9001 {
9002         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9003         char name[MAX_QPATH];
9004         skinframe_t *skinframe;
9005         unsigned char pixels[296*194];
9006         strlcpy(cache->name, skinname, sizeof(cache->name));
9007         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9008         if (developer_loading.integer)
9009                 Con_Printf("loading %s\n", name);
9010         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9011         if (!skinframe || !skinframe->base)
9012         {
9013                 unsigned char *f;
9014                 fs_offset_t filesize;
9015                 skinframe = NULL;
9016                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9017                 if (f)
9018                 {
9019                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9020                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9021                         Mem_Free(f);
9022                 }
9023         }
9024         cache->skinframe = skinframe;
9025 }
9026
9027 texture_t *R_GetCurrentTexture(texture_t *t)
9028 {
9029         int i;
9030         const entity_render_t *ent = rsurface.entity;
9031         dp_model_t *model = ent->model;
9032         q3shaderinfo_layer_tcmod_t *tcmod;
9033
9034         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9035                 return t->currentframe;
9036         t->update_lastrenderframe = r_textureframe;
9037         t->update_lastrenderentity = (void *)ent;
9038
9039         // switch to an alternate material if this is a q1bsp animated material
9040         {
9041                 texture_t *texture = t;
9042                 int s = rsurface.ent_skinnum;
9043                 if ((unsigned int)s >= (unsigned int)model->numskins)
9044                         s = 0;
9045                 if (model->skinscenes)
9046                 {
9047                         if (model->skinscenes[s].framecount > 1)
9048                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9049                         else
9050                                 s = model->skinscenes[s].firstframe;
9051                 }
9052                 if (s > 0)
9053                         t = t + s * model->num_surfaces;
9054                 if (t->animated)
9055                 {
9056                         // use an alternate animation if the entity's frame is not 0,
9057                         // and only if the texture has an alternate animation
9058                         if (rsurface.ent_alttextures && t->anim_total[1])
9059                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9060                         else
9061                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9062                 }
9063                 texture->currentframe = t;
9064         }
9065
9066         // update currentskinframe to be a qw skin or animation frame
9067         if (rsurface.ent_qwskin >= 0)
9068         {
9069                 i = rsurface.ent_qwskin;
9070                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9071                 {
9072                         r_qwskincache_size = cl.maxclients;
9073                         if (r_qwskincache)
9074                                 Mem_Free(r_qwskincache);
9075                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9076                 }
9077                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9078                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9079                 t->currentskinframe = r_qwskincache[i].skinframe;
9080                 if (t->currentskinframe == NULL)
9081                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9082         }
9083         else if (t->numskinframes >= 2)
9084                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9085         if (t->backgroundnumskinframes >= 2)
9086                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9087
9088         t->currentmaterialflags = t->basematerialflags;
9089         t->currentalpha = rsurface.colormod[3];
9090         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9091                 t->currentalpha *= r_wateralpha.value;
9092         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9093                 t->currentalpha *= t->r_water_wateralpha;
9094         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9095                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9096         if (!(rsurface.ent_flags & RENDER_LIGHT))
9097                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9098         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9099         {
9100                 // pick a model lighting mode
9101                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9102                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9103                 else
9104                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9105         }
9106         if (rsurface.ent_flags & RENDER_ADDITIVE)
9107                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9108         else if (t->currentalpha < 1)
9109                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9110         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9111                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9112         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9113                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9114         if (t->backgroundnumskinframes)
9115                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9116         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9117         {
9118                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9119                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9120         }
9121         else
9122                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9123         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9124                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9125
9126         // there is no tcmod
9127         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9128         {
9129                 t->currenttexmatrix = r_waterscrollmatrix;
9130                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9131         }
9132         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9133         {
9134                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9135                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9136         }
9137
9138         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9139                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9140         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9141                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9142
9143         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9144         if (t->currentskinframe->qpixels)
9145                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9146         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9147         if (!t->basetexture)
9148                 t->basetexture = r_texture_notexture;
9149         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9150         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9151         t->nmaptexture = t->currentskinframe->nmap;
9152         if (!t->nmaptexture)
9153                 t->nmaptexture = r_texture_blanknormalmap;
9154         t->glosstexture = r_texture_black;
9155         t->glowtexture = t->currentskinframe->glow;
9156         t->fogtexture = t->currentskinframe->fog;
9157         t->reflectmasktexture = t->currentskinframe->reflect;
9158         if (t->backgroundnumskinframes)
9159         {
9160                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9161                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9162                 t->backgroundglosstexture = r_texture_black;
9163                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9164                 if (!t->backgroundnmaptexture)
9165                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9166         }
9167         else
9168         {
9169                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9170                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9171                 t->backgroundglosstexture = r_texture_black;
9172                 t->backgroundglowtexture = NULL;
9173         }
9174         t->specularpower = r_shadow_glossexponent.value;
9175         // TODO: store reference values for these in the texture?
9176         t->specularscale = 0;
9177         if (r_shadow_gloss.integer > 0)
9178         {
9179                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9180                 {
9181                         if (r_shadow_glossintensity.value > 0)
9182                         {
9183                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9184                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9185                                 t->specularscale = r_shadow_glossintensity.value;
9186                         }
9187                 }
9188                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9189                 {
9190                         t->glosstexture = r_texture_white;
9191                         t->backgroundglosstexture = r_texture_white;
9192                         t->specularscale = r_shadow_gloss2intensity.value;
9193                         t->specularpower = r_shadow_gloss2exponent.value;
9194                 }
9195         }
9196         t->specularscale *= t->specularscalemod;
9197         t->specularpower *= t->specularpowermod;
9198
9199         // lightmaps mode looks bad with dlights using actual texturing, so turn
9200         // off the colormap and glossmap, but leave the normalmap on as it still
9201         // accurately represents the shading involved
9202         if (gl_lightmaps.integer)
9203         {
9204                 t->basetexture = r_texture_grey128;
9205                 t->pantstexture = r_texture_black;
9206                 t->shirttexture = r_texture_black;
9207                 t->nmaptexture = r_texture_blanknormalmap;
9208                 t->glosstexture = r_texture_black;
9209                 t->glowtexture = NULL;
9210                 t->fogtexture = NULL;
9211                 t->reflectmasktexture = NULL;
9212                 t->backgroundbasetexture = NULL;
9213                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9214                 t->backgroundglosstexture = r_texture_black;
9215                 t->backgroundglowtexture = NULL;
9216                 t->specularscale = 0;
9217                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9218         }
9219
9220         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9221         VectorClear(t->dlightcolor);
9222         t->currentnumlayers = 0;
9223         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9224         {
9225                 int blendfunc1, blendfunc2;
9226                 qboolean depthmask;
9227                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9228                 {
9229                         blendfunc1 = GL_SRC_ALPHA;
9230                         blendfunc2 = GL_ONE;
9231                 }
9232                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9233                 {
9234                         blendfunc1 = GL_SRC_ALPHA;
9235                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9236                 }
9237                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9238                 {
9239                         blendfunc1 = t->customblendfunc[0];
9240                         blendfunc2 = t->customblendfunc[1];
9241                 }
9242                 else
9243                 {
9244                         blendfunc1 = GL_ONE;
9245                         blendfunc2 = GL_ZERO;
9246                 }
9247                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9248                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9249                 {
9250                         // fullbright is not affected by r_refdef.lightmapintensity
9251                         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]);
9252                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9253                                 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]);
9254                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9255                                 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]);
9256                 }
9257                 else
9258                 {
9259                         vec3_t ambientcolor;
9260                         float colorscale;
9261                         // set the color tint used for lights affecting this surface
9262                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9263                         colorscale = 2;
9264                         // q3bsp has no lightmap updates, so the lightstylevalue that
9265                         // would normally be baked into the lightmap must be
9266                         // applied to the color
9267                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9268                         if (model->type == mod_brushq3)
9269                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9270                         colorscale *= r_refdef.lightmapintensity;
9271                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9272                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9273                         // basic lit geometry
9274                         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]);
9275                         // add pants/shirt if needed
9276                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9277                                 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]);
9278                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9279                                 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]);
9280                         // now add ambient passes if needed
9281                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9282                         {
9283                                 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]);
9284                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9285                                         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]);
9286                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9287                                         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]);
9288                         }
9289                 }
9290                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9291                         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]);
9292                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9293                 {
9294                         // if this is opaque use alpha blend which will darken the earlier
9295                         // passes cheaply.
9296                         //
9297                         // if this is an alpha blended material, all the earlier passes
9298                         // were darkened by fog already, so we only need to add the fog
9299                         // color ontop through the fog mask texture
9300                         //
9301                         // if this is an additive blended material, all the earlier passes
9302                         // were darkened by fog already, and we should not add fog color
9303                         // (because the background was not darkened, there is no fog color
9304                         // that was lost behind it).
9305                         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]);
9306                 }
9307         }
9308
9309         return t->currentframe;
9310 }
9311
9312 rsurfacestate_t rsurface;
9313
9314 void R_Mesh_ResizeArrays(int newvertices)
9315 {
9316         float *base;
9317         if (rsurface.array_size >= newvertices)
9318                 return;
9319         if (rsurface.array_modelvertex3f)
9320                 Mem_Free(rsurface.array_modelvertex3f);
9321         rsurface.array_size = (newvertices + 1023) & ~1023;
9322         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9323         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9324         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9325         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9326         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9327         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9328         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9329         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9330         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9331         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9332         rsurface.array_color4f           = base + rsurface.array_size * 27;
9333         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9334 }
9335
9336 void RSurf_ActiveWorldEntity(void)
9337 {
9338         dp_model_t *model = r_refdef.scene.worldmodel;
9339         //if (rsurface.entity == r_refdef.scene.worldentity)
9340         //      return;
9341         rsurface.entity = r_refdef.scene.worldentity;
9342         rsurface.skeleton = NULL;
9343         rsurface.ent_skinnum = 0;
9344         rsurface.ent_qwskin = -1;
9345         rsurface.ent_shadertime = 0;
9346         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9347         if (rsurface.array_size < model->surfmesh.num_vertices)
9348                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9349         rsurface.matrix = identitymatrix;
9350         rsurface.inversematrix = identitymatrix;
9351         rsurface.matrixscale = 1;
9352         rsurface.inversematrixscale = 1;
9353         R_EntityMatrix(&identitymatrix);
9354         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9355         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9356         rsurface.fograngerecip = r_refdef.fograngerecip;
9357         rsurface.fogheightfade = r_refdef.fogheightfade;
9358         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9359         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9360         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9361         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9362         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9363         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9364         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9365         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9366         rsurface.colormod[3] = 1;
9367         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);
9368         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9369         rsurface.frameblend[0].lerp = 1;
9370         rsurface.ent_alttextures = false;
9371         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9372         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9373         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9374         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9375         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9376         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9377         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9378         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9379         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9380         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9381         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9382         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9383         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9384         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9385         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9386         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9387         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9388         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9389         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9390         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9391         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9392         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9393         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9394         rsurface.modelelement3i = model->surfmesh.data_element3i;
9395         rsurface.modelelement3s = model->surfmesh.data_element3s;
9396         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9397         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9398         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9399         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9400         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9401         rsurface.modelsurfaces = model->data_surfaces;
9402         rsurface.generatedvertex = false;
9403         rsurface.vertex3f  = rsurface.modelvertex3f;
9404         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9405         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9406         rsurface.svector3f = rsurface.modelsvector3f;
9407         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9408         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9409         rsurface.tvector3f = rsurface.modeltvector3f;
9410         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9411         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9412         rsurface.normal3f  = rsurface.modelnormal3f;
9413         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9414         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9415         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9416 }
9417
9418 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9419 {
9420         dp_model_t *model = ent->model;
9421         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9422         //      return;
9423         rsurface.entity = (entity_render_t *)ent;
9424         rsurface.skeleton = ent->skeleton;
9425         rsurface.ent_skinnum = ent->skinnum;
9426         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;
9427         rsurface.ent_shadertime = ent->shadertime;
9428         rsurface.ent_flags = ent->flags;
9429         if (rsurface.array_size < model->surfmesh.num_vertices)
9430                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9431         rsurface.matrix = ent->matrix;
9432         rsurface.inversematrix = ent->inversematrix;
9433         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9434         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9435         R_EntityMatrix(&rsurface.matrix);
9436         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9437         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9438         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9439         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9440         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9441         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9442         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9443         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9444         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9445         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9446         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9447         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9448         rsurface.colormod[3] = ent->alpha;
9449         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9450         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9451         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9452         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9453         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9454         if (ent->model->brush.submodel && !prepass)
9455         {
9456                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9457                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9458         }
9459         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9460         {
9461                 if (ent->animcache_vertex3f && !r_framedata_failed)
9462                 {
9463                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9464                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9465                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9466                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9467                 }
9468                 else if (wanttangents)
9469                 {
9470                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9471                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9472                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9473                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9474                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9475                 }
9476                 else if (wantnormals)
9477                 {
9478                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9479                         rsurface.modelsvector3f = NULL;
9480                         rsurface.modeltvector3f = NULL;
9481                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9482                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9483                 }
9484                 else
9485                 {
9486                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9487                         rsurface.modelsvector3f = NULL;
9488                         rsurface.modeltvector3f = NULL;
9489                         rsurface.modelnormal3f = NULL;
9490                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9491                 }
9492                 rsurface.modelvertex3f_bufferobject = 0;
9493                 rsurface.modelvertex3f_bufferoffset = 0;
9494                 rsurface.modelsvector3f_bufferobject = 0;
9495                 rsurface.modelsvector3f_bufferoffset = 0;
9496                 rsurface.modeltvector3f_bufferobject = 0;
9497                 rsurface.modeltvector3f_bufferoffset = 0;
9498                 rsurface.modelnormal3f_bufferobject = 0;
9499                 rsurface.modelnormal3f_bufferoffset = 0;
9500                 rsurface.generatedvertex = true;
9501         }
9502         else
9503         {
9504                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9505                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9506                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9507                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9508                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9509                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9510                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9511                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9512                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9513                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9514                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9515                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9516                 rsurface.generatedvertex = false;
9517         }
9518         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9519         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9520         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9521         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9522         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9523         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9524         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9525         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9526         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9527         rsurface.modelelement3i = model->surfmesh.data_element3i;
9528         rsurface.modelelement3s = model->surfmesh.data_element3s;
9529         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9530         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9531         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9532         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9533         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9534         rsurface.modelsurfaces = model->data_surfaces;
9535         rsurface.vertex3f  = rsurface.modelvertex3f;
9536         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9537         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9538         rsurface.svector3f = rsurface.modelsvector3f;
9539         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9540         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9541         rsurface.tvector3f = rsurface.modeltvector3f;
9542         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9543         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9544         rsurface.normal3f  = rsurface.modelnormal3f;
9545         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9546         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9547         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9548 }
9549
9550 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)
9551 {
9552         rsurface.entity = r_refdef.scene.worldentity;
9553         rsurface.skeleton = NULL;
9554         rsurface.ent_skinnum = 0;
9555         rsurface.ent_qwskin = -1;
9556         rsurface.ent_shadertime = shadertime;
9557         rsurface.ent_flags = entflags;
9558         rsurface.modelnum_vertices = numvertices;
9559         rsurface.modelnum_triangles = numtriangles;
9560         if (rsurface.array_size < rsurface.modelnum_vertices)
9561                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9562         rsurface.matrix = *matrix;
9563         rsurface.inversematrix = *inversematrix;
9564         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9565         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9566         R_EntityMatrix(&rsurface.matrix);
9567         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9568         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9569         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9570         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9571         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9572         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9573         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9574         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9575         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9576         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9577         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9578         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9579         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);
9580         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9581         rsurface.frameblend[0].lerp = 1;
9582         rsurface.ent_alttextures = false;
9583         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9584         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9585         if (wanttangents)
9586         {
9587                 rsurface.modelvertex3f = vertex3f;
9588                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9589                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9590                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9591         }
9592         else if (wantnormals)
9593         {
9594                 rsurface.modelvertex3f = vertex3f;
9595                 rsurface.modelsvector3f = NULL;
9596                 rsurface.modeltvector3f = NULL;
9597                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9598         }
9599         else
9600         {
9601                 rsurface.modelvertex3f = vertex3f;
9602                 rsurface.modelsvector3f = NULL;
9603                 rsurface.modeltvector3f = NULL;
9604                 rsurface.modelnormal3f = NULL;
9605         }
9606         rsurface.modelvertex3f_bufferobject = 0;
9607         rsurface.modelvertex3f_bufferoffset = 0;
9608         rsurface.modelsvector3f_bufferobject = 0;
9609         rsurface.modelsvector3f_bufferoffset = 0;
9610         rsurface.modeltvector3f_bufferobject = 0;
9611         rsurface.modeltvector3f_bufferoffset = 0;
9612         rsurface.modelnormal3f_bufferobject = 0;
9613         rsurface.modelnormal3f_bufferoffset = 0;
9614         rsurface.generatedvertex = true;
9615         rsurface.modellightmapcolor4f  = color4f;
9616         rsurface.modellightmapcolor4f_bufferobject = 0;
9617         rsurface.modellightmapcolor4f_bufferoffset = 0;
9618         rsurface.modeltexcoordtexture2f  = texcoord2f;
9619         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9620         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9621         rsurface.modeltexcoordlightmap2f  = NULL;
9622         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9623         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9624         rsurface.modelelement3i = element3i;
9625         rsurface.modelelement3s = element3s;
9626         rsurface.modelelement3i_bufferobject = 0;
9627         rsurface.modelelement3s_bufferobject = 0;
9628         rsurface.modellightmapoffsets = NULL;
9629         rsurface.modelsurfaces = NULL;
9630         rsurface.vertex3f  = rsurface.modelvertex3f;
9631         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9632         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9633         rsurface.svector3f = rsurface.modelsvector3f;
9634         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9635         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9636         rsurface.tvector3f = rsurface.modeltvector3f;
9637         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9638         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9639         rsurface.normal3f  = rsurface.modelnormal3f;
9640         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9641         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9642         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9643
9644         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9645         {
9646                 if ((wantnormals || wanttangents) && !normal3f)
9647                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9648                 if (wanttangents && !svector3f)
9649                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9650         }
9651 }
9652
9653 float RSurf_FogPoint(const float *v)
9654 {
9655         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9656         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9657         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9658         float FogHeightFade = r_refdef.fogheightfade;
9659         float fogfrac;
9660         unsigned int fogmasktableindex;
9661         if (r_refdef.fogplaneviewabove)
9662                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9663         else
9664                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9665         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9666         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9667 }
9668
9669 float RSurf_FogVertex(const float *v)
9670 {
9671         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9672         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9673         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9674         float FogHeightFade = rsurface.fogheightfade;
9675         float fogfrac;
9676         unsigned int fogmasktableindex;
9677         if (r_refdef.fogplaneviewabove)
9678                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9679         else
9680                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9681         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9682         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9683 }
9684
9685 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9686 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9687 {
9688         int deformindex;
9689         int texturesurfaceindex;
9690         int i, j;
9691         float amplitude;
9692         float animpos;
9693         float scale;
9694         const float *v1, *in_tc;
9695         float *out_tc;
9696         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9697         float waveparms[4];
9698         q3shaderinfo_deform_t *deform;
9699         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9700         if (rsurface.generatedvertex)
9701         {
9702                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9703                         generatenormals = true;
9704                 for (i = 0;i < Q3MAXDEFORMS;i++)
9705                 {
9706                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9707                         {
9708                                 generatetangents = true;
9709                                 generatenormals = true;
9710                         }
9711                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9712                                 generatenormals = true;
9713                 }
9714                 if (generatenormals && !rsurface.modelnormal3f)
9715                 {
9716                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9717                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9718                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9719                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9720                 }
9721                 if (generatetangents && !rsurface.modelsvector3f)
9722                 {
9723                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9724                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9725                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9726                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9727                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9728                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9729                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9730                 }
9731         }
9732         rsurface.vertex3f  = rsurface.modelvertex3f;
9733         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9734         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9735         rsurface.svector3f = rsurface.modelsvector3f;
9736         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9737         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9738         rsurface.tvector3f = rsurface.modeltvector3f;
9739         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9740         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9741         rsurface.normal3f  = rsurface.modelnormal3f;
9742         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9743         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9744         // if vertices are deformed (sprite flares and things in maps, possibly
9745         // water waves, bulges and other deformations), generate them into
9746         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9747         // (may be static model data or generated data for an animated model, or
9748         //  the previous deform pass)
9749         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9750         {
9751                 switch (deform->deform)
9752                 {
9753                 default:
9754                 case Q3DEFORM_PROJECTIONSHADOW:
9755                 case Q3DEFORM_TEXT0:
9756                 case Q3DEFORM_TEXT1:
9757                 case Q3DEFORM_TEXT2:
9758                 case Q3DEFORM_TEXT3:
9759                 case Q3DEFORM_TEXT4:
9760                 case Q3DEFORM_TEXT5:
9761                 case Q3DEFORM_TEXT6:
9762                 case Q3DEFORM_TEXT7:
9763                 case Q3DEFORM_NONE:
9764                         break;
9765                 case Q3DEFORM_AUTOSPRITE:
9766                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9767                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9768                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9769                         VectorNormalize(newforward);
9770                         VectorNormalize(newright);
9771                         VectorNormalize(newup);
9772                         // make deformed versions of only the model vertices used by the specified surfaces
9773                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9774                         {
9775                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9776                                 // a single autosprite surface can contain multiple sprites...
9777                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9778                                 {
9779                                         VectorClear(center);
9780                                         for (i = 0;i < 4;i++)
9781                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9782                                         VectorScale(center, 0.25f, center);
9783                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9784                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9785                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9786                                         for (i = 0;i < 4;i++)
9787                                         {
9788                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9789                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9790                                         }
9791                                 }
9792                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9793                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9794                         }
9795                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9796                         rsurface.vertex3f_bufferobject = 0;
9797                         rsurface.vertex3f_bufferoffset = 0;
9798                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9799                         rsurface.svector3f_bufferobject = 0;
9800                         rsurface.svector3f_bufferoffset = 0;
9801                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9802                         rsurface.tvector3f_bufferobject = 0;
9803                         rsurface.tvector3f_bufferoffset = 0;
9804                         rsurface.normal3f = rsurface.array_deformednormal3f;
9805                         rsurface.normal3f_bufferobject = 0;
9806                         rsurface.normal3f_bufferoffset = 0;
9807                         break;
9808                 case Q3DEFORM_AUTOSPRITE2:
9809                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9810                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9811                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9812                         VectorNormalize(newforward);
9813                         VectorNormalize(newright);
9814                         VectorNormalize(newup);
9815                         // make deformed versions of only the model vertices used by the specified surfaces
9816                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9817                         {
9818                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9819                                 const float *v1, *v2;
9820                                 vec3_t start, end;
9821                                 float f, l;
9822                                 struct
9823                                 {
9824                                         float length2;
9825                                         const float *v1;
9826                                         const float *v2;
9827                                 }
9828                                 shortest[2];
9829                                 memset(shortest, 0, sizeof(shortest));
9830                                 // a single autosprite surface can contain multiple sprites...
9831                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9832                                 {
9833                                         VectorClear(center);
9834                                         for (i = 0;i < 4;i++)
9835                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9836                                         VectorScale(center, 0.25f, center);
9837                                         // find the two shortest edges, then use them to define the
9838                                         // axis vectors for rotating around the central axis
9839                                         for (i = 0;i < 6;i++)
9840                                         {
9841                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9842                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9843 #if 0
9844                                                 Debug_PolygonBegin(NULL, 0);
9845                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9846                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
9847                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9848                                                 Debug_PolygonEnd();
9849 #endif
9850                                                 l = VectorDistance2(v1, v2);
9851                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9852                                                 if (v1[2] != v2[2])
9853                                                         l += (1.0f / 1024.0f);
9854                                                 if (shortest[0].length2 > l || i == 0)
9855                                                 {
9856                                                         shortest[1] = shortest[0];
9857                                                         shortest[0].length2 = l;
9858                                                         shortest[0].v1 = v1;
9859                                                         shortest[0].v2 = v2;
9860                                                 }
9861                                                 else if (shortest[1].length2 > l || i == 1)
9862                                                 {
9863                                                         shortest[1].length2 = l;
9864                                                         shortest[1].v1 = v1;
9865                                                         shortest[1].v2 = v2;
9866                                                 }
9867                                         }
9868                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9869                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9870 #if 0
9871                                         Debug_PolygonBegin(NULL, 0);
9872                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9873                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
9874                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9875                                         Debug_PolygonEnd();
9876 #endif
9877                                         // this calculates the right vector from the shortest edge
9878                                         // and the up vector from the edge midpoints
9879                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9880                                         VectorNormalize(right);
9881                                         VectorSubtract(end, start, up);
9882                                         VectorNormalize(up);
9883                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9884                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9885                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9886                                         VectorNegate(forward, forward);
9887                                         VectorReflect(forward, 0, up, forward);
9888                                         VectorNormalize(forward);
9889                                         CrossProduct(up, forward, newright);
9890                                         VectorNormalize(newright);
9891 #if 0
9892                                         Debug_PolygonBegin(NULL, 0);
9893                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
9894                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9895                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9896                                         Debug_PolygonEnd();
9897 #endif
9898 #if 0
9899                                         Debug_PolygonBegin(NULL, 0);
9900                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9901                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9902                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9903                                         Debug_PolygonEnd();
9904 #endif
9905                                         // rotate the quad around the up axis vector, this is made
9906                                         // especially easy by the fact we know the quad is flat,
9907                                         // so we only have to subtract the center position and
9908                                         // measure distance along the right vector, and then
9909                                         // multiply that by the newright vector and add back the
9910                                         // center position
9911                                         // we also need to subtract the old position to undo the
9912                                         // displacement from the center, which we do with a
9913                                         // DotProduct, the subtraction/addition of center is also
9914                                         // optimized into DotProducts here
9915                                         l = DotProduct(right, center);
9916                                         for (i = 0;i < 4;i++)
9917                                         {
9918                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9919                                                 f = DotProduct(right, v1) - l;
9920                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9921                                         }
9922                                 }
9923                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
9924                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9925                         }
9926                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9927                         rsurface.vertex3f_bufferobject = 0;
9928                         rsurface.vertex3f_bufferoffset = 0;
9929                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9930                         rsurface.svector3f_bufferobject = 0;
9931                         rsurface.svector3f_bufferoffset = 0;
9932                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9933                         rsurface.tvector3f_bufferobject = 0;
9934                         rsurface.tvector3f_bufferoffset = 0;
9935                         rsurface.normal3f = rsurface.array_deformednormal3f;
9936                         rsurface.normal3f_bufferobject = 0;
9937                         rsurface.normal3f_bufferoffset = 0;
9938                         break;
9939                 case Q3DEFORM_NORMAL:
9940                         // deform the normals to make reflections wavey
9941                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9942                         {
9943                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9944                                 for (j = 0;j < surface->num_vertices;j++)
9945                                 {
9946                                         float vertex[3];
9947                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9948                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9949                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9950                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9951                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9952                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9953                                         VectorNormalize(normal);
9954                                 }
9955                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
9956                         }
9957                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9958                         rsurface.svector3f_bufferobject = 0;
9959                         rsurface.svector3f_bufferoffset = 0;
9960                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9961                         rsurface.tvector3f_bufferobject = 0;
9962                         rsurface.tvector3f_bufferoffset = 0;
9963                         rsurface.normal3f = rsurface.array_deformednormal3f;
9964                         rsurface.normal3f_bufferobject = 0;
9965                         rsurface.normal3f_bufferoffset = 0;
9966                         break;
9967                 case Q3DEFORM_WAVE:
9968                         // deform vertex array to make wavey water and flags and such
9969                         waveparms[0] = deform->waveparms[0];
9970                         waveparms[1] = deform->waveparms[1];
9971                         waveparms[2] = deform->waveparms[2];
9972                         waveparms[3] = deform->waveparms[3];
9973                         // this is how a divisor of vertex influence on deformation
9974                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9975                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9976                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9977                         {
9978                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9979                                 for (j = 0;j < surface->num_vertices;j++)
9980                                 {
9981                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9982                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9983                                         // if the wavefunc depends on time, evaluate it per-vertex
9984                                         if (waveparms[3])
9985                                         {
9986                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9987                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9988                                         }
9989                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9990                                 }
9991                         }
9992                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9993                         rsurface.vertex3f_bufferobject = 0;
9994                         rsurface.vertex3f_bufferoffset = 0;
9995                         break;
9996                 case Q3DEFORM_BULGE:
9997                         // deform vertex array to make the surface have moving bulges
9998                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9999                         {
10000                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10001                                 for (j = 0;j < surface->num_vertices;j++)
10002                                 {
10003                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10004                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10005                                 }
10006                         }
10007                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10008                         rsurface.vertex3f_bufferobject = 0;
10009                         rsurface.vertex3f_bufferoffset = 0;
10010                         break;
10011                 case Q3DEFORM_MOVE:
10012                         // deform vertex array
10013                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10014                         VectorScale(deform->parms, scale, waveparms);
10015                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10016                         {
10017                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10018                                 for (j = 0;j < surface->num_vertices;j++)
10019                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10020                         }
10021                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10022                         rsurface.vertex3f_bufferobject = 0;
10023                         rsurface.vertex3f_bufferoffset = 0;
10024                         break;
10025                 }
10026         }
10027         // generate texcoords based on the chosen texcoord source
10028         switch(rsurface.texture->tcgen.tcgen)
10029         {
10030         default:
10031         case Q3TCGEN_TEXTURE:
10032                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10033                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10034                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10035                 break;
10036         case Q3TCGEN_LIGHTMAP:
10037                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10038                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10039                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10040                 break;
10041         case Q3TCGEN_VECTOR:
10042                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10043                 {
10044                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10045                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10046                         {
10047                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10048                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10049                         }
10050                 }
10051                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10052                 rsurface.texcoordtexture2f_bufferobject  = 0;
10053                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10054                 break;
10055         case Q3TCGEN_ENVIRONMENT:
10056                 // make environment reflections using a spheremap
10057                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10058                 {
10059                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10060                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10061                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10062                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10063                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10064                         {
10065                                 // identical to Q3A's method, but executed in worldspace so
10066                                 // carried models can be shiny too
10067
10068                                 float viewer[3], d, reflected[3], worldreflected[3];
10069
10070                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10071                                 // VectorNormalize(viewer);
10072
10073                                 d = DotProduct(normal, viewer);
10074
10075                                 reflected[0] = normal[0]*2*d - viewer[0];
10076                                 reflected[1] = normal[1]*2*d - viewer[1];
10077                                 reflected[2] = normal[2]*2*d - viewer[2];
10078                                 // note: this is proportinal to viewer, so we can normalize later
10079
10080                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10081                                 VectorNormalize(worldreflected);
10082
10083                                 // note: this sphere map only uses world x and z!
10084                                 // so positive and negative y will LOOK THE SAME.
10085                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10086                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10087                         }
10088                 }
10089                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10090                 rsurface.texcoordtexture2f_bufferobject  = 0;
10091                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10092                 break;
10093         }
10094         // the only tcmod that needs software vertex processing is turbulent, so
10095         // check for it here and apply the changes if needed
10096         // and we only support that as the first one
10097         // (handling a mixture of turbulent and other tcmods would be problematic
10098         //  without punting it entirely to a software path)
10099         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10100         {
10101                 amplitude = rsurface.texture->tcmods[0].parms[1];
10102                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10103                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10104                 {
10105                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10106                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10107                         {
10108                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10109                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10110                         }
10111                 }
10112                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10113                 rsurface.texcoordtexture2f_bufferobject  = 0;
10114                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10115         }
10116         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10117         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10118         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10119         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10120 }
10121
10122 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10123 {
10124         int i, j;
10125         const msurface_t *surface = texturesurfacelist[0];
10126         const msurface_t *surface2;
10127         int firstvertex;
10128         int endvertex;
10129         int numvertices;
10130         int numtriangles;
10131         // TODO: lock all array ranges before render, rather than on each surface
10132         if (texturenumsurfaces == 1)
10133                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10134         else if (r_batchmode.integer == 2)
10135         {
10136                 #define MAXBATCHTRIANGLES 4096
10137                 int batchtriangles = 0;
10138                 static int batchelements[MAXBATCHTRIANGLES*3];
10139                 for (i = 0;i < texturenumsurfaces;i = j)
10140                 {
10141                         surface = texturesurfacelist[i];
10142                         j = i + 1;
10143                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10144                         {
10145                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10146                                 continue;
10147                         }
10148                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10149                         batchtriangles = surface->num_triangles;
10150                         firstvertex = surface->num_firstvertex;
10151                         endvertex = surface->num_firstvertex + surface->num_vertices;
10152                         for (;j < texturenumsurfaces;j++)
10153                         {
10154                                 surface2 = texturesurfacelist[j];
10155                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10156                                         break;
10157                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10158                                 batchtriangles += surface2->num_triangles;
10159                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10160                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10161                         }
10162                         surface2 = texturesurfacelist[j-1];
10163                         numvertices = endvertex - firstvertex;
10164                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10165                 }
10166         }
10167         else if (r_batchmode.integer == 1)
10168         {
10169                 for (i = 0;i < texturenumsurfaces;i = j)
10170                 {
10171                         surface = texturesurfacelist[i];
10172                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10173                                 if (texturesurfacelist[j] != surface2)
10174                                         break;
10175                         surface2 = texturesurfacelist[j-1];
10176                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10177                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10178                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10179                 }
10180         }
10181         else
10182         {
10183                 for (i = 0;i < texturenumsurfaces;i++)
10184                 {
10185                         surface = texturesurfacelist[i];
10186                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10187                 }
10188         }
10189 }
10190
10191 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10192 {
10193         switch(vid.renderpath)
10194         {
10195         case RENDERPATH_CGGL:
10196 #ifdef SUPPORTCG
10197                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10198                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10199 #endif
10200                 break;
10201         case RENDERPATH_GL20:
10202                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10203                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10204                 break;
10205         case RENDERPATH_GL13:
10206         case RENDERPATH_GL11:
10207                 R_Mesh_TexBind(0, surface->lightmaptexture);
10208                 break;
10209         }
10210 }
10211
10212 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10213 {
10214         // pick the closest matching water plane and bind textures
10215         int planeindex, vertexindex;
10216         float d, bestd;
10217         vec3_t vert;
10218         const float *v;
10219         r_waterstate_waterplane_t *p, *bestp;
10220         bestd = 0;
10221         bestp = NULL;
10222         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10223         {
10224                 d = 0;
10225                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10226                 {
10227                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10228                         d += fabs(PlaneDiff(vert, &p->plane));
10229                 }
10230                 if (bestd > d || !bestp)
10231                 {
10232                         bestd = d;
10233                         bestp = p;
10234                 }
10235         }
10236         switch(vid.renderpath)
10237         {
10238         case RENDERPATH_CGGL:
10239 #ifdef SUPPORTCG
10240                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10241                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10242 #endif
10243                 break;
10244         case RENDERPATH_GL20:
10245                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10246                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10247                 break;
10248         case RENDERPATH_GL13:
10249         case RENDERPATH_GL11:
10250                 break;
10251         }
10252 }
10253
10254 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10255 {
10256         int i;
10257         const msurface_t *surface;
10258         if (r_waterstate.renderingscene)
10259                 return;
10260         for (i = 0;i < texturenumsurfaces;i++)
10261         {
10262                 surface = texturesurfacelist[i];
10263                 RSurf_BindLightmapForSurface(surface);
10264                 RSurf_BindReflectionForSurface(surface);
10265                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10266         }
10267 }
10268
10269 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10270 {
10271         int i;
10272         int j;
10273         const msurface_t *surface = texturesurfacelist[0];
10274         const msurface_t *surface2;
10275         int firstvertex;
10276         int endvertex;
10277         int numvertices;
10278         int numtriangles;
10279         if (texturenumsurfaces == 1)
10280         {
10281                 RSurf_BindLightmapForSurface(surface);
10282                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10283         }
10284         else if (r_batchmode.integer == 2)
10285         {
10286 #define MAXBATCHTRIANGLES 4096
10287                 int batchtriangles = 0;
10288                 static int batchelements[MAXBATCHTRIANGLES*3];
10289                 for (i = 0;i < texturenumsurfaces;i = j)
10290                 {
10291                         surface = texturesurfacelist[i];
10292                         RSurf_BindLightmapForSurface(surface);
10293                         j = i + 1;
10294                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10295                         {
10296                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10297                                 continue;
10298                         }
10299                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10300                         batchtriangles = surface->num_triangles;
10301                         firstvertex = surface->num_firstvertex;
10302                         endvertex = surface->num_firstvertex + surface->num_vertices;
10303                         for (;j < texturenumsurfaces;j++)
10304                         {
10305                                 surface2 = texturesurfacelist[j];
10306                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10307                                         break;
10308                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10309                                 batchtriangles += surface2->num_triangles;
10310                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10311                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10312                         }
10313                         surface2 = texturesurfacelist[j-1];
10314                         numvertices = endvertex - firstvertex;
10315                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10316                 }
10317         }
10318         else if (r_batchmode.integer == 1)
10319         {
10320 #if 0
10321                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10322                 for (i = 0;i < texturenumsurfaces;i = j)
10323                 {
10324                         surface = texturesurfacelist[i];
10325                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10326                                 if (texturesurfacelist[j] != surface2)
10327                                         break;
10328                         Con_Printf(" %i", j - i);
10329                 }
10330                 Con_Printf("\n");
10331                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10332 #endif
10333                 for (i = 0;i < texturenumsurfaces;i = j)
10334                 {
10335                         surface = texturesurfacelist[i];
10336                         RSurf_BindLightmapForSurface(surface);
10337                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10338                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10339                                         break;
10340 #if 0
10341                         Con_Printf(" %i", j - i);
10342 #endif
10343                         surface2 = texturesurfacelist[j-1];
10344                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10345                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10346                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10347                 }
10348 #if 0
10349                 Con_Printf("\n");
10350 #endif
10351         }
10352         else
10353         {
10354                 for (i = 0;i < texturenumsurfaces;i++)
10355                 {
10356                         surface = texturesurfacelist[i];
10357                         RSurf_BindLightmapForSurface(surface);
10358                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10359                 }
10360         }
10361 }
10362
10363 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10364 {
10365         int j;
10366         int texturesurfaceindex;
10367         if (r_showsurfaces.integer == 2)
10368         {
10369                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10370                 {
10371                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10372                         for (j = 0;j < surface->num_triangles;j++)
10373                         {
10374                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10375                                 GL_Color(f, f, f, 1);
10376                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10377                         }
10378                 }
10379         }
10380         else
10381         {
10382                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10383                 {
10384                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10385                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10386                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10387                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10388                 }
10389         }
10390 }
10391
10392 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10393 {
10394         int texturesurfaceindex;
10395         int i;
10396         const float *v;
10397         float *c2;
10398         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10399         {
10400                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10401                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10402                 {
10403                         c2[0] = 0.5;
10404                         c2[1] = 0.5;
10405                         c2[2] = 0.5;
10406                         c2[3] = 1;
10407                 }
10408         }
10409         rsurface.lightmapcolor4f = rsurface.array_color4f;
10410         rsurface.lightmapcolor4f_bufferobject = 0;
10411         rsurface.lightmapcolor4f_bufferoffset = 0;
10412 }
10413
10414 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10415 {
10416         int texturesurfaceindex;
10417         int i;
10418         float f;
10419         const float *v;
10420         const float *c;
10421         float *c2;
10422         if (rsurface.lightmapcolor4f)
10423         {
10424                 // generate color arrays for the surfaces in this list
10425                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10426                 {
10427                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10428                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10429                         {
10430                                 f = RSurf_FogVertex(v);
10431                                 c2[0] = c[0] * f;
10432                                 c2[1] = c[1] * f;
10433                                 c2[2] = c[2] * f;
10434                                 c2[3] = c[3];
10435                         }
10436                 }
10437         }
10438         else
10439         {
10440                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10441                 {
10442                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10443                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10444                         {
10445                                 f = RSurf_FogVertex(v);
10446                                 c2[0] = f;
10447                                 c2[1] = f;
10448                                 c2[2] = f;
10449                                 c2[3] = 1;
10450                         }
10451                 }
10452         }
10453         rsurface.lightmapcolor4f = rsurface.array_color4f;
10454         rsurface.lightmapcolor4f_bufferobject = 0;
10455         rsurface.lightmapcolor4f_bufferoffset = 0;
10456 }
10457
10458 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10459 {
10460         int texturesurfaceindex;
10461         int i;
10462         float f;
10463         const float *v;
10464         const float *c;
10465         float *c2;
10466         if (!rsurface.lightmapcolor4f)
10467                 return;
10468         // generate color arrays for the surfaces in this list
10469         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10470         {
10471                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10472                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10473                 {
10474                         f = RSurf_FogVertex(v);
10475                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10476                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10477                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10478                         c2[3] = c[3];
10479                 }
10480         }
10481         rsurface.lightmapcolor4f = rsurface.array_color4f;
10482         rsurface.lightmapcolor4f_bufferobject = 0;
10483         rsurface.lightmapcolor4f_bufferoffset = 0;
10484 }
10485
10486 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10487 {
10488         int texturesurfaceindex;
10489         int i;
10490         const float *c;
10491         float *c2;
10492         if (!rsurface.lightmapcolor4f)
10493                 return;
10494         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10495         {
10496                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10497                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10498                 {
10499                         c2[0] = c[0] * r;
10500                         c2[1] = c[1] * g;
10501                         c2[2] = c[2] * b;
10502                         c2[3] = c[3] * a;
10503                 }
10504         }
10505         rsurface.lightmapcolor4f = rsurface.array_color4f;
10506         rsurface.lightmapcolor4f_bufferobject = 0;
10507         rsurface.lightmapcolor4f_bufferoffset = 0;
10508 }
10509
10510 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10511 {
10512         int texturesurfaceindex;
10513         int i;
10514         const float *c;
10515         float *c2;
10516         if (!rsurface.lightmapcolor4f)
10517                 return;
10518         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10519         {
10520                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10521                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10522                 {
10523                         c2[0] = c[0] + r_refdef.scene.ambient;
10524                         c2[1] = c[1] + r_refdef.scene.ambient;
10525                         c2[2] = c[2] + r_refdef.scene.ambient;
10526                         c2[3] = c[3];
10527                 }
10528         }
10529         rsurface.lightmapcolor4f = rsurface.array_color4f;
10530         rsurface.lightmapcolor4f_bufferobject = 0;
10531         rsurface.lightmapcolor4f_bufferoffset = 0;
10532 }
10533
10534 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10535 {
10536         // TODO: optimize
10537         rsurface.lightmapcolor4f = NULL;
10538         rsurface.lightmapcolor4f_bufferobject = 0;
10539         rsurface.lightmapcolor4f_bufferoffset = 0;
10540         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10541         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10542         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10543         GL_Color(r, g, b, a);
10544         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10545 }
10546
10547 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10548 {
10549         // TODO: optimize applyfog && applycolor case
10550         // just apply fog if necessary, and tint the fog color array if necessary
10551         rsurface.lightmapcolor4f = NULL;
10552         rsurface.lightmapcolor4f_bufferobject = 0;
10553         rsurface.lightmapcolor4f_bufferoffset = 0;
10554         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10555         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10556         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10557         GL_Color(r, g, b, a);
10558         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10559 }
10560
10561 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10562 {
10563         int texturesurfaceindex;
10564         int i;
10565         float *c;
10566         // TODO: optimize
10567         if (texturesurfacelist[0]->lightmapinfo)
10568         {
10569                 // generate color arrays for the surfaces in this list
10570                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10571                 {
10572                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10573                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10574                         {
10575                                 if (surface->lightmapinfo->samples)
10576                                 {
10577                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10578                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10579                                         VectorScale(lm, scale, c);
10580                                         if (surface->lightmapinfo->styles[1] != 255)
10581                                         {
10582                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10583                                                 lm += size3;
10584                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10585                                                 VectorMA(c, scale, lm, c);
10586                                                 if (surface->lightmapinfo->styles[2] != 255)
10587                                                 {
10588                                                         lm += size3;
10589                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10590                                                         VectorMA(c, scale, lm, c);
10591                                                         if (surface->lightmapinfo->styles[3] != 255)
10592                                                         {
10593                                                                 lm += size3;
10594                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10595                                                                 VectorMA(c, scale, lm, c);
10596                                                         }
10597                                                 }
10598                                         }
10599                                 }
10600                                 else
10601                                         VectorClear(c);
10602                                 c[3] = 1;
10603                         }
10604                 }
10605                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10606                 rsurface.lightmapcolor4f_bufferobject = 0;
10607                 rsurface.lightmapcolor4f_bufferoffset = 0;
10608         }
10609         else
10610         {
10611                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10612                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10613                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10614         }
10615         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10616         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10617         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10618         GL_Color(r, g, b, a);
10619         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10620 }
10621
10622 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10623 {
10624         int texturesurfaceindex;
10625         int i;
10626         float f;
10627         float alpha;
10628         const float *v;
10629         const float *n;
10630         float *c;
10631         vec3_t ambientcolor;
10632         vec3_t diffusecolor;
10633         vec3_t lightdir;
10634         // TODO: optimize
10635         // model lighting
10636         VectorCopy(rsurface.modellight_lightdir, lightdir);
10637         f = 0.5f * r_refdef.lightmapintensity;
10638         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10639         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10640         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10641         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10642         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10643         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10644         alpha = *a;
10645         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10646         {
10647                 // generate color arrays for the surfaces in this list
10648                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10649                 {
10650                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10651                         int numverts = surface->num_vertices;
10652                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10653                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10654                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10655                         // q3-style directional shading
10656                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10657                         {
10658                                 if ((f = DotProduct(n, lightdir)) > 0)
10659                                         VectorMA(ambientcolor, f, diffusecolor, c);
10660                                 else
10661                                         VectorCopy(ambientcolor, c);
10662                                 c[3] = alpha;
10663                         }
10664                 }
10665                 *r = 1;
10666                 *g = 1;
10667                 *b = 1;
10668                 *a = 1;
10669                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10670                 rsurface.lightmapcolor4f_bufferobject = 0;
10671                 rsurface.lightmapcolor4f_bufferoffset = 0;
10672                 *applycolor = false;
10673         }
10674         else
10675         {
10676                 *r = ambientcolor[0];
10677                 *g = ambientcolor[1];
10678                 *b = ambientcolor[2];
10679                 rsurface.lightmapcolor4f = NULL;
10680                 rsurface.lightmapcolor4f_bufferobject = 0;
10681                 rsurface.lightmapcolor4f_bufferoffset = 0;
10682         }
10683 }
10684
10685 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10686 {
10687         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10688         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10689         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10690         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10691         GL_Color(r, g, b, a);
10692         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10693 }
10694
10695 void RSurf_SetupDepthAndCulling(void)
10696 {
10697         // submodels are biased to avoid z-fighting with world surfaces that they
10698         // may be exactly overlapping (avoids z-fighting artifacts on certain
10699         // doors and things in Quake maps)
10700         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10701         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10702         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10703         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10704 }
10705
10706 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10707 {
10708         // transparent sky would be ridiculous
10709         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10710                 return;
10711         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10712         skyrenderlater = true;
10713         RSurf_SetupDepthAndCulling();
10714         GL_DepthMask(true);
10715         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10716         // skymasking on them, and Quake3 never did sky masking (unlike
10717         // software Quake and software Quake2), so disable the sky masking
10718         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10719         // and skymasking also looks very bad when noclipping outside the
10720         // level, so don't use it then either.
10721         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10722         {
10723                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10724                 R_Mesh_ColorPointer(NULL, 0, 0);
10725                 R_Mesh_ResetTextureState();
10726                 if (skyrendermasked)
10727                 {
10728                         R_SetupShader_DepthOrShadow();
10729                         // depth-only (masking)
10730                         GL_ColorMask(0,0,0,0);
10731                         // just to make sure that braindead drivers don't draw
10732                         // anything despite that colormask...
10733                         GL_BlendFunc(GL_ZERO, GL_ONE);
10734                 }
10735                 else
10736                 {
10737                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10738                         // fog sky
10739                         GL_BlendFunc(GL_ONE, GL_ZERO);
10740                 }
10741                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10742                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10743                 if (skyrendermasked)
10744                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10745         }
10746         R_Mesh_ResetTextureState();
10747         GL_Color(1, 1, 1, 1);
10748 }
10749
10750 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10751 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10752 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10753 {
10754         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10755                 return;
10756         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10757         if (prepass)
10758         {
10759                 // render screenspace normalmap to texture
10760                 GL_DepthMask(true);
10761                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10762                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10763         }
10764         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10765         {
10766                 // render water or distortion background, then blend surface on top
10767                 GL_DepthMask(true);
10768                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10769                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10770                 GL_DepthMask(false);
10771                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10772                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10773                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10774                 else
10775                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10776         }
10777         else
10778         {
10779                 // render surface normally
10780                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10781                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10782                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10783                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10784                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10785                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10786                 else
10787                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10788         }
10789 }
10790
10791 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10792 {
10793         // OpenGL 1.3 path - anything not completely ancient
10794         int texturesurfaceindex;
10795         qboolean applycolor;
10796         qboolean applyfog;
10797         int layerindex;
10798         const texturelayer_t *layer;
10799         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10800
10801         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10802         {
10803                 vec4_t layercolor;
10804                 int layertexrgbscale;
10805                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10806                 {
10807                         if (layerindex == 0)
10808                                 GL_AlphaTest(true);
10809                         else
10810                         {
10811                                 GL_AlphaTest(false);
10812                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10813                         }
10814                 }
10815                 GL_DepthMask(layer->depthmask && writedepth);
10816                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10817                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10818                 {
10819                         layertexrgbscale = 4;
10820                         VectorScale(layer->color, 0.25f, layercolor);
10821                 }
10822                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10823                 {
10824                         layertexrgbscale = 2;
10825                         VectorScale(layer->color, 0.5f, layercolor);
10826                 }
10827                 else
10828                 {
10829                         layertexrgbscale = 1;
10830                         VectorScale(layer->color, 1.0f, layercolor);
10831                 }
10832                 layercolor[3] = layer->color[3];
10833                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10834                 R_Mesh_ColorPointer(NULL, 0, 0);
10835                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10836                 switch (layer->type)
10837                 {
10838                 case TEXTURELAYERTYPE_LITTEXTURE:
10839                         // single-pass lightmapped texture with 2x rgbscale
10840                         R_Mesh_TexBind(0, r_texture_white);
10841                         R_Mesh_TexMatrix(0, NULL);
10842                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10843                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10844                         R_Mesh_TexBind(1, layer->texture);
10845                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10846                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10847                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10848                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10849                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10850                         else if (rsurface.uselightmaptexture)
10851                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10852                         else
10853                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10854                         break;
10855                 case TEXTURELAYERTYPE_TEXTURE:
10856                         // singletexture unlit texture with transparency support
10857                         R_Mesh_TexBind(0, layer->texture);
10858                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10859                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10860                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10861                         R_Mesh_TexBind(1, 0);
10862                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10863                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10864                         break;
10865                 case TEXTURELAYERTYPE_FOG:
10866                         // singletexture fogging
10867                         if (layer->texture)
10868                         {
10869                                 R_Mesh_TexBind(0, layer->texture);
10870                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10871                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10872                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10873                         }
10874                         else
10875                         {
10876                                 R_Mesh_TexBind(0, 0);
10877                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10878                         }
10879                         R_Mesh_TexBind(1, 0);
10880                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10881                         // generate a color array for the fog pass
10882                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10883                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10884                         {
10885                                 int i;
10886                                 float f;
10887                                 const float *v;
10888                                 float *c;
10889                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10890                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
10891                                 {
10892                                         f = 1 - RSurf_FogVertex(v);
10893                                         c[0] = layercolor[0];
10894                                         c[1] = layercolor[1];
10895                                         c[2] = layercolor[2];
10896                                         c[3] = f * layercolor[3];
10897                                 }
10898                         }
10899                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10900                         break;
10901                 default:
10902                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10903                 }
10904         }
10905         CHECKGLERROR
10906         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10907         {
10908                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10909                 GL_AlphaTest(false);
10910         }
10911 }
10912
10913 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10914 {
10915         // OpenGL 1.1 - crusty old voodoo path
10916         int texturesurfaceindex;
10917         qboolean applyfog;
10918         int layerindex;
10919         const texturelayer_t *layer;
10920         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10921
10922         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10923         {
10924                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10925                 {
10926                         if (layerindex == 0)
10927                                 GL_AlphaTest(true);
10928                         else
10929                         {
10930                                 GL_AlphaTest(false);
10931                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10932                         }
10933                 }
10934                 GL_DepthMask(layer->depthmask && writedepth);
10935                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10936                 R_Mesh_ColorPointer(NULL, 0, 0);
10937                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10938                 switch (layer->type)
10939                 {
10940                 case TEXTURELAYERTYPE_LITTEXTURE:
10941                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10942                         {
10943                                 // two-pass lit texture with 2x rgbscale
10944                                 // first the lightmap pass
10945                                 R_Mesh_TexBind(0, r_texture_white);
10946                                 R_Mesh_TexMatrix(0, NULL);
10947                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10948                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10949                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10950                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10951                                 else if (rsurface.uselightmaptexture)
10952                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10953                                 else
10954                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10955                                 // then apply the texture to it
10956                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10957                                 R_Mesh_TexBind(0, layer->texture);
10958                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10959                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10960                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10961                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10962                         }
10963                         else
10964                         {
10965                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10966                                 R_Mesh_TexBind(0, layer->texture);
10967                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10968                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10969                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10970                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10971                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10972                                 else
10973                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10974                         }
10975                         break;
10976                 case TEXTURELAYERTYPE_TEXTURE:
10977                         // singletexture unlit texture with transparency support
10978                         R_Mesh_TexBind(0, layer->texture);
10979                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10980                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10981                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10982                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10983                         break;
10984                 case TEXTURELAYERTYPE_FOG:
10985                         // singletexture fogging
10986                         if (layer->texture)
10987                         {
10988                                 R_Mesh_TexBind(0, layer->texture);
10989                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10990                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10991                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10992                         }
10993                         else
10994                         {
10995                                 R_Mesh_TexBind(0, 0);
10996                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10997                         }
10998                         // generate a color array for the fog pass
10999                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11000                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11001                         {
11002                                 int i;
11003                                 float f;
11004                                 const float *v;
11005                                 float *c;
11006                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11007                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11008                                 {
11009                                         f = 1 - RSurf_FogVertex(v);
11010                                         c[0] = layer->color[0];
11011                                         c[1] = layer->color[1];
11012                                         c[2] = layer->color[2];
11013                                         c[3] = f * layer->color[3];
11014                                 }
11015                         }
11016                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11017                         break;
11018                 default:
11019                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11020                 }
11021         }
11022         CHECKGLERROR
11023         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11024         {
11025                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11026                 GL_AlphaTest(false);
11027         }
11028 }
11029
11030 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11031 {
11032         float c[4];
11033
11034         GL_AlphaTest(false);
11035         R_Mesh_ColorPointer(NULL, 0, 0);
11036         R_Mesh_ResetTextureState();
11037         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11038
11039         if(rsurface.texture && rsurface.texture->currentskinframe)
11040         {
11041                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11042                 c[3] *= rsurface.texture->currentalpha;
11043         }
11044         else
11045         {
11046                 c[0] = 1;
11047                 c[1] = 0;
11048                 c[2] = 1;
11049                 c[3] = 1;
11050         }
11051
11052         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11053         {
11054                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11055                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11056                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11057         }
11058
11059         // brighten it up (as texture value 127 means "unlit")
11060         c[0] *= 2 * r_refdef.view.colorscale;
11061         c[1] *= 2 * r_refdef.view.colorscale;
11062         c[2] *= 2 * r_refdef.view.colorscale;
11063
11064         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11065                 c[3] *= r_wateralpha.value;
11066
11067         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11068         {
11069                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11070                 GL_DepthMask(false);
11071         }
11072         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11073         {
11074                 GL_BlendFunc(GL_ONE, GL_ONE);
11075                 GL_DepthMask(false);
11076         }
11077         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11078         {
11079                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11080                 GL_DepthMask(false);
11081         }
11082         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11083         {
11084                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11085                 GL_DepthMask(false);
11086         }
11087         else
11088         {
11089                 GL_BlendFunc(GL_ONE, GL_ZERO);
11090                 GL_DepthMask(writedepth);
11091         }
11092
11093         rsurface.lightmapcolor4f = NULL;
11094
11095         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11096         {
11097                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11098
11099                 rsurface.lightmapcolor4f = NULL;
11100                 rsurface.lightmapcolor4f_bufferobject = 0;
11101                 rsurface.lightmapcolor4f_bufferoffset = 0;
11102         }
11103         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11104         {
11105                 qboolean applycolor = true;
11106                 float one = 1.0;
11107
11108                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11109
11110                 r_refdef.lightmapintensity = 1;
11111                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11112                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11113         }
11114         else
11115         {
11116                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11117
11118                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11119                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11120                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11121         }
11122
11123         if(!rsurface.lightmapcolor4f)
11124                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11125
11126         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11127         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11128         if(r_refdef.fogenabled)
11129                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11130
11131         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11132         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11133 }
11134
11135 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11136 {
11137         CHECKGLERROR
11138         RSurf_SetupDepthAndCulling();
11139         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11140         {
11141                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11142                 return;
11143         }
11144         switch (vid.renderpath)
11145         {
11146         case RENDERPATH_GL20:
11147         case RENDERPATH_CGGL:
11148                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11149                 break;
11150         case RENDERPATH_GL13:
11151                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11152                 break;
11153         case RENDERPATH_GL11:
11154                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11155                 break;
11156         }
11157         CHECKGLERROR
11158 }
11159
11160 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11161 {
11162         CHECKGLERROR
11163         RSurf_SetupDepthAndCulling();
11164         if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11165         {
11166                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11167                 return;
11168         }
11169         switch (vid.renderpath)
11170         {
11171         case RENDERPATH_GL20:
11172         case RENDERPATH_CGGL:
11173                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11174                 break;
11175         case RENDERPATH_GL13:
11176                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11177                 break;
11178         case RENDERPATH_GL11:
11179                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11180                 break;
11181         }
11182         CHECKGLERROR
11183 }
11184
11185 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11186 {
11187         int i, j;
11188         int texturenumsurfaces, endsurface;
11189         texture_t *texture;
11190         const msurface_t *surface;
11191         const msurface_t *texturesurfacelist[256];
11192
11193         // if the model is static it doesn't matter what value we give for
11194         // wantnormals and wanttangents, so this logic uses only rules applicable
11195         // to a model, knowing that they are meaningless otherwise
11196         if (ent == r_refdef.scene.worldentity)
11197                 RSurf_ActiveWorldEntity();
11198         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11199                 RSurf_ActiveModelEntity(ent, false, false, false);
11200         else
11201         {
11202                 switch (vid.renderpath)
11203                 {
11204                 case RENDERPATH_GL20:
11205                 case RENDERPATH_CGGL:
11206                         RSurf_ActiveModelEntity(ent, true, true, false);
11207                         break;
11208                 case RENDERPATH_GL13:
11209                 case RENDERPATH_GL11:
11210                         RSurf_ActiveModelEntity(ent, true, false, false);
11211                         break;
11212                 }
11213         }
11214
11215         if (r_transparentdepthmasking.integer)
11216         {
11217                 qboolean setup = false;
11218                 for (i = 0;i < numsurfaces;i = j)
11219                 {
11220                         j = i + 1;
11221                         surface = rsurface.modelsurfaces + surfacelist[i];
11222                         texture = surface->texture;
11223                         rsurface.texture = R_GetCurrentTexture(texture);
11224                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11225                         // scan ahead until we find a different texture
11226                         endsurface = min(i + 1024, numsurfaces);
11227                         texturenumsurfaces = 0;
11228                         texturesurfacelist[texturenumsurfaces++] = surface;
11229                         for (;j < endsurface;j++)
11230                         {
11231                                 surface = rsurface.modelsurfaces + surfacelist[j];
11232                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11233                                         break;
11234                                 texturesurfacelist[texturenumsurfaces++] = surface;
11235                         }
11236                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11237                                 continue;
11238                         // render the range of surfaces as depth
11239                         if (!setup)
11240                         {
11241                                 setup = true;
11242                                 GL_ColorMask(0,0,0,0);
11243                                 GL_Color(1,1,1,1);
11244                                 GL_DepthTest(true);
11245                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11246                                 GL_DepthMask(true);
11247                                 GL_AlphaTest(false);
11248                                 R_Mesh_ColorPointer(NULL, 0, 0);
11249                                 R_Mesh_ResetTextureState();
11250                                 R_SetupShader_DepthOrShadow();
11251                         }
11252                         RSurf_SetupDepthAndCulling();
11253                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11254                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11255                 }
11256                 if (setup)
11257                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11258         }
11259
11260         for (i = 0;i < numsurfaces;i = j)
11261         {
11262                 j = i + 1;
11263                 surface = rsurface.modelsurfaces + surfacelist[i];
11264                 texture = surface->texture;
11265                 rsurface.texture = R_GetCurrentTexture(texture);
11266                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11267                 // scan ahead until we find a different texture
11268                 endsurface = min(i + 1024, numsurfaces);
11269                 texturenumsurfaces = 0;
11270                 texturesurfacelist[texturenumsurfaces++] = surface;
11271                 for (;j < endsurface;j++)
11272                 {
11273                         surface = rsurface.modelsurfaces + surfacelist[j];
11274                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11275                                 break;
11276                         texturesurfacelist[texturenumsurfaces++] = surface;
11277                 }
11278                 // render the range of surfaces
11279                 if (ent == r_refdef.scene.worldentity)
11280                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11281                 else
11282                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11283         }
11284         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11285         GL_AlphaTest(false);
11286 }
11287
11288 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11289 {
11290         // transparent surfaces get pushed off into the transparent queue
11291         int surfacelistindex;
11292         const msurface_t *surface;
11293         vec3_t tempcenter, center;
11294         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11295         {
11296                 surface = texturesurfacelist[surfacelistindex];
11297                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11298                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11299                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11300                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11301                 if (queueentity->transparent_offset) // transparent offset
11302                 {
11303                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11304                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11305                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11306                 }
11307                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11308         }
11309 }
11310
11311 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11312 {
11313         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11314         CHECKGLERROR
11315         if (depthonly)
11316         {
11317                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11318                         return;
11319                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11320                         return;
11321                 RSurf_SetupDepthAndCulling();
11322                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11323                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11324         }
11325         else if (prepass)
11326         {
11327                 if (!rsurface.texture->currentnumlayers)
11328                         return;
11329                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11330                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11331                 else
11332                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11333         }
11334         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11335         {
11336                 RSurf_SetupDepthAndCulling();
11337                 GL_AlphaTest(false);
11338                 R_Mesh_ColorPointer(NULL, 0, 0);
11339                 R_Mesh_ResetTextureState();
11340                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11341                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11342                 GL_DepthMask(true);
11343                 GL_BlendFunc(GL_ONE, GL_ZERO);
11344                 GL_Color(0, 0, 0, 1);
11345                 GL_DepthTest(writedepth);
11346                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11347         }
11348         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11349         {
11350                 RSurf_SetupDepthAndCulling();
11351                 GL_AlphaTest(false);
11352                 R_Mesh_ColorPointer(NULL, 0, 0);
11353                 R_Mesh_ResetTextureState();
11354                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11355                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11356                 GL_DepthMask(true);
11357                 GL_BlendFunc(GL_ONE, GL_ZERO);
11358                 GL_DepthTest(true);
11359                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11360         }
11361         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11362                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11363         else if (!rsurface.texture->currentnumlayers)
11364                 return;
11365         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11366         {
11367                 // in the deferred case, transparent surfaces were queued during prepass
11368                 if (!r_shadow_usingdeferredprepass)
11369                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11370         }
11371         else
11372         {
11373                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11374                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11375         }
11376         CHECKGLERROR
11377 }
11378
11379 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11380 {
11381         int i, j;
11382         texture_t *texture;
11383         // break the surface list down into batches by texture and use of lightmapping
11384         for (i = 0;i < numsurfaces;i = j)
11385         {
11386                 j = i + 1;
11387                 // texture is the base texture pointer, rsurface.texture is the
11388                 // current frame/skin the texture is directing us to use (for example
11389                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11390                 // use skin 1 instead)
11391                 texture = surfacelist[i]->texture;
11392                 rsurface.texture = R_GetCurrentTexture(texture);
11393                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11394                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11395                 {
11396                         // if this texture is not the kind we want, skip ahead to the next one
11397                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11398                                 ;
11399                         continue;
11400                 }
11401                 // simply scan ahead until we find a different texture or lightmap state
11402                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11403                         ;
11404                 // render the range of surfaces
11405                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11406         }
11407 }
11408
11409 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11410 {
11411         CHECKGLERROR
11412         if (depthonly)
11413         {
11414                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11415                         return;
11416                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11417                         return;
11418                 RSurf_SetupDepthAndCulling();
11419                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11420                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11421         }
11422         else if (prepass)
11423         {
11424                 if (!rsurface.texture->currentnumlayers)
11425                         return;
11426                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11427                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11428                 else
11429                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11430         }
11431         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11432         {
11433                 RSurf_SetupDepthAndCulling();
11434                 GL_AlphaTest(false);
11435                 R_Mesh_ColorPointer(NULL, 0, 0);
11436                 R_Mesh_ResetTextureState();
11437                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11438                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11439                 GL_DepthMask(true);
11440                 GL_BlendFunc(GL_ONE, GL_ZERO);
11441                 GL_Color(0, 0, 0, 1);
11442                 GL_DepthTest(writedepth);
11443                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11444         }
11445         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11446         {
11447                 RSurf_SetupDepthAndCulling();
11448                 GL_AlphaTest(false);
11449                 R_Mesh_ColorPointer(NULL, 0, 0);
11450                 R_Mesh_ResetTextureState();
11451                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11452                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11453                 GL_DepthMask(true);
11454                 GL_BlendFunc(GL_ONE, GL_ZERO);
11455                 GL_DepthTest(true);
11456                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11457         }
11458         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11459                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11460         else if (!rsurface.texture->currentnumlayers)
11461                 return;
11462         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11463         {
11464                 // in the deferred case, transparent surfaces were queued during prepass
11465                 if (!r_shadow_usingdeferredprepass)
11466                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11467         }
11468         else
11469         {
11470                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11471                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11472         }
11473         CHECKGLERROR
11474 }
11475
11476 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11477 {
11478         int i, j;
11479         texture_t *texture;
11480         // break the surface list down into batches by texture and use of lightmapping
11481         for (i = 0;i < numsurfaces;i = j)
11482         {
11483                 j = i + 1;
11484                 // texture is the base texture pointer, rsurface.texture is the
11485                 // current frame/skin the texture is directing us to use (for example
11486                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11487                 // use skin 1 instead)
11488                 texture = surfacelist[i]->texture;
11489                 rsurface.texture = R_GetCurrentTexture(texture);
11490                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11491                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11492                 {
11493                         // if this texture is not the kind we want, skip ahead to the next one
11494                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11495                                 ;
11496                         continue;
11497                 }
11498                 // simply scan ahead until we find a different texture or lightmap state
11499                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11500                         ;
11501                 // render the range of surfaces
11502                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11503         }
11504 }
11505
11506 float locboxvertex3f[6*4*3] =
11507 {
11508         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11509         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11510         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11511         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11512         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11513         1,0,0, 0,0,0, 0,1,0, 1,1,0
11514 };
11515
11516 unsigned short locboxelements[6*2*3] =
11517 {
11518          0, 1, 2, 0, 2, 3,
11519          4, 5, 6, 4, 6, 7,
11520          8, 9,10, 8,10,11,
11521         12,13,14, 12,14,15,
11522         16,17,18, 16,18,19,
11523         20,21,22, 20,22,23
11524 };
11525
11526 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11527 {
11528         int i, j;
11529         cl_locnode_t *loc = (cl_locnode_t *)ent;
11530         vec3_t mins, size;
11531         float vertex3f[6*4*3];
11532         CHECKGLERROR
11533         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11534         GL_DepthMask(false);
11535         GL_DepthRange(0, 1);
11536         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11537         GL_DepthTest(true);
11538         GL_CullFace(GL_NONE);
11539         R_EntityMatrix(&identitymatrix);
11540
11541         R_Mesh_VertexPointer(vertex3f, 0, 0);
11542         R_Mesh_ColorPointer(NULL, 0, 0);
11543         R_Mesh_ResetTextureState();
11544         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11545
11546         i = surfacelist[0];
11547         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11548                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11549                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11550                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11551
11552         if (VectorCompare(loc->mins, loc->maxs))
11553         {
11554                 VectorSet(size, 2, 2, 2);
11555                 VectorMA(loc->mins, -0.5f, size, mins);
11556         }
11557         else
11558         {
11559                 VectorCopy(loc->mins, mins);
11560                 VectorSubtract(loc->maxs, loc->mins, size);
11561         }
11562
11563         for (i = 0;i < 6*4*3;)
11564                 for (j = 0;j < 3;j++, i++)
11565                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11566
11567         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11568 }
11569
11570 void R_DrawLocs(void)
11571 {
11572         int index;
11573         cl_locnode_t *loc, *nearestloc;
11574         vec3_t center;
11575         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11576         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11577         {
11578                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11579                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11580         }
11581 }
11582
11583 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11584 {
11585         if (decalsystem->decals)
11586                 Mem_Free(decalsystem->decals);
11587         memset(decalsystem, 0, sizeof(*decalsystem));
11588 }
11589
11590 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)
11591 {
11592         tridecal_t *decal;
11593         tridecal_t *decals;
11594         int i;
11595
11596         // expand or initialize the system
11597         if (decalsystem->maxdecals <= decalsystem->numdecals)
11598         {
11599                 decalsystem_t old = *decalsystem;
11600                 qboolean useshortelements;
11601                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11602                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11603                 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)));
11604                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11605                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11606                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11607                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11608                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11609                 if (decalsystem->numdecals)
11610                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11611                 if (old.decals)
11612                         Mem_Free(old.decals);
11613                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11614                         decalsystem->element3i[i] = i;
11615                 if (useshortelements)
11616                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11617                                 decalsystem->element3s[i] = i;
11618         }
11619
11620         // grab a decal and search for another free slot for the next one
11621         decals = decalsystem->decals;
11622         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11623         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11624                 ;
11625         decalsystem->freedecal = i;
11626         if (decalsystem->numdecals <= i)
11627                 decalsystem->numdecals = i + 1;
11628
11629         // initialize the decal
11630         decal->lived = 0;
11631         decal->triangleindex = triangleindex;
11632         decal->surfaceindex = surfaceindex;
11633         decal->decalsequence = decalsequence;
11634         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11635         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11636         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11637         decal->color4ub[0][3] = 255;
11638         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11639         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11640         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11641         decal->color4ub[1][3] = 255;
11642         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11643         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11644         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11645         decal->color4ub[2][3] = 255;
11646         decal->vertex3f[0][0] = v0[0];
11647         decal->vertex3f[0][1] = v0[1];
11648         decal->vertex3f[0][2] = v0[2];
11649         decal->vertex3f[1][0] = v1[0];
11650         decal->vertex3f[1][1] = v1[1];
11651         decal->vertex3f[1][2] = v1[2];
11652         decal->vertex3f[2][0] = v2[0];
11653         decal->vertex3f[2][1] = v2[1];
11654         decal->vertex3f[2][2] = v2[2];
11655         decal->texcoord2f[0][0] = t0[0];
11656         decal->texcoord2f[0][1] = t0[1];
11657         decal->texcoord2f[1][0] = t1[0];
11658         decal->texcoord2f[1][1] = t1[1];
11659         decal->texcoord2f[2][0] = t2[0];
11660         decal->texcoord2f[2][1] = t2[1];
11661 }
11662
11663 extern cvar_t cl_decals_bias;
11664 extern cvar_t cl_decals_models;
11665 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11666 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)
11667 {
11668         matrix4x4_t projection;
11669         decalsystem_t *decalsystem;
11670         qboolean dynamic;
11671         dp_model_t *model;
11672         const float *vertex3f;
11673         const msurface_t *surface;
11674         const msurface_t *surfaces;
11675         const int *surfacelist;
11676         const texture_t *texture;
11677         int numtriangles;
11678         int numsurfacelist;
11679         int surfacelistindex;
11680         int surfaceindex;
11681         int triangleindex;
11682         int cornerindex;
11683         int index;
11684         int numpoints;
11685         const int *e;
11686         float localorigin[3];
11687         float localnormal[3];
11688         float localmins[3];
11689         float localmaxs[3];
11690         float localsize;
11691         float v[9][3];
11692         float tc[9][2];
11693         float c[9][4];
11694         //float normal[3];
11695         float planes[6][4];
11696         float f;
11697         float points[2][9][3];
11698         float angles[3];
11699         float temp[3];
11700
11701         decalsystem = &ent->decalsystem;
11702         model = ent->model;
11703         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11704         {
11705                 R_DecalSystem_Reset(&ent->decalsystem);
11706                 return;
11707         }
11708
11709         if (!model->brush.data_nodes && !cl_decals_models.integer)
11710         {
11711                 if (decalsystem->model)
11712                         R_DecalSystem_Reset(decalsystem);
11713                 return;
11714         }
11715
11716         if (decalsystem->model != model)
11717                 R_DecalSystem_Reset(decalsystem);
11718         decalsystem->model = model;
11719
11720         RSurf_ActiveModelEntity(ent, false, false, false);
11721
11722         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11723         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11724         VectorNormalize(localnormal);
11725         localsize = worldsize*rsurface.inversematrixscale;
11726         localmins[0] = localorigin[0] - localsize;
11727         localmins[1] = localorigin[1] - localsize;
11728         localmins[2] = localorigin[2] - localsize;
11729         localmaxs[0] = localorigin[0] + localsize;
11730         localmaxs[1] = localorigin[1] + localsize;
11731         localmaxs[2] = localorigin[2] + localsize;
11732
11733         //VectorCopy(localnormal, planes[4]);
11734         //VectorVectors(planes[4], planes[2], planes[0]);
11735         AnglesFromVectors(angles, localnormal, NULL, false);
11736         AngleVectors(angles, planes[0], planes[2], planes[4]);
11737         VectorNegate(planes[0], planes[1]);
11738         VectorNegate(planes[2], planes[3]);
11739         VectorNegate(planes[4], planes[5]);
11740         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11741         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11742         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11743         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11744         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11745         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11746
11747 #if 1
11748 // works
11749 {
11750         matrix4x4_t forwardprojection;
11751         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11752         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11753 }
11754 #else
11755 // broken
11756 {
11757         float projectionvector[4][3];
11758         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11759         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11760         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11761         projectionvector[0][0] = planes[0][0] * ilocalsize;
11762         projectionvector[0][1] = planes[1][0] * ilocalsize;
11763         projectionvector[0][2] = planes[2][0] * ilocalsize;
11764         projectionvector[1][0] = planes[0][1] * ilocalsize;
11765         projectionvector[1][1] = planes[1][1] * ilocalsize;
11766         projectionvector[1][2] = planes[2][1] * ilocalsize;
11767         projectionvector[2][0] = planes[0][2] * ilocalsize;
11768         projectionvector[2][1] = planes[1][2] * ilocalsize;
11769         projectionvector[2][2] = planes[2][2] * ilocalsize;
11770         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11771         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11772         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11773         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11774 }
11775 #endif
11776
11777         dynamic = model->surfmesh.isanimated;
11778         vertex3f = rsurface.modelvertex3f;
11779         numsurfacelist = model->nummodelsurfaces;
11780         surfacelist = model->sortedmodelsurfaces;
11781         surfaces = model->data_surfaces;
11782         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11783         {
11784                 surfaceindex = surfacelist[surfacelistindex];
11785                 surface = surfaces + surfaceindex;
11786                 // check cull box first because it rejects more than any other check
11787                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11788                         continue;
11789                 // skip transparent surfaces
11790                 texture = surface->texture;
11791                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11792                         continue;
11793                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11794                         continue;
11795                 numtriangles = surface->num_triangles;
11796                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11797                 {
11798                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11799                         {
11800                                 index = 3*e[cornerindex];
11801                                 VectorCopy(vertex3f + index, v[cornerindex]);
11802                         }
11803                         // cull backfaces
11804                         //TriangleNormal(v[0], v[1], v[2], normal);
11805                         //if (DotProduct(normal, localnormal) < 0.0f)
11806                         //      continue;
11807                         // clip by each of the box planes formed from the projection matrix
11808                         // if anything survives, we emit the decal
11809                         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]);
11810                         if (numpoints < 3)
11811                                 continue;
11812                         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]);
11813                         if (numpoints < 3)
11814                                 continue;
11815                         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]);
11816                         if (numpoints < 3)
11817                                 continue;
11818                         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]);
11819                         if (numpoints < 3)
11820                                 continue;
11821                         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]);
11822                         if (numpoints < 3)
11823                                 continue;
11824                         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]);
11825                         if (numpoints < 3)
11826                                 continue;
11827                         // some part of the triangle survived, so we have to accept it...
11828                         if (dynamic)
11829                         {
11830                                 // dynamic always uses the original triangle
11831                                 numpoints = 3;
11832                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11833                                 {
11834                                         index = 3*e[cornerindex];
11835                                         VectorCopy(vertex3f + index, v[cornerindex]);
11836                                 }
11837                         }
11838                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11839                         {
11840                                 // convert vertex positions to texcoords
11841                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11842                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11843                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11844                                 // calculate distance fade from the projection origin
11845                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11846                                 f = bound(0.0f, f, 1.0f);
11847                                 c[cornerindex][0] = r * f;
11848                                 c[cornerindex][1] = g * f;
11849                                 c[cornerindex][2] = b * f;
11850                                 c[cornerindex][3] = 1.0f;
11851                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11852                         }
11853                         if (dynamic)
11854                                 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);
11855                         else
11856                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11857                                         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);
11858                 }
11859         }
11860 }
11861
11862 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11863 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)
11864 {
11865         int renderentityindex;
11866         float worldmins[3];
11867         float worldmaxs[3];
11868         entity_render_t *ent;
11869
11870         if (!cl_decals_newsystem.integer)
11871                 return;
11872
11873         worldmins[0] = worldorigin[0] - worldsize;
11874         worldmins[1] = worldorigin[1] - worldsize;
11875         worldmins[2] = worldorigin[2] - worldsize;
11876         worldmaxs[0] = worldorigin[0] + worldsize;
11877         worldmaxs[1] = worldorigin[1] + worldsize;
11878         worldmaxs[2] = worldorigin[2] + worldsize;
11879
11880         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11881
11882         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11883         {
11884                 ent = r_refdef.scene.entities[renderentityindex];
11885                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11886                         continue;
11887
11888                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11889         }
11890 }
11891
11892 typedef struct r_decalsystem_splatqueue_s
11893 {
11894         vec3_t worldorigin;
11895         vec3_t worldnormal;
11896         float color[4];
11897         float tcrange[4];
11898         float worldsize;
11899         int decalsequence;
11900 }
11901 r_decalsystem_splatqueue_t;
11902
11903 int r_decalsystem_numqueued = 0;
11904 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11905
11906 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)
11907 {
11908         r_decalsystem_splatqueue_t *queue;
11909
11910         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11911                 return;
11912
11913         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11914         VectorCopy(worldorigin, queue->worldorigin);
11915         VectorCopy(worldnormal, queue->worldnormal);
11916         Vector4Set(queue->color, r, g, b, a);
11917         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11918         queue->worldsize = worldsize;
11919         queue->decalsequence = cl.decalsequence++;
11920 }
11921
11922 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11923 {
11924         int i;
11925         r_decalsystem_splatqueue_t *queue;
11926
11927         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11928                 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);
11929         r_decalsystem_numqueued = 0;
11930 }
11931
11932 extern cvar_t cl_decals_max;
11933 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11934 {
11935         int i;
11936         decalsystem_t *decalsystem = &ent->decalsystem;
11937         int numdecals;
11938         int killsequence;
11939         tridecal_t *decal;
11940         float frametime;
11941         float lifetime;
11942
11943         if (!decalsystem->numdecals)
11944                 return;
11945
11946         if (r_showsurfaces.integer)
11947                 return;
11948
11949         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11950         {
11951                 R_DecalSystem_Reset(decalsystem);
11952                 return;
11953         }
11954
11955         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11956         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11957
11958         if (decalsystem->lastupdatetime)
11959                 frametime = (cl.time - decalsystem->lastupdatetime);
11960         else
11961                 frametime = 0;
11962         decalsystem->lastupdatetime = cl.time;
11963         decal = decalsystem->decals;
11964         numdecals = decalsystem->numdecals;
11965
11966         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11967         {
11968                 if (decal->color4ub[0][3])
11969                 {
11970                         decal->lived += frametime;
11971                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11972                         {
11973                                 memset(decal, 0, sizeof(*decal));
11974                                 if (decalsystem->freedecal > i)
11975                                         decalsystem->freedecal = i;
11976                         }
11977                 }
11978         }
11979         decal = decalsystem->decals;
11980         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11981                 numdecals--;
11982
11983         // collapse the array by shuffling the tail decals into the gaps
11984         for (;;)
11985         {
11986                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11987                         decalsystem->freedecal++;
11988                 if (decalsystem->freedecal == numdecals)
11989                         break;
11990                 decal[decalsystem->freedecal] = decal[--numdecals];
11991         }
11992
11993         decalsystem->numdecals = numdecals;
11994
11995         if (numdecals <= 0)
11996         {
11997                 // if there are no decals left, reset decalsystem
11998                 R_DecalSystem_Reset(decalsystem);
11999         }
12000 }
12001
12002 extern skinframe_t *decalskinframe;
12003 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12004 {
12005         int i;
12006         decalsystem_t *decalsystem = &ent->decalsystem;
12007         int numdecals;
12008         tridecal_t *decal;
12009         float faderate;
12010         float alpha;
12011         float *v3f;
12012         float *c4f;
12013         float *t2f;
12014         const int *e;
12015         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12016         int numtris = 0;
12017
12018         numdecals = decalsystem->numdecals;
12019         if (!numdecals)
12020                 return;
12021
12022         if (r_showsurfaces.integer)
12023                 return;
12024
12025         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12026         {
12027                 R_DecalSystem_Reset(decalsystem);
12028                 return;
12029         }
12030
12031         // if the model is static it doesn't matter what value we give for
12032         // wantnormals and wanttangents, so this logic uses only rules applicable
12033         // to a model, knowing that they are meaningless otherwise
12034         if (ent == r_refdef.scene.worldentity)
12035                 RSurf_ActiveWorldEntity();
12036         else
12037                 RSurf_ActiveModelEntity(ent, false, false, false);
12038
12039         decalsystem->lastupdatetime = cl.time;
12040         decal = decalsystem->decals;
12041
12042         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12043
12044         // update vertex positions for animated models
12045         v3f = decalsystem->vertex3f;
12046         c4f = decalsystem->color4f;
12047         t2f = decalsystem->texcoord2f;
12048         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12049         {
12050                 if (!decal->color4ub[0][3])
12051                         continue;
12052
12053                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12054                         continue;
12055
12056                 // update color values for fading decals
12057                 if (decal->lived >= cl_decals_time.value)
12058                 {
12059                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12060                         alpha *= (1.0f/255.0f);
12061                 }
12062                 else
12063                         alpha = 1.0f/255.0f;
12064
12065                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12066                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12067                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12068                 c4f[ 3] = 1;
12069                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12070                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12071                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12072                 c4f[ 7] = 1;
12073                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12074                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12075                 c4f[10] = decal->color4ub[2][2] * alpha;
12076                 c4f[11] = 1;
12077
12078                 t2f[0] = decal->texcoord2f[0][0];
12079                 t2f[1] = decal->texcoord2f[0][1];
12080                 t2f[2] = decal->texcoord2f[1][0];
12081                 t2f[3] = decal->texcoord2f[1][1];
12082                 t2f[4] = decal->texcoord2f[2][0];
12083                 t2f[5] = decal->texcoord2f[2][1];
12084
12085                 // update vertex positions for animated models
12086                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12087                 {
12088                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12089                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12090                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12091                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12092                 }
12093                 else
12094                 {
12095                         VectorCopy(decal->vertex3f[0], v3f);
12096                         VectorCopy(decal->vertex3f[1], v3f + 3);
12097                         VectorCopy(decal->vertex3f[2], v3f + 6);
12098                 }
12099
12100                 v3f += 9;
12101                 c4f += 12;
12102                 t2f += 6;
12103                 numtris++;
12104         }
12105
12106         if (numtris > 0)
12107         {
12108                 r_refdef.stats.drawndecals += numtris;
12109
12110                 if (r_refdef.fogenabled)
12111                 {
12112                         switch(vid.renderpath)
12113                         {
12114                         case RENDERPATH_GL20:
12115                         case RENDERPATH_CGGL:
12116                         case RENDERPATH_GL13:
12117                         case RENDERPATH_GL11:
12118                                 for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
12119                                 {
12120                                         alpha = RSurf_FogVertex(v3f);
12121                                         c4f[0] *= alpha;
12122                                         c4f[1] *= alpha;
12123                                         c4f[2] *= alpha;
12124                                 }
12125                                 break;
12126                         }
12127                 }
12128
12129                 // now render the decals all at once
12130                 // (this assumes they all use one particle font texture!)
12131                 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);
12132                 R_Mesh_ResetTextureState();
12133                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12134                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12135                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12136                 GL_DepthMask(false);
12137                 GL_DepthRange(0, 1);
12138                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12139                 GL_DepthTest(true);
12140                 GL_CullFace(GL_NONE);
12141                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12142                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12143                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12144         }
12145 }
12146
12147 static void R_DrawModelDecals(void)
12148 {
12149         int i, numdecals;
12150
12151         // fade faster when there are too many decals
12152         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12153         for (i = 0;i < r_refdef.scene.numentities;i++)
12154                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12155
12156         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12157         for (i = 0;i < r_refdef.scene.numentities;i++)
12158                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12159                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12160
12161         R_DecalSystem_ApplySplatEntitiesQueue();
12162
12163         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12164         for (i = 0;i < r_refdef.scene.numentities;i++)
12165                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12166
12167         r_refdef.stats.totaldecals += numdecals;
12168
12169         if (r_showsurfaces.integer)
12170                 return;
12171
12172         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12173
12174         for (i = 0;i < r_refdef.scene.numentities;i++)
12175         {
12176                 if (!r_refdef.viewcache.entityvisible[i])
12177                         continue;
12178                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12179                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12180         }
12181 }
12182
12183 void R_DrawDebugModel(void)
12184 {
12185         entity_render_t *ent = rsurface.entity;
12186         int i, j, k, l, flagsmask;
12187         q3mbrush_t *brush;
12188         const msurface_t *surface;
12189         dp_model_t *model = ent->model;
12190         vec3_t v;
12191
12192         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12193
12194         R_Mesh_ColorPointer(NULL, 0, 0);
12195         R_Mesh_ResetTextureState();
12196         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12197         GL_DepthRange(0, 1);
12198         GL_DepthTest(!r_showdisabledepthtest.integer);
12199         GL_DepthMask(false);
12200         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12201
12202         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12203         {
12204                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12205                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12206                 {
12207                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12208                         {
12209                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12210                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12211                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12212                         }
12213                 }
12214                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12215                 {
12216                         if (surface->num_collisiontriangles)
12217                         {
12218                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12219                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12220                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12221                         }
12222                 }
12223         }
12224
12225         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12226
12227         if (r_showtris.integer || r_shownormals.integer)
12228         {
12229                 if (r_showdisabledepthtest.integer)
12230                 {
12231                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12232                         GL_DepthMask(false);
12233                 }
12234                 else
12235                 {
12236                         GL_BlendFunc(GL_ONE, GL_ZERO);
12237                         GL_DepthMask(true);
12238                 }
12239                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12240                 {
12241                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12242                                 continue;
12243                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12244                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12245                         {
12246                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12247                                 if (r_showtris.value > 0)
12248                                 {
12249                                         if (!rsurface.texture->currentlayers->depthmask)
12250                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12251                                         else if (ent == r_refdef.scene.worldentity)
12252                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12253                                         else
12254                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12255                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12256                                         R_Mesh_ColorPointer(NULL, 0, 0);
12257                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12258                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12259                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12260                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12261                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12262                                         CHECKGLERROR
12263                                 }
12264                                 if (r_shownormals.value < 0)
12265                                 {
12266                                         qglBegin(GL_LINES);
12267                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12268                                         {
12269                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12270                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12271                                                 qglVertex3f(v[0], v[1], v[2]);
12272                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12273                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12274                                                 qglVertex3f(v[0], v[1], v[2]);
12275                                         }
12276                                         qglEnd();
12277                                         CHECKGLERROR
12278                                 }
12279                                 if (r_shownormals.value > 0)
12280                                 {
12281                                         qglBegin(GL_LINES);
12282                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12283                                         {
12284                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12285                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12286                                                 qglVertex3f(v[0], v[1], v[2]);
12287                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12288                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12289                                                 qglVertex3f(v[0], v[1], v[2]);
12290                                         }
12291                                         qglEnd();
12292                                         CHECKGLERROR
12293                                         qglBegin(GL_LINES);
12294                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12295                                         {
12296                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12297                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12298                                                 qglVertex3f(v[0], v[1], v[2]);
12299                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12300                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12301                                                 qglVertex3f(v[0], v[1], v[2]);
12302                                         }
12303                                         qglEnd();
12304                                         CHECKGLERROR
12305                                         qglBegin(GL_LINES);
12306                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12307                                         {
12308                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12309                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12310                                                 qglVertex3f(v[0], v[1], v[2]);
12311                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12312                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12313                                                 qglVertex3f(v[0], v[1], v[2]);
12314                                         }
12315                                         qglEnd();
12316                                         CHECKGLERROR
12317                                 }
12318                         }
12319                 }
12320                 rsurface.texture = NULL;
12321         }
12322 }
12323
12324 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12325 int r_maxsurfacelist = 0;
12326 const msurface_t **r_surfacelist = NULL;
12327 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12328 {
12329         int i, j, endj, flagsmask;
12330         dp_model_t *model = r_refdef.scene.worldmodel;
12331         msurface_t *surfaces;
12332         unsigned char *update;
12333         int numsurfacelist = 0;
12334         if (model == NULL)
12335                 return;
12336
12337         if (r_maxsurfacelist < model->num_surfaces)
12338         {
12339                 r_maxsurfacelist = model->num_surfaces;
12340                 if (r_surfacelist)
12341                         Mem_Free((msurface_t**)r_surfacelist);
12342                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12343         }
12344
12345         RSurf_ActiveWorldEntity();
12346
12347         surfaces = model->data_surfaces;
12348         update = model->brushq1.lightmapupdateflags;
12349
12350         // update light styles on this submodel
12351         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12352         {
12353                 model_brush_lightstyleinfo_t *style;
12354                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12355                 {
12356                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12357                         {
12358                                 int *list = style->surfacelist;
12359                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12360                                 for (j = 0;j < style->numsurfaces;j++)
12361                                         update[list[j]] = true;
12362                         }
12363                 }
12364         }
12365
12366         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12367
12368         if (debug)
12369         {
12370                 R_DrawDebugModel();
12371                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12372                 return;
12373         }
12374
12375         rsurface.uselightmaptexture = false;
12376         rsurface.texture = NULL;
12377         rsurface.rtlight = NULL;
12378         numsurfacelist = 0;
12379         // add visible surfaces to draw list
12380         for (i = 0;i < model->nummodelsurfaces;i++)
12381         {
12382                 j = model->sortedmodelsurfaces[i];
12383                 if (r_refdef.viewcache.world_surfacevisible[j])
12384                         r_surfacelist[numsurfacelist++] = surfaces + j;
12385         }
12386         // update lightmaps if needed
12387         if (model->brushq1.firstrender)
12388         {
12389                 model->brushq1.firstrender = false;
12390                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12391                         if (update[j])
12392                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12393         }
12394         else if (update)
12395         {
12396                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12397                         if (r_refdef.viewcache.world_surfacevisible[j])
12398                                 if (update[j])
12399                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12400         }
12401         // don't do anything if there were no surfaces
12402         if (!numsurfacelist)
12403         {
12404                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12405                 return;
12406         }
12407         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12408         GL_AlphaTest(false);
12409
12410         // add to stats if desired
12411         if (r_speeds.integer && !skysurfaces && !depthonly)
12412         {
12413                 r_refdef.stats.world_surfaces += numsurfacelist;
12414                 for (j = 0;j < numsurfacelist;j++)
12415                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12416         }
12417
12418         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12419 }
12420
12421 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12422 {
12423         int i, j, endj, flagsmask;
12424         dp_model_t *model = ent->model;
12425         msurface_t *surfaces;
12426         unsigned char *update;
12427         int numsurfacelist = 0;
12428         if (model == NULL)
12429                 return;
12430
12431         if (r_maxsurfacelist < model->num_surfaces)
12432         {
12433                 r_maxsurfacelist = model->num_surfaces;
12434                 if (r_surfacelist)
12435                         Mem_Free((msurface_t **)r_surfacelist);
12436                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12437         }
12438
12439         // if the model is static it doesn't matter what value we give for
12440         // wantnormals and wanttangents, so this logic uses only rules applicable
12441         // to a model, knowing that they are meaningless otherwise
12442         if (ent == r_refdef.scene.worldentity)
12443                 RSurf_ActiveWorldEntity();
12444         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12445                 RSurf_ActiveModelEntity(ent, false, false, false);
12446         else if (prepass)
12447                 RSurf_ActiveModelEntity(ent, true, true, true);
12448         else if (depthonly)
12449         {
12450                 switch (vid.renderpath)
12451                 {
12452                 case RENDERPATH_GL20:
12453                 case RENDERPATH_CGGL:
12454                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12455                         break;
12456                 case RENDERPATH_GL13:
12457                 case RENDERPATH_GL11:
12458                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12459                         break;
12460                 }
12461         }
12462         else
12463         {
12464                 switch (vid.renderpath)
12465                 {
12466                 case RENDERPATH_GL20:
12467                 case RENDERPATH_CGGL:
12468                         RSurf_ActiveModelEntity(ent, true, true, false);
12469                         break;
12470                 case RENDERPATH_GL13:
12471                 case RENDERPATH_GL11:
12472                         RSurf_ActiveModelEntity(ent, true, false, false);
12473                         break;
12474                 }
12475         }
12476
12477         surfaces = model->data_surfaces;
12478         update = model->brushq1.lightmapupdateflags;
12479
12480         // update light styles
12481         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12482         {
12483                 model_brush_lightstyleinfo_t *style;
12484                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12485                 {
12486                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12487                         {
12488                                 int *list = style->surfacelist;
12489                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12490                                 for (j = 0;j < style->numsurfaces;j++)
12491                                         update[list[j]] = true;
12492                         }
12493                 }
12494         }
12495
12496         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12497
12498         if (debug)
12499         {
12500                 R_DrawDebugModel();
12501                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12502                 return;
12503         }
12504
12505         rsurface.uselightmaptexture = false;
12506         rsurface.texture = NULL;
12507         rsurface.rtlight = NULL;
12508         numsurfacelist = 0;
12509         // add visible surfaces to draw list
12510         for (i = 0;i < model->nummodelsurfaces;i++)
12511                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12512         // don't do anything if there were no surfaces
12513         if (!numsurfacelist)
12514         {
12515                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12516                 return;
12517         }
12518         // update lightmaps if needed
12519         if (update)
12520         {
12521                 int updated = 0;
12522                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12523                 {
12524                         if (update[j])
12525                         {
12526                                 updated++;
12527                                 R_BuildLightMap(ent, surfaces + j);
12528                         }
12529                 }
12530         }
12531         if (update)
12532                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12533                         if (update[j])
12534                                 R_BuildLightMap(ent, surfaces + j);
12535         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12536         GL_AlphaTest(false);
12537
12538         // add to stats if desired
12539         if (r_speeds.integer && !skysurfaces && !depthonly)
12540         {
12541                 r_refdef.stats.entities_surfaces += numsurfacelist;
12542                 for (j = 0;j < numsurfacelist;j++)
12543                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12544         }
12545
12546         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12547 }
12548
12549 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12550 {
12551         static texture_t texture;
12552         static msurface_t surface;
12553         const msurface_t *surfacelist = &surface;
12554
12555         // fake enough texture and surface state to render this geometry
12556
12557         texture.update_lastrenderframe = -1; // regenerate this texture
12558         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12559         texture.currentskinframe = skinframe;
12560         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12561         texture.specularscalemod = 1;
12562         texture.specularpowermod = 1;
12563
12564         surface.texture = &texture;
12565         surface.num_triangles = numtriangles;
12566         surface.num_firsttriangle = firsttriangle;
12567         surface.num_vertices = numvertices;
12568         surface.num_firstvertex = firstvertex;
12569
12570         // now render it
12571         rsurface.texture = R_GetCurrentTexture(surface.texture);
12572         rsurface.uselightmaptexture = false;
12573         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12574 }
12575
12576 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)
12577 {
12578         static msurface_t surface;
12579         const msurface_t *surfacelist = &surface;
12580
12581         // fake enough texture and surface state to render this geometry
12582
12583         surface.texture = texture;
12584         surface.num_triangles = numtriangles;
12585         surface.num_firsttriangle = firsttriangle;
12586         surface.num_vertices = numvertices;
12587         surface.num_firstvertex = firstvertex;
12588
12589         // now render it
12590         rsurface.texture = R_GetCurrentTexture(surface.texture);
12591         rsurface.uselightmaptexture = false;
12592         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12593 }